本文整理汇总了Python中panda3d.core.TransformState.get_num_states方法的典型用法代码示例。如果您正苦于以下问题:Python TransformState.get_num_states方法的具体用法?Python TransformState.get_num_states怎么用?Python TransformState.get_num_states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.TransformState
的用法示例。
在下文中一共展示了TransformState.get_num_states方法的3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: _update_stats
# 需要导入模块: from panda3d.core import TransformState [as 别名]
# 或者: from panda3d.core.TransformState import get_num_states [as 别名]
def _update_stats(self):
""" Updates the stats overlay """
clock = Globals.clock
self._debug_lines[0].set_text("{:3.0f} fps | {:3.1f} ms | {:3.1f} ms max".format(
clock.get_average_frame_rate(),
1000.0 / max(0.001, clock.get_average_frame_rate()),
clock.get_max_frame_duration() * 1000.0))
text = "{:4d} render states | {:4d} transforms"
text += " | {:4d} commands | {:6d} lights | {:5d} shadow sources"
self._debug_lines[1].set_text(text.format(
RenderState.get_num_states(), TransformState.get_num_states(),
self._pipeline.light_mgr.get_cmd_queue().get_num_processed_commands(),
self._pipeline.light_mgr.get_num_lights(),
self._pipeline.light_mgr.get_num_shadow_sources(),
))
text = "{:3.0f} MiB VRAM usage | {:5d} images | {:5d} textures | "
text += "{:5d} render targets | {:3d} plugins"
tex_info = self._buffer_viewer.get_stage_information()
self._debug_lines[2].set_text(text.format(
tex_info["memory"] / (1024**2) ,
Image._NUM_IMAGES,
tex_info["count"],
RenderTarget._NUM_BUFFERS_ALLOCATED,
self._pipeline.plugin_mgr.get_interface().get_active_plugin_count()
))
text = "{} ({:1.3f}) | {:3d} active constraints"
self._debug_lines[3].set_text(text.format(
self._pipeline.daytime_mgr.get_time_str(),
self._pipeline.daytime_mgr.get_time(),
self._pipeline.daytime_mgr.get_num_constraints()
))
示例2: _update_stats
# 需要导入模块: from panda3d.core import TransformState [as 别名]
# 或者: from panda3d.core.TransformState import get_num_states [as 别名]
def _update_stats(self, task=None):
""" Updates the stats overlay """
clock = Globals.clock
self._debug_lines[0].text = "{:3.0f} fps | {:3.1f} ms | {:3.1f} ms max".format(
clock.get_average_frame_rate(),
1000.0 / max(0.001, clock.get_average_frame_rate()),
clock.get_max_frame_duration() * 1000.0)
text = "{:4d} render states | {:4d} transforms"
text += " | {:4d} commands | {:4d} lights | {:5d} shadow sources "
text += "| {:3.1f}% atlas usage"
self._debug_lines[1].text = text.format(
RenderState.get_num_states(), TransformState.get_num_states(),
self._pipeline.light_mgr.cmd_queue.num_processed_commands,
self._pipeline.light_mgr.num_lights,
self._pipeline.light_mgr.num_shadow_sources,
self._pipeline.light_mgr.shadow_atlas_coverage)
text = "Pipeline: {:3.0f} MiB VRAM | {:5d} images | {:5d} textures | "
text += "{:5d} render targets | {:3d} plugins"
tex_memory, tex_count = self._buffer_viewer.stage_information
self._debug_lines[2].text = text.format(
tex_memory / (1024**2), len(Image.REGISTERED_IMAGES), tex_count,
RenderTarget.NUM_ALLOCATED_BUFFERS,
len(self._pipeline.plugin_mgr.enabled_plugins))
text = "Scene: {:4.0f} MiB VRAM | {:3d} textures | {:4d} geoms "
text += "| {:4d} nodes | {:7,.0f} vertices | {:5.0f} MiB vTX data "
scene_tex_size = 0
for tex in TexturePool.find_all_textures():
scene_tex_size += tex.estimate_texture_memory()
self._debug_lines[3].text = text.format(
scene_tex_size / (1024**2),
len(TexturePool.find_all_textures()),
self._analyzer.get_num_geoms(),
self._analyzer.get_num_nodes(),
self._analyzer.get_num_vertices(),
self._analyzer.get_vertex_data_size() / (1024**2),
)
text = "{} ({:1.3f}) | {:3d} daytime settings | X {:3.1f} Y {:3.1f} Z {:3.1f}"
self._debug_lines[4].text = text.format(
self._pipeline.daytime_mgr.formatted_time,
self._pipeline.daytime_mgr.time,
len(self._pipeline.plugin_mgr.day_settings),
Globals.base.camera.get_x(Globals.base.render),
Globals.base.camera.get_y(Globals.base.render),
Globals.base.camera.get_z(Globals.base.render),)
if task:
return task.again
示例3: update_stats
# 需要导入模块: from panda3d.core import TransformState [as 别名]
# 或者: from panda3d.core.TransformState import get_num_states [as 别名]
def update_stats(self, task=None):
""" Updates the stats overlay """
clock = Globals.clock
self.debug_lines[0].text = "{:3.0f} fps | {:3.1f} ms | {:3.1f} ms max".format(
clock.get_average_frame_rate(),
1000.0 / max(0.001, clock.get_average_frame_rate()),
clock.get_max_frame_duration() * 1000.0)
if not self.advanced_info:
return task.again if task else None
text = "{:4d} states | {:4d} transforms "
text += "| {:4d} cmds | {:4d} lights | {:4d} shadows "
text += "| {:5.1f}% atlas usage"
self.debug_lines[1].text = text.format(
RenderState.get_num_states(), TransformState.get_num_states(),
self.pipeline.light_mgr.cmd_queue.num_processed_commands,
self.pipeline.light_mgr.num_lights,
self.pipeline.light_mgr.num_shadow_sources,
self.pipeline.light_mgr.shadow_atlas_coverage)
text = "Internal: {:3.0f} MB VRAM | {:5d} img | {:5d} tex | "
text += "{:5d} fbos | {:3d} plugins | {:2d} views ({:2d} active)"
tex_memory, tex_count = self.buffer_viewer.stage_information
views, active_views = 0, 0
for target in RenderTarget.REGISTERED_TARGETS:
if not target.create_default_region:
num_regions = target.internal_buffer.get_num_display_regions()
for i, region in enumerate(target.internal_buffer.get_display_regions()):
# Skip overlay display region
if i == 0 and num_regions > 1:
continue
views += 1
active_views += 1 if target.active and region.active else 0
self.debug_lines[2].text = text.format(
tex_memory / (1024**2), len(Image.REGISTERED_IMAGES), tex_count,
RenderTarget.NUM_ALLOCATED_BUFFERS,
len(self.pipeline.plugin_mgr.enabled_plugins),
views, active_views)
text = "Scene: {:4.0f} MB VRAM | {:3d} tex | {:4d} geoms "
text += "| {:4d} nodes | {:7,.0f} vertices"
scene_tex_size = 0
for tex in TexturePool.find_all_textures():
scene_tex_size += tex.estimate_texture_memory()
self.debug_lines[3].text = text.format(
scene_tex_size / (1024**2),
len(TexturePool.find_all_textures()),
self.analyzer.get_num_geoms(),
self.analyzer.get_num_nodes(),
self.analyzer.get_num_vertices(),
)
sun_vector = Vec3(0)
if self.pipeline.plugin_mgr.is_plugin_enabled("scattering"):
sun_vector = self.pipeline.plugin_mgr.instances["scattering"].sun_vector
text = "Time: {} ({:1.3f}) | Sun {:0.2f} {:0.2f} {:0.2f}"
text += " | X {:3.1f} Y {:3.1f} Z {:3.1f}"
text += " | {:2d} tasks | scheduled: {:2d}"
self.debug_lines[4].text = text.format(
self.pipeline.daytime_mgr.formatted_time,
self.pipeline.daytime_mgr.time,
sun_vector.x, sun_vector.y, sun_vector.z,
Globals.base.camera.get_x(Globals.base.render),
Globals.base.camera.get_y(Globals.base.render),
Globals.base.camera.get_z(Globals.base.render),
self.pipeline.task_scheduler.num_tasks,
self.pipeline.task_scheduler.num_scheduled_tasks,)
text = "Scene shadows: "
if "pssm" in self.pipeline.plugin_mgr.enabled_plugins:
focus = self.pipeline.plugin_mgr.instances["pssm"].scene_shadow_stage.last_focus
if focus is not None:
text += "{:3.1f} {:3.1f} {:3.1f} r {:3.1f}".format(
focus[0].x, focus[0].y, focus[0].z, focus[1])
else:
text += "none"
else:
text += "inactive"
text += " | HPR ({:3.1f}, {:3.1f}, {:3.1f}) | {:4d} x {:4d} pixels @ {:3.1f} %"
text += " | {:3d} x {:3d} tiles"
self.debug_lines[5].text = text.format(
Globals.base.camera.get_h(Globals.base.render),
Globals.base.camera.get_p(Globals.base.render),
Globals.base.camera.get_r(Globals.base.render),
Globals.native_resolution.x,
Globals.native_resolution.y,
self.pipeline.settings["pipeline.resolution_scale"] * 100.0,
self.pipeline.light_mgr.num_tiles.x,
self.pipeline.light_mgr.num_tiles.y,)
if task:
return task.again