本文整理汇总了Python中panda3d.core.GeomTriangles.add_vertex方法的典型用法代码示例。如果您正苦于以下问题:Python GeomTriangles.add_vertex方法的具体用法?Python GeomTriangles.add_vertex怎么用?Python GeomTriangles.add_vertex使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类panda3d.core.GeomTriangles
的用法示例。
在下文中一共展示了GeomTriangles.add_vertex方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: create_model
# 需要导入模块: from panda3d.core import GeomTriangles [as 别名]
# 或者: from panda3d.core.GeomTriangles import add_vertex [as 别名]
def create_model(self):
# Set up the vertex arrays
vformat = GeomVertexFormat.get_v3c4()
vdata = GeomVertexData("Data", vformat, Geom.UHStatic)
vertex = GeomVertexWriter(vdata, 'vertex')
color = GeomVertexWriter(vdata, 'color')
geom = Geom(vdata)
# Vertex data
vertex.addData3f(1.5, 0, -1)
color.addData4f(1, 0, 0, 1)
vertex.addData3f(-1.5, 0, -1)
color.addData4f(0, 1, 0, 1)
vertex.addData3f(0, 0, 1)
color.addData4f(0, 0, 1, 1)
# Primitive
tri = GeomTriangles(Geom.UHStatic)
tri.add_vertex(2)
tri.add_vertex(1)
tri.add_vertex(0)
tri.close_primitive()
geom.addPrimitive(tri)
# Create the actual node
node = GeomNode('geom_node')
node.addGeom(geom)
np = NodePath(node)
# Shader and initial shader vars
np.set_shader(Shader.load(Shader.SL_GLSL, "shader/shader.vert", "shader/shader.frag"))
np.set_shader_input("time", 0.0)
# No instancing necessary
#np.set_instance_count(27)
# return np
np.reparent_to(base.render)
self.model = np
示例2: GeomBuilder
# 需要导入模块: from panda3d.core import GeomTriangles [as 别名]
# 或者: from panda3d.core.GeomTriangles import add_vertex [as 别名]
class GeomBuilder(object):
def __init__(self, name='tris'):
self.name = name
self.vdata = GeomVertexData(name, GeomVertexFormat.get_v3n3cpt2(), Geom.UHDynamic)
self.writer = VertexDataWriter(self.vdata)
self.tris = GeomTriangles(Geom.UHDynamic)
def _commit_polygon(self, poly, color):
"""
Transmutes colors and vertices for tris and quads into visible geometry.
"""
point_id = self.writer.count
for p in poly.points:
self.writer.add_vertex(p, poly.get_normal(), color, (0.0, 1.0))
if len(poly.points) == 3:
self.tris.add_consecutive_vertices(point_id, 3)
self.tris.close_primitive()
elif len(poly.points) == 4:
self.tris.add_vertex(point_id)
self.tris.add_vertex(point_id + 1)
self.tris.add_vertex(point_id + 3)
self.tris.close_primitive()
self.tris.add_consecutive_vertices(point_id + 1, 3)
self.tris.close_primitive()
else:
raise InvalidPrimitive
def add_tri(self, color, points):
self._commit_polygon(Polygon(points), color)
self._commit_polygon(Polygon(points[::-1]), color)
return self
def add_rect(self, color, x1, y1, z1, x2, y2, z2):
p1 = Point3(x1, y1, z1)
p3 = Point3(x2, y2, z2)
# Make sure we draw the rect in the right plane.
if x1 != x2:
p2 = Point3(x2, y1, z1)
p4 = Point3(x1, y2, z2)
else:
p2 = Point3(x2, y2, z1)
p4 = Point3(x1, y1, z2)
self._commit_polygon(Polygon([p1, p2, p3, p4]), color)
return self
def add_block(self, color, center, size, rot=None):
x_shift = size[0] / 2.0
y_shift = size[1] / 2.0
z_shift = size[2] / 2.0
rot = LRotationf(0, 0, 0) if rot is None else rot
vertices = (
Point3(-x_shift, +y_shift, +z_shift),
Point3(-x_shift, -y_shift, +z_shift),
Point3(+x_shift, -y_shift, +z_shift),
Point3(+x_shift, +y_shift, +z_shift),
Point3(+x_shift, +y_shift, -z_shift),
Point3(+x_shift, -y_shift, -z_shift),
Point3(-x_shift, -y_shift, -z_shift),
Point3(-x_shift, +y_shift, -z_shift),
)
vertices = [rot.xform(v) + LVector3f(*center) for v in vertices]
faces = (
# XY
[vertices[0], vertices[1], vertices[2], vertices[3]],
[vertices[4], vertices[5], vertices[6], vertices[7]],
# XZ
[vertices[0], vertices[3], vertices[4], vertices[7]],
[vertices[6], vertices[5], vertices[2], vertices[1]],
# YZ
[vertices[5], vertices[4], vertices[3], vertices[2]],
[vertices[7], vertices[6], vertices[1], vertices[0]],
)
if size[0] and size[1]:
self._commit_polygon(Polygon(faces[0]), color)
self._commit_polygon(Polygon(faces[1]), color)
if size[0] and size[2]:
self._commit_polygon(Polygon(faces[2]), color)
self._commit_polygon(Polygon(faces[3]), color)
if size[1] and size[2]:
self._commit_polygon(Polygon(faces[4]), color)
self._commit_polygon(Polygon(faces[5]), color)
return self
def add_ramp(self, color, base, top, width, thickness, rot=None):
midpoint = Point3((top + base) / 2.0)
rot = LRotationf(0, 0, 0) if rot is None else rot
# Temporarily move `base` and `top` to positions relative to a midpoint
# at (0, 0, 0).
if midpoint != Point3(0, 0, 0):
base = Point3(base - (midpoint - Point3(0, 0, 0)))
top = Point3(top - (midpoint - Point3(0, 0, 0)))
#.........这里部分代码省略.........