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Python PointLight.setColor方法代码示例

本文整理汇总了Python中panda3d.core.PointLight.setColor方法的典型用法代码示例。如果您正苦于以下问题:Python PointLight.setColor方法的具体用法?Python PointLight.setColor怎么用?Python PointLight.setColor使用的例子?那么, 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panda3d.core.PointLight的用法示例。


在下文中一共展示了PointLight.setColor方法的15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: __init__

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def __init__(self):
        self.hotelModel = loader.loadModel("menuBG/menuback")
        self.hotelModel.reparentTo(render)
        self.hotelModel.stash()

        # setup some lights
        plight = PointLight("mapgen_plight")
        plight.setColor(VBase4(0.45, 0.35, 0.35, 1))
        self.plnp = self.hotelModel.attachNewNode(plight)
        self.plnp.setPos(-3, 3, 5)
        base.render.setLight(self.plnp)

        # setup a default ambient light
        alight = AmbientLight("mapgen_alight")
        alight.setColor(VBase4(0.20, 0.20, 0.28, 1))
        self.alnp = self.hotelModel.attachNewNode(alight)
        base.render.setLight(self.alnp)

        sun = DirectionalLight('sun')
        sun.setColor(VBase4(0.8, 0.8, 0.8, 1))
        lens = PerspectiveLens()
        lens.setFar(50)
        lens.setFov(80, 80)
        sun.setLens(lens)
        ms = 1024 #graphicMgr.shadowMapSize
        sun.setShadowCaster(True, ms, ms)
        self.sunnp = self.hotelModel.attachNewNode(sun)
        self.sunnp.setHpr(85, -50, 0)
        self.sunnp.setPos(12, 0, 10)
        base.render.setLight(self.sunnp)
开发者ID:grimfang,项目名称:rising_reloaded,代码行数:32,代码来源:MenuBG.py

示例2: __init__

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
class Camera:
    """Does camera set up - will probably end up with lots of options."""
    def __init__(self, xml):
        base.camNode.setCameraMask(BitMask32.bit(0))
        #only temporary while testing
        self.plight = PointLight('plight')
        bright = 2
        self.plight.setColor(VBase4(bright, bright, bright, 1))
        #self.plight.setAttenuation(Point3(0, 0, 0.5))
        plnp = base.camera.attachNewNode(self.plight)
        #plnp.setPos(0, 0, 0)
        render.setLight(plnp)

        #base.disableMouse()
        self.reload(xml)

    def reload(self, xml):
        pass

    def start(self):
        pass

    def stop(self):
        pass

    def destroy(self):
        pass
开发者ID:gamingrobot,项目名称:second-sunrise,代码行数:29,代码来源:camera.py

示例3: __init__

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
 def __init__(self):
     # Basics
     ShowBase.__init__(self)
     base.disableMouse()
     base.setFrameRateMeter(True)
     self.accept("escape", sys.exit)
     self.camera.set_pos(-10, -10, 10)
     self.camera.look_at(0, 0, 0)
     # A light
     plight = PointLight('plight')
     plight.setColor(VBase4(0.5, 0.5, 0.5, 1))
     plnp = render.attachNewNode(plight)
     plnp.setPos(10, 10, 10)
     render.setLight(plnp)
     # Create the geometry
     self.sidelength = 30
     self.map_a = self.create_map(self.sidelength)
     self.map_b = self.map_a
     geom = self.create_geom(self.sidelength)
     np = NodePath(geom)
     np.reparent_to(self.render)
     # Start the task to interpolate the geometry each frame
     self.last_time = 0.0
     self.need_to_swap_maps = True
     self.taskMgr.add(self.swap_maps, 'swap_geometry', sort = 5)
     self.taskMgr.add(self.interpolate_maps, 'interpolate_geometry', sort = 10)
开发者ID:TheCheapestPixels,项目名称:panda_examples,代码行数:28,代码来源:geometry.py

示例4: initLights

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def initLights(self):
        torches = self.level.findAllMatches("**/TorchTop*")
        self.lights = []
        for torch in torches:
            tLight = PointLight(torch.getName())
            tLight.setColor((.4, .2, .0, 1))
            tlnp = render.attachNewNode(tLight)
            tlnp.setPos(torch.getPos(render))
            render.setLight(tlnp)
            self.lights.append(tlnp)

        windows = self.level.findAllMatches("**/Window*")
        plates = self.level.findAllMatches("**/Plate*")
        spikes = self.level.findAllMatches("**/Spikes*")
        for window in windows:
            wLight = Spotlight(window.getName())
            lens = PerspectiveLens()
            wLight.setLens(lens)
            wLight.setColor((0.5, 0.4, 0.5, 1))
            wlnp = render.attachNewNode(wLight)
            wlnp.setPos(window.getPos(render))
            wlnp.lookAt((0, window.getY(), 0))
            for plate in plates:
                plate.setLight(wlnp)
            self.lights.append(wlnp)

        ambientLight = AmbientLight("ambientLight")
        ambientLight.setColor((.1, .1, .025, 1))
        render.setLight(render.attachNewNode(ambientLight))
开发者ID:grimfang,项目名称:owp_ajaw,代码行数:31,代码来源:level01.py

示例5: setupWorld

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def setupWorld(self):
        """ responsible for loading all models """
        # load our ball
        self.mBall = self.loader.loadModel("data/cube")
        # add to scenegraph
        self.mBall.reparentTo(self.render)
        # set position
        self.mBall.setScale(1.0, 1.0, 1.0)
        # self.mBall.setPosHpr(0,0,0,0.,45.,0)
        self.mBall.setColor(0.0, 0.2, 0.8)
        # use object tag to find the object when picking
        self.mBall.setTag("MyObjectTag", "1")
        self.mBall.setRenderModeWireframe()
        # Panda's coordintes are Z is up, -Y is forward, and X is to the right
        # it also uses degrees as the orientation component
        # self.camera.setPos(0, -6.0, 0)
        angleDegrees = 0
        angleRadians = angleDegrees * (math.pi / 180.0)
        self.camera.setPos(2 * math.sin(angleRadians), -5.0 * math.cos(angleRadians), 0)
        self.camera.setHpr(angleDegrees, 0, 0)

        # lets create a light
        plight = PointLight("plight")
        plight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        plnp = self.render.attachNewNode(plight)
        plnp.setPos(self.mBall, 0, 0, 40)
        self.render.setLight(plnp)
开发者ID:kit-ipe,项目名称:sensorsEditor,代码行数:29,代码来源:m.py

示例6: Bullet

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
class Bullet(DirectObject):
  def __init__(self, ship, bulletPos, bulletVelocityVec, collisionHandler):
    self.model = game.loader.loadModel("Models/bullet.egg.pz")
    self.model.setPos(bulletPos)
    self.model.setScale(BULLET_SIZE)
    self.model.reparentTo(render)
    self.model.setPythonTag("owner", self)
    self.ship = ship
    finalPosition = bulletPos + (bulletVelocityVec * BULLET_TRAVEL_TIME)
    self.trajectory = self.model.posInterval(BULLET_TRAVEL_TIME, finalPosition).start()

    self.collisionNode = self.model.attachNewNode(CollisionNode("bullet"))
    self.collisionNode.node().addSolid(CollisionSphere(0,0,0,1))
    base.cTrav.addCollider(self.collisionNode, collisionHandler)

    # Add Point Light to the bullet
    self.plight = PointLight('plight'+str(random()))
    self.plight.setColor(Vec4(1,1,1,1))
    self.plight.setAttenuation(Vec3(0.7, 0.05, 0))
    self.plnp = self.model.attachNewNode(self.plight)
    render.setLight(self.plnp)
    render.setShaderInput("light", self.plnp)


  ###
  # Bullet.remove
  #
  #  Removes this asteroid from rendering and registering collisions.
  ## 
  def remove(self):
    self.ignoreAll()
    self.model.remove()
    self.collisionNode.remove()
开发者ID:cconger,项目名称:Asteroi3ds,代码行数:35,代码来源:main.py

示例7: setupLights

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def setupLights(self):
        base.setBackgroundColor(0.0, 0.0, 0.0, 1)
        base.setFrameRateMeter(True)
        # Add a light to the scene.
        self.lightpivot = render.attachNewNode("lightpivot")
        self.lightpivot.setPos(0, 0, 5)
        self.lightpivot.hprInterval(10, Point3(360, 0, 0)).loop()
        plight = PointLight('plight')
        plight.setColor(Vec4(1, 0, 0, 1))
        plight.setAttenuation(Vec3(0.37, 0.025, 0))
        plnp = self.lightpivot.attachNewNode(plight)
        plnp.setPos(45, 0, 0)
        plnp.lookAt(*Vec3(0, 0, 0, ))

        # Light
        alight = AmbientLight('ambientLight')
        alight.setColor(Vec4(0.2, 0.2, 0.2, 1))
        alightNP = render.attachNewNode(alight)

        #   dlight = DirectionalLight('directionalLight')
        #   dlight.setDirection(Vec3(1, 1, -1))
        #   dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
        #   dlightNP = render.attachNewNode(dlight)

        render.clearLight()
        render.setLight(alightNP)
        #   render.setLight(dlightNP)
        render.setLight(plnp)

        # create a sphere to denote the light
        sphere = loader.loadModel("models/sphere")
        sphere.reparentTo(plnp)

        render.setShaderAuto()
开发者ID:genusgant,项目名称:CS594-ThrottleThunder-GameClient,代码行数:36,代码来源:RRMain.py

示例8: initLights

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
	def initLights(self):
		# Create some lighting

		#self.environ.ls()

		#print(self.environ.findAllMatches("**/Spot"))

		ambientLight = AmbientLight("ambientLight")
		ambientLight.setColor(Vec4(0.8, 0.8, 0.8, 0.65))

		"""
		directionalLight = DirectionalLight("directionalLight")
		directionalLight.setDirection(Vec3(-10, -10, 5))
		directionalLight.showFrustum()
		directionalLight.setColor(Vec4(1, 1, 1, 1))
		directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
		dirnp = render.attachNewNode(directionalLight)
		dirnp.setPos(10, 0, 6)
		"""

		plight1 = PointLight('plight1')
		plight1.setColor(VBase4(1, 1, 1, 1))
		plight1.showFrustum()
		#plight1.setShadowCaster(True)
		plnp1 = render.attachNewNode(plight1)
		plnp1.setPos(26.71, -33.2, 26)

		plight2 = PointLight('plight2')
		plight2.setColor(VBase4(1, 1, 1, 1))
		plight2.showFrustum()
		plnp2 = render.attachNewNode(plight2)
		plnp2.setPos(-25, 25, 25)

		slight = Spotlight('slight')
		slight.setColor(VBase4(1, 1, 1, 1))
		lens = PerspectiveLens()
		lens.setFilmSize(1, 1)  # Or whatever is appropriate for your scene
		slight.setLens(lens)
		slight.setShadowCaster(True, 512, 512)
		slight.showFrustum()
		slnp = render.attachNewNode(slight)
		slnp.setPos(0, 0, 100)

		slnp.lookAt(Vec3(0,0,0))

		render.setLight(slnp)
		render.setLight(plnp1)
		render.setLight(plnp2)
		#render.setLight(render.attachNewNode(ambientLight))

		#render.setLight(dirnp)

		render.setShaderAuto()

		#render.setLight(render.attachNewNode(directionalLight))

		"""
开发者ID:JauriaStudios,项目名称:pandasandbox,代码行数:59,代码来源:main.py

示例9: buildSubType

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def buildSubType(self):
        """Build the light with the given subType"""

        if self.subType == "pointType":
            # make a point light
            c = self.color
            pointLight = PointLight(self.name)
            pointLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            pointLight.setShadowCaster(True, 512, 512)
            plnp = self.renderObjectsLight.attachNewNode(pointLight)
            plnp.setPos(self.position)
            self.lightNP = plnp
            self.setLightSwitch(True)

        if self.subType == "directType":
            # make a directional light
            c = self.color
            directLight = DirectionalLight(self.name)
            directLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            directLight.setShadowCaster(True, 512, 512)
            dlnp = self.renderObjectsLight.attachNewNode(directLight)
            #dlnp.setHpr(0, -60, 0) # no idea why its like that.. but it works
            self.lightNP = dlnp
            self.setLightSwitch(True)


        if self.subType == "ambientType":
            # make a ambient light
            c = self.color
            ambientLight = AmbientLight(self.name)
            ambientLight.setColor(VBase4(c[0], c[1],c[2], c[3]))
            alnp = self.renderObjectsLight.attachNewNode(ambientLight)
            self.lightNP = alnp
            self.setLightSwitch(True)

        if self.subType == "spotType":
            # make a spot light
            # lookAtObj = _object.getTag("lookAt") get rid of this.
            c = self.color
            spotLight = Spotlight(self.name)
            spotLight.setColor(VBase4(c[0], c[1], c[2], c[3]))
            spotLight.setShadowCaster(True, 512, 512)
            lens = PerspectiveLens()
            spotLight.setLens(lens)
            slnp = self.renderObjectsLight.attachNewNode(spotLight)
            slnp.setPos(self.position)
            slnp.setHpr(self.hpr)
            # Find out if this is really the only option
            # because setHpr doesnt seem to have any effect.
            # lookAt would be okay but that means adding anothe type
            #slnp.lookAt(self.main.GameObjects["player"].collisionBody)
            self.lightNP = slnp
            self.setLightSwitch(True)
开发者ID:grimfang,项目名称:quickShadows,代码行数:55,代码来源:baseObject.py

示例10: Game

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
class Game(ShowBase):
	def __init__(self):
		ShowBase.__init__(self)
		self.setBackgroundColor(0.2,0.2,0.2)
		self.accept("escape", self.taskMgr.stop)
		#self.accept("mouse1", self.onClick)
		#self.accept("mouse2", self.onClick2)
		self.globalClock = ClockObject()
		
		self.addLight()
		
		self.liner = LineDrawer(self)
		
		self.taskMgr.add(self.update, "update")
		
	def update(self, task):
		self.globalClock.tick()
		t = self.globalClock.getFrameTime()
		#print t
		dt = self.globalClock.getDt()
		
		return task.cont
	
	def addLight(self):
		self.render.clearLight()
		self.lightCenter = self.render.attachNewNode(PandaNode("center"))
		#self.lightCenter.setCompass()
		
		# ambient light
		self.ambientLight = AmbientLight('ambientLight')
		self.ambientLight.setColor(Vec4(0.5,0.5,0.5, 1))
		self.alight = self.lightCenter.attachNewNode(self.ambientLight)
		self.render.setLight(self.alight)
		
		# point light
		self.pointlight = PointLight("pLight")
		self.light = self.lightCenter.attachNewNode(self.pointlight)
		self.pointlight.setColor(Vec4(0.8,0.8,0.8,1))
		self.light.setPos(0,0,2)
		self.render.setLight(self.light)
		
		# directional light
		self.dirlight = DirectionalLight("dLight")
		self.dlight = self.lightCenter.attachNewNode(self.dirlight)
		self.dirlight.setColor(Vec4(0.8,0.8,0.8,1))
		self.dirlight.setShadowCaster(True)
		
		self.dlight.setPos(0,0,5)
		self.dlight.lookAt(5,10,0)
		self.render.setLight(self.dlight)
		
		self.render.setShaderAuto()
开发者ID:arikel,项目名称:PPARPG,代码行数:54,代码来源:meshHandler.py

示例11: setup_light

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def setup_light(self):
        # light
        plight = PointLight('plight')
        plight.setColor(VBase4(1, 1, 1, 1))
        self.plnp = self.base.render.attachNewNode(plight)
        self.plnp.setPos(0, 0, 0)

        alight = AmbientLight('alight')
        alight.setColor(VBase4(.1, .1, .1, 1))
        self.alnp = self.planets['sun'].get_model().attachNewNode(alight)
        self.planets['sun'].get_model().setLightOff()

        self.toggle_light()
开发者ID:bhampl-tgm,项目名称:PySolar,代码行数:15,代码来源:PySolarOrbit.py

示例12: __create_point_light

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def __create_point_light(self,
                             lightId,
                             lightColor,
                             lightPos,
                             shadow = True):

        pointLight = PointLight(lightId)
        pointLight.setColor(lightColor)
        pointLight.setShadowCaster(shadow)

        pointLightNP = NodePath(pointLight)

        pointLightNP.setPos(lightPos)

        return pointLightNP
开发者ID:ShengCN,项目名称:SeriousCode,代码行数:17,代码来源:light_controller.py

示例13: __init__

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def __init__(self):

        #initialization
        self.title = OnscreenText(  # display title
            text="""Mundus
                /u/adhoc92""",
            parent=base.a2dBottomRight, align=TextNode.A_right,
            style=1, fg=(1, 1, 1, 1), pos=(-0.1, 0.1), scale=.07)

        base.setBackgroundColor(0, 0, 0)  # Set the background to black
        camera.setPos(0, 0, 45)  # Set the camera position (X, Y, Z)
        camera.setHpr(0, -90, 0)  # Set the camera orientation
        #(heading, pitch, roll) in degrees

     
        #sets up PointLighting to simulate Light coming from Magnus
        plight = PointLight('plight')
        plight.setColor((1, 1, 1, 1))       
        plnp = render.attachNewNode(plight) 
        plnp.setPos(20, 0, 0)      #position just in front of Magnus
        render.setLight(plnp)      #because if pos set behind Magnus than the side of Magnus within the star sphere will not be illuminated

        #sets up AmbientLighting so that the dark side of plane(t)s/moons aren't /too/ dark.
        alight = AmbientLight('alight')
        alight.setColor((0.2, 0.2, 0.2, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)



        # Here again is where we put our global variables. Added this time are
        # variables to control the relative speeds of spinning and orbits in the
        # simulation
        # Number of seconds a full rotation of Earth around the sun should take
        self.yearscale = 60
        # Number of seconds a day rotation of Earth should take.
        # It is scaled from its correct value for easier visability
        self.dayscale = self.yearscale / 364.0 * 15 # 364 days in Nirn year
        self.orbitscale = 2  # Orbit scale
        self.sizescale = 0.6  # Planet size scale

        self.loadPlanets()  # Load and position the models

        # rotatePlanets function that puts the plane(t)s and moons into motion
        
        self.rotatePlanets()
开发者ID:adhoc92,项目名称:MundusSystem,代码行数:48,代码来源:the_mundus_current.py

示例14: __init__

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
	def __init__(self):
		ShowBase.__init__(self)

		self.gameTask = taskMgr.add(self.flyCircles, "circles")


		base.disableMouse()
		
		base.camera.setPos(50, 100, 800)
		base.camera.lookAt(0, 0, 0)

		dl = DirectionalLight('dLight')
		dl.setColor(Vec4(0.1,0.1,0.1,1))
		dlNP = render.attachNewNode(dl)
		dlNP.setPos(1000,1000,0)

		al = AmbientLight('alight')
		al.setColor(Vec4(0.3, 0.3, 0.3, 1))
		alNP = render.attachNewNode(al)

		pl = PointLight('plight')
		pl.setColor(VBase4(0.2,0.2,0.2,1))
		plNP = render.attachNewNode(pl)
		plNP.setPos(100,100,100)
		render.setLight(plNP)



		self.shipList = [
			Bwing("xwing1"), 
			TieInterceptor("tie1")
			]

		
		for i, ship in enumerate(self.shipList):
			ship.reparentTo(render)
			ship.setScale(2)
			ship.setPos(Point3(i*10,i*0,i*0))
			# ship.setLight(dlNP)
			ship.setLight(alNP)

		self.count = 0

		self.iter = 0
开发者ID:bstack88,项目名称:star-wars-battle-of-endor,代码行数:46,代码来源:test_goToLocation.py

示例15: __init__

# 需要导入模块: from panda3d.core import PointLight [as 别名]
# 或者: from panda3d.core.PointLight import setColor [as 别名]
    def __init__(self):
        ShowBase.__init__(self)
        self.disableMouse()
        self.camera.setPos(10, -80, 70)
        self.camera.lookAt(10, 20, 0)
        self.camLens.setFov(90.0)
        self.win.setClearColor(Vec4(0,0,0,0))

        make_level(self.render)

        self.accept("escape", exit)
        self.accept("arrow_up", self.forward)
        self.accept("arrow_down", self.reverse)
        self.accept("arrow_left", self.turn_left)
        self.accept("arrow_right", self.turn_right)

        self.accept("1", self.set_camera)
        self.accept("2", self.set_camera_out)
        self.accept("3", self.spin_camera_left)
        self.accept("4", self.spin_camera_right)
    
        slight = PointLight('slight')
        slight.setColor(Vec4(1, 1, 1, 1))
        slnp = render.attachNewNode(slight)
        render.setLight(slnp)
        slnp.setPos(self.camera, 0, 0, 20)

        alight = AmbientLight('alight')
        alight.setColor((0.2, 0.2, 0.2, 1))
        alnp = render.attachNewNode(alight)
        render.setLight(alnp)

        title = OnscreenText(text="Bard's Tale I",
                             style=1, fg=(1,1,1,1),
                             pos=(0.7,0.92), scale = .07)

        self.dir = Direction()
        self.pos = Vector([0, 0])
        self.set_camera()

        self.map = make_map()
开发者ID:btdevel,项目名称:bt,代码行数:43,代码来源:bt2.py


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