本文整理汇总了Python中panda3d.core.PNMImage.clear方法的典型用法代码示例。如果您正苦于以下问题:Python PNMImage.clear方法的具体用法?Python PNMImage.clear怎么用?Python PNMImage.clear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.PNMImage
的用法示例。
在下文中一共展示了PNMImage.clear方法的5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: _createMapTextureCard
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import clear [as 别名]
def _createMapTextureCard(self):
mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
mapImage.fill(*self._bgColor)
fgColor = VBase4D(*self._fgColor)
for x in xrange(self._mazeHeight):
for y in xrange(self._mazeWidth):
if self._mazeCollTable[y][x] == 1:
ax = float(x) / self._mazeWidth * MAP_RESOLUTION
invertedY = self._mazeHeight - 1 - y
ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)
mapTexture = Texture('mapTexture')
mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
mapTexture.setMinfilter(Texture.FTLinear)
mapTexture.load(mapImage)
mapTexture.setWrapU(Texture.WMClamp)
mapTexture.setWrapV(Texture.WMClamp)
mapImage.clear()
del mapImage
cm = CardMaker('map_cardMaker')
cm.setFrame(-1.0, 1.0, -1.0, 1.0)
map = self.attachNewNode(cm.generate())
map.setTexture(mapTexture, 1)
return map
示例2: createSequenceNode
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import clear [as 别名]
def createSequenceNode(self,name,img,cols,rows,scale_x,scale_y,frame_rate):
seq = SequenceNode(name)
w = int(img.getXSize()/cols)
h = int(img.getYSize()/rows)
counter = 0
for i in range(0,cols):
for j in range(0,rows):
sub_img = PNMImage(w,h)
sub_img.addAlpha()
sub_img.alphaFill(0)
sub_img.fill(1,1,1)
sub_img.copySubImage(img ,0 ,0 ,i*w ,j*h ,w ,h)
# Load the image onto the texture
texture = Texture()
texture.setXSize(w)
texture.setYSize(h)
texture.setZSize(1)
texture.load(sub_img)
texture.setWrapU(Texture.WM_border_color) # gets rid of odd black edges around image
texture.setWrapV(Texture.WM_border_color)
texture.setBorderColor(LColor(0,0,0,0))
cm = CardMaker(name + '_' + str(counter))
cm.setFrame(-0.5*scale_x,0.5*scale_x,-0.5*scale_y,0.5*scale_y)
card = NodePath(cm.generate())
seq.addChild(card.node(),counter)
card.setTexture(texture)
sub_img.clear()
counter+=1
seq.setFrameRate(frame_rate)
print "Sequence Node %s contains %i frames of size %s"%(name,seq.getNumFrames(),str((w,h)))
return seq
示例3: loadImage
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import clear [as 别名]
def loadImage(self,file_path,cols,rows,scale_x,scale_y,frame_rate):
# Make a filepath
image_file = Filename(file_path)
if image_file .empty():
raise IOError, "File not found"
return False
# Instead of loading it outright, check with the PNMImageHeader if we can open
# the file.
img_head = PNMImageHeader()
if not img_head.readHeader(image_file ):
raise IOError, "PNMImageHeader could not read file %s. Try using absolute filepaths"%(file_path)
return False
# Load the image with a PNMImage
full_image = PNMImage(img_head.getXSize(),img_head.getYSize())
full_image.alphaFill(0)
full_image.read(image_file)
right_image = PNMImage(img_head.getXSize(),img_head.getYSize())
left_image = PNMImage(img_head.getXSize(),img_head.getYSize())
right_image.copyFrom(full_image)
left_image.copyFrom(full_image)
left_image.flip(True,False,False)
# storing individual sprite size
self.size_ = (right_image.getReadXSize()/cols,right_image.getReadYSize()/rows)
self.seq_right_ = self.attachNewNode(self.createSequenceNode(self.name_ + '_right_seq',right_image,cols,rows,scale_x,scale_y,frame_rate))
self.seq_left_ = self.attachNewNode(self.createSequenceNode(self.name_ + '_left_seq',left_image,cols,rows,scale_x,scale_y,frame_rate))
self.seq_right_.reparentTo(self)
self.seq_left_.reparentTo(self)
right_image.clear()
left_image.clear()
full_image.clear()
self.faceRight(True)
return True
示例4: MazeMapGui
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import clear [as 别名]
class MazeMapGui(DirectFrame):
notify = directNotify.newCategory('MazeMapGui')
def __init__(self, mazeCollTable, maskResolution = None, radiusRatio = None, bgColor = (0.8, 0.8, 0.8), fgColor = (0.5, 0.5, 0.5, 1.0)):
DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
self.hide()
self._bgColor = bgColor
self._fgColor = fgColor
self._mazeCollTable = mazeCollTable
self._mazeWidth = len(self._mazeCollTable[0])
self._mazeHeight = len(self._mazeCollTable)
self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
if radiusRatio is None:
self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
else:
self._radius = self._maskResolution * radiusRatio
self._revealedCells = []
for y in xrange(self._mazeHeight):
self._revealedCells.append([])
for u in xrange(self._mazeWidth):
self._revealedCells[y].append(False)
self._revealFunctions = {MazeRevealType.SmoothCircle: self._revealSmoothCircle,
MazeRevealType.HardCircle: self._revealHardCircle,
MazeRevealType.Square: self._revealSquare}
self._revealFunction = MAZE_REVEAL_TYPE
self.map = self._createMapTextureCard()
self.map.reparentTo(self)
self.maskedLayer = self.attachNewNode('maskedLayer')
self.mask = self._createMaskTextureCard()
self.mask.reparentTo(self)
self.visibleLayer = self.attachNewNode('visibleLayer')
self._laffMeterModel = loader.loadModel('phase_3/models/gui/laff_o_meter')
self._toon2marker = {}
return
def _createMapTextureCard(self):
mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
mapImage.fill(*self._bgColor)
fgColor = VBase4D(*self._fgColor)
for x in xrange(self._mazeHeight):
for y in xrange(self._mazeWidth):
if self._mazeCollTable[y][x] == 1:
ax = float(x) / self._mazeWidth * MAP_RESOLUTION
invertedY = self._mazeHeight - 1 - y
ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)
mapTexture = Texture('mapTexture')
mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
mapTexture.setMinfilter(Texture.FTLinear)
mapTexture.load(mapImage)
mapTexture.setWrapU(Texture.WMClamp)
mapTexture.setWrapV(Texture.WMClamp)
mapImage.clear()
del mapImage
cm = CardMaker('map_cardMaker')
cm.setFrame(-1.0, 1.0, -1.0, 1.0)
map = self.attachNewNode(cm.generate())
map.setTexture(mapTexture, 1)
return map
def _createMaskTextureCard(self):
self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
for x in xrange(self._maskResolution):
for y in xrange(self._maskResolution):
self._maskImage.setXelA(x, y, 0, 0, 0, 1)
self.maskTexture = Texture('maskTexture')
self.maskTexture.setupTexture(Texture.TT2dTexture, self._maskResolution, self._maskResolution, 1, Texture.TUnsignedByte, Texture.FRgba)
self.maskTexture.setMinfilter(Texture.FTLinear)
self.maskTexture.setWrapU(Texture.WMClamp)
self.maskTexture.setWrapV(Texture.WMClamp)
self.maskTexture.load(self._maskImage)
base.graphicsEngine.renderFrame()
cm = CardMaker('mask_cardMaker')
cm.setFrame(-1.1, 1.1, -1.1, 1.1)
mask = self.attachNewNode(cm.generate())
mask.setTexture(self.maskTexture, 1)
mask.setTransparency(1)
return mask
def _drawSquare(self, image, ulx, uly, size, color):
x = int(ulx)
while x <= ulx + size:
y = int(uly)
while y <= uly + size:
if x > 0 and y > 0 and x < image.getXSize() and y < image.getYSize():
image.setXelA(x, y, color)
y += 1
x += 1
def destroy(self):
del self._mazeCollTable
del self._maskResolution
del self._radius
del self._revealedCells
del self._revealFunctions
del self._revealFunction
#.........这里部分代码省略.........
示例5: __init__
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import clear [as 别名]
def __init__(self, image_path, name=None,\
rows=1, cols=1, scale=1.0,\
twoSided=True, alpha=TRANS_ALPHA,\
repeatX=1, repeatY=1,\
anchorX=ALIGN_LEFT, anchorY=ALIGN_BOTTOM):
"""
Create a card textured with an image. The card is sized so that the ratio between the
card and image is the same.
"""
scale *= self.PIXEL_SCALE
self.animations = {}
self.scale = scale
self.repeatX = repeatX
self.repeatY = repeatY
self.flip = {'x':False,'y':False}
self.rows = rows
self.cols = cols
self.currentFrame = 0
self.currentAnim = None
self.loopAnim = False
self.frameInterrupt = True
# Create the NodePath
if name:
self.node = NodePath("Sprite2d:%s" % name)
else:
self.node = NodePath("Sprite2d:%s" % image_path)
# Set the attribute for transparency/twosided
self.node.node().setAttrib(TransparencyAttrib.make(alpha))
if twoSided:
self.node.setTwoSided(True)
# Make a filepath
self.imgFile = Filename(image_path)
if self.imgFile.empty():
raise IOError("File not found")
# Instead of loading it outright, check with the PNMImageHeader if we can open
# the file.
imgHead = PNMImageHeader()
if not imgHead.readHeader(self.imgFile):
raise IOError("PNMImageHeader could not read file. Try using absolute filepaths")
# Load the image with a PNMImage
image = PNMImage()
image.read(self.imgFile)
self.sizeX = image.getXSize()
self.sizeY = image.getYSize()
self.frames = []
for rowIdx in range(self.rows):
for colIdx in range(self.cols):
self.frames.append(Sprite2d.Cell(colIdx, rowIdx))
# We need to find the power of two size for the another PNMImage
# so that the texture thats loaded on the geometry won't have artifacts
textureSizeX = self.nextsize(self.sizeX)
textureSizeY = self.nextsize(self.sizeY)
# The actual size of the texture in memory
self.realSizeX = textureSizeX
self.realSizeY = textureSizeY
self.paddedImg = PNMImage(textureSizeX, textureSizeY)
if image.hasAlpha():
self.paddedImg.alphaFill(0)
# Copy the source image to the image we're actually using
self.paddedImg.blendSubImage(image, 0, 0)
# We're done with source image, clear it
image.clear()
# The pixel sizes for each cell
self.colSize = self.sizeX/self.cols
self.rowSize = self.sizeY/self.rows
# How much padding the texture has
self.paddingX = textureSizeX - self.sizeX
self.paddingY = textureSizeY - self.sizeY
# Set UV padding
self.uPad = float(self.paddingX)/textureSizeX
self.vPad = float(self.paddingY)/textureSizeY
# The UV dimensions for each cell
self.uSize = (1.0 - self.uPad) / self.cols
self.vSize = (1.0 - self.vPad) / self.rows
card = CardMaker("Sprite2d-Geom")
# The positions to create the card at
if anchorX == self.ALIGN_LEFT:
posLeft = 0
posRight = (self.colSize/scale)*repeatX
elif anchorX == self.ALIGN_CENTER:
#.........这里部分代码省略.........