本文整理汇总了Python中panda3d.core.GeomVertexFormat.getV3n3c4方法的典型用法代码示例。如果您正苦于以下问题:Python GeomVertexFormat.getV3n3c4方法的具体用法?Python GeomVertexFormat.getV3n3c4怎么用?Python GeomVertexFormat.getV3n3c4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.GeomVertexFormat
的用法示例。
在下文中一共展示了GeomVertexFormat.getV3n3c4方法的7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: regesterGeomRequirements
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
def regesterGeomRequirements(self, LOD, collection):
n = NodePath("tmp")
if self.barkTexture is not None:
n.setTexture(self.barkTexture)
n.setShaderInput("diffTex", self.barkTexture)
format = GeomVertexFormat.getV3n3t2()
else:
format = GeomVertexFormat.getV3n3()
n.setColor(0.4, 0.3, 0.3, 1)
# n.setShader(customLoader.makeShader(n))
trunkRequirements = meshManager.GeomRequirements(geomVertexFormat=format, renderState=n.getState())
n = NodePath("tmp")
if self.leafTexture is not None:
# n.setTag("alpha","")
n.setShaderInput("alpha", 0, 0, 0) # marker we need cutout alpha
n.setTexture(self.leafTexture)
n.setShaderInput("diffTex", self.leafTexture)
format = GeomVertexFormat.getV3n3t2()
else:
format = GeomVertexFormat.getV3n3c4()
# n.setShader(customLoader.makeShader(n,debugCodePrefix="tree",debugGraphPrefix="tree"))
leafRequirements = meshManager.GeomRequirements(geomVertexFormat=format, renderState=n.getState())
self.trunkDataIndex[LOD] = collection.add(trunkRequirements)
self.leafDataIndex[LOD] = collection.add(leafRequirements)
示例2: add_plane
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
def add_plane(map_width, map_height):
# Prepare the vertex format writers
v_fmt = GeomVertexFormat.getV3n3c4()
v_data = GeomVertexData('TerrainData', v_fmt, Geom.UHStatic)
vertex = GeomVertexWriter(v_data, 'vertex')
normal = GeomVertexWriter(v_data, 'normal')
color = GeomVertexWriter(v_data, 'color')
#texcoord = GeomVertexWriter(v_data, 'texcoord')
# Create a primitive
prim = GeomTrifans(Geom.UHStatic)
poly_color = (uniform(0, 0.05), uniform(0, 0.5), uniform(0.5, 1), 0.5, )
for i, point in enumerate([
(-map_width/2, -map_height/2),
(map_width/2, -map_height/2),
(map_width/2, map_height/2),
(-map_width/2, map_height/2), ]):
x, y = point
vertex.addData3f(x, y, 0)
normal.addData3f(0, 0, 1)
color.addData4f(*poly_color)
#texcoord.addData2f(1, 0)
prim.addVertex(i)
prim.addVertex(0)
prim.closePrimitive()
# Add to the scene graph
geom = Geom(v_data)
geom.addPrimitive(prim)
node = GeomNode('gnode')
node.addGeom(geom)
nodePath = render.attachNewNode(node)
nodePath.setTwoSided(True)
nodePath.setAlphaScale(0.5)
示例3: create_geom
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
def create_geom(self, sidelength):
# Set up the vertex arrays
vformat = GeomVertexFormat.getV3n3c4()
vdata = GeomVertexData("Data", vformat, Geom.UHDynamic)
vertex = GeomVertexWriter(vdata, 'vertex')
normal = GeomVertexWriter(vdata, 'normal')
color = GeomVertexWriter(vdata, 'color')
geom = Geom(vdata)
# Write vertex data
for x in range(0, sidelength):
for y in range(0, sidelength):
# vertex_number = x * sidelength + y
v_x, v_y, v_z = self.map_b[(x, y)]
n_x, n_y, n_z = 0.0, 0.0, 1.0
c_r, c_g, c_b, c_a = 0.5, 0.5, 0.5, 0.5
vertex.addData3f(v_x, v_y, v_z)
normal.addData3f(n_x, n_y, n_z)
color.addData4f(c_r, c_g, c_b, c_a)
# Add triangles
for x in range(0, sidelength - 1):
for y in range(0, sidelength - 1):
# The vertex arrangement (y up, x right)
# 2 3
# 0 1
v_0 = x * sidelength + y
v_1 = x * sidelength + (y + 1)
v_2 = (x + 1) * sidelength + y
v_3 = (x + 1) * sidelength + (y + 1)
if (x+y)%1 == 0: # An even square
tris = GeomTriangles(Geom.UHStatic)
tris.addVertices(v_0, v_2, v_3)
tris.closePrimitive()
geom.addPrimitive(tris)
tris = GeomTriangles(Geom.UHStatic)
tris.addVertices(v_3, v_1, v_0)
tris.closePrimitive()
geom.addPrimitive(tris)
else: # An odd square
tris = GeomTriangles(Geom.UHStatic)
tris.addVertices(v_1, v_0, v_2)
tris.closePrimitive()
geom.addPrimitive(tris)
tris = GeomTriangles(Geom.UHStatic)
tris.addVertices(v_2, v_3, v_1)
tris.closePrimitive()
geom.addPrimitive(tris)
# Create the actual node
node = GeomNode('geom_node')
node.addGeom(geom)
# Remember GeomVertexWriters to adjust vertex data later
#self.vertex_writer = vertex
#self.color_writer = color
self.vdata = vdata
return node
示例4: __init__
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
def __init__(self, name = 'Mesh'):
'''
Constructor
'''
self.name = name
self.finished = False
self.format = GeomVertexFormat.getV3n3c4()
self.vertexData = GeomVertexData(name, self.format, Geom.UHStream)
self.mesh = Geom(self.vertexData)
self.triangles = GeomTriangles(Geom.UHStream)
self.triangleData = self.triangles.modifyVertices()
self.vertex = GeomVertexWriter(self.vertexData, 'vertex')
self.normal = GeomVertexWriter(self.vertexData, 'normal')
self.color = GeomVertexWriter(self.vertexData, 'color')
#self.texcoord = GeomVertexWriter(self.vertexData, 'texcoord')
self.faceCount = 0
示例5: __init__
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
def __init__(self, point, vertices, map_width=1024, map_height=1024, base=0.0):
self.point = point
# TODO: Sort these clockwise (they still are 2D points)
# http://stackoverflow.com/questions/6989100/sort-points-in-clockwise-order
# Might just need to reverse if the wrong way. I think they're already
# ordered. Should be able to tell by checking the normal calculation.
self.vertices = vertices
# Ensure that stuff is working correctly
if [-10.101, -10.101] in vertices:
raise ValueError("Can't create this region.")
# TODO: Constrain the bounds like this... though it's somewhat busted.
# for i, v in enumerate(vertices):
# x, y = v
# x = max(min(x, map_width/2), -map_width/2)
# y = max(min(y, map_height/2), -map_height/2)
# vertices[i] = (x, y)
for v in vertices:
if not (-map_width/2 <= v[0] <= map_width/2 and
-map_height/2 <= v[1] <= map_height/2):
raise ValueError("Can't create this region.")
# Prepare the vertex format writers
v_fmt = GeomVertexFormat.getV3n3c4()
v_data = GeomVertexData('TerrainData', v_fmt, Geom.UHStatic)
vertex = GeomVertexWriter(v_data, 'vertex')
normal = GeomVertexWriter(v_data, 'normal')
color = GeomVertexWriter(v_data, 'color')
#texcoord = GeomVertexWriter(v_data, 'texcoord')
# Create a primitive
# TODO: Migrate to Tristrips.
# TODO: Make walls, floors (and ceilings?)
prim = GeomTrifans(Geom.UHStatic)
DETAIL = 128
HEIGHT_SCALE = 20
vertices = [
(v[0], v[1], snoise2(
v[0]/DETAIL, v[1]/DETAIL, base=base,
persistence=0.5, lacunarity=2.0,
repeatx=map_width/4, repeaty=map_height/4,
octaves=5) * HEIGHT_SCALE)
for v in vertices]
num_high = len(list(filter(lambda x: x[2] > HEIGHT_SCALE * 0.4, vertices)))
num_above = len(list(filter(lambda x: HEIGHT_SCALE * 0.4 > x[2] > 0, vertices)))
num_below = len(list(filter(lambda x: x[2] <= 0, vertices)))
num_deep = len(list(filter(lambda x: x[2] < -HEIGHT_SCALE * 0.2, vertices)))
# Calculate the color:
# * White if high altitude
# * Green if land
# * Tan if coast
# * Blue if water
# * Dark Blue if deep water
# poly_color = (uniform(0, 1), uniform(0, 1), uniform(0, 1), 1, )
if num_high:
white = uniform(0.7, 1.0)
poly_color = (white, white, white, 1.0)
elif num_below and num_above:
yellow = uniform(0.5, 1.0)
poly_color = (yellow, yellow, 0.0, 1.0)
elif num_deep:
poly_color = (0.0, 0.0, uniform(0.5, 1.0), 1.0)
elif num_below:
poly_color = (0.3, 0.3, uniform(0.5, 1.0), 1.0)
else:
poly_color = (0.0, uniform(0.5, 1.0), 0.0, 1.0)
for i, point in enumerate(vertices):
vertex.addData3f(point[0], point[1], max(point[2], 0))
normal.addData3f(0, 0, 1)
color.addData4f(*poly_color)
#texcoord.addData2f(1, 0)
prim.addVertex(i)
prim.addVertex(0)
prim.closePrimitive()
# Add to the scene graph
geom = Geom(v_data)
geom.addPrimitive(prim)
node = GeomNode('gnode')
node.addGeom(geom)
nodePath = render.attachNewNode(node)
nodePath.setTwoSided(True)
示例6: generate
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
def generate(self, terrain, size, lod=1.0):
if self.meshgentype == "marching":
mesher = MarchingCubes()
elif self.meshgentype == "dual":
mesher = DualContour(noise=manager.get('noise'))
else:
mesher = Voxel()
triangles = mesher.generateMesh(terrain, size, lod)
#format = GeomVertexFormat.registerFormat(GeomVertexFormat.getV3n3c4t2())
format = GeomVertexFormat.registerFormat(GeomVertexFormat.getV3n3c4())
vdata = GeomVertexData('chunk_mesh', format, Geom.UHStatic)
vertex = GeomVertexWriter(vdata, 'vertex')
normal = GeomVertexWriter(vdata, 'normal')
color = GeomVertexWriter(vdata, 'color')
texcoord = GeomVertexWriter(vdata, 'texcoord')
prim = GeomTriangles(Geom.UHStatic)
vertexcount = 0
for triangle in triangles:
for avertex in triangle:
#print triangle
#make vertices here
shade = 0.5
vertex.addData3f(avertex[0], avertex[1], avertex[2])
#fix normals
x1, y1, z1 = triangle[0][0], triangle[0][1], triangle[0][2]
x2, y2, z2 = triangle[1][0], triangle[1][1], triangle[1][2]
x3, y3, z3 = triangle[2][0], triangle[2][1], triangle[2][2]
normx = (z1 - z2) * (y3 - y2) - (y1 - y2) * (z3 - z2)
normy = (x1 - x2) * (z3 - z2) - (z1 - z2) * (x3 - x2)
normz = (y1 - y2) * (x3 - x2) - (x1 - x2) * (y3 - y2)
normlength = math.sqrt(normx ** 2 + normy ** 2 + normz ** 2)
if normlength != 0:
normx /= normlength
normy /= normlength
normz /= normlength
normal.addData3f(normx, normy, normz)
color.addData4f(shade, shade, shade, 1)
#color.addData4f(random.randrange(0,255), random.randrange(0,255), random.randrange(0,255), 1)
#texcoord.addData2f(triangle[0][0] / 16, triangle[0][1] / 16)
#texcoord.addData2f(0, 1)
#make triangles
prim.addVertices(vertexcount, vertexcount + 1, vertexcount + 2)
prim.closePrimitive()
vertexcount += 3
#print prim
#attach primitives and render
geom = Geom(vdata)
geom.addPrimitive(prim)
"""try:
self.node.removeNode()
self.bulletnode.removeShape(self.bulletshape)
self.root.bulletworld.removeRigidBody(self.bulletnode)
self.bulletnp.removeNode()
except AttributeError:
pass"""
node = GeomNode("terrainmesh")
node.addGeom(geom)
return node
#self.meshed = True
"""#do bullet meshing
示例7: GeomTriangles
# 需要导入模块: from panda3d.core import GeomVertexFormat [as 别名]
# 或者: from panda3d.core.GeomVertexFormat import getV3n3c4 [as 别名]
from direct.showbase.ShowBase import ShowBase
from direct.task import Task
from direct.actor.Actor import Actor
from direct.interval.IntervalGlobal import Sequence
from panda3d.core import Point3
from panda3d.core import Geom, GeomVertexFormat, GeomVertexData, GeomVertexWriter, GeomNode, GeomTriangles
from math import pi, sin, cos
um = pymetasurf.UnitMetaball()
um.set_resolution(40,40,40)
um.set_bounds(-3, -3, -3, 3, 3, 3)
um.polygonize()
format=GeomVertexFormat.getV3n3c4()
vdata=GeomVertexData("vertices", format, Geom.UHStatic)
vertexWriter=GeomVertexWriter(vdata, "vertex")
for p in um.tri_list:
vertexWriter.addData3f(p[0],p[1],p[2])
normalWriter=GeomVertexWriter(vdata, "normal")
for p in um.normal_list:
normalWriter.addData3f(p[0],p[1],p[2])
colorWriter=GeomVertexWriter(vdata, "color")
for p in um.tri_list:
colorWriter.addData4f(1.0 - (p[0] * 0.1),1.0 - (p[1] * 0.1), 1.0 - (p[2] * 0.1),1.0)
tris = GeomTriangles(Geom.UHStatic)
tris.addConsecutiveVertices(0, len(um.tri_list))
tris.closePrimitive()