当前位置: 首页>>代码示例>>Python>>正文


Python Camera.instance方法代码示例

本文整理汇总了Python中pi3d.Camera.Camera.instance方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.instance方法的具体用法?Python Camera.instance怎么用?Python Camera.instance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pi3d.Camera.Camera的用法示例。


在下文中一共展示了Camera.instance方法的12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 pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def __init__(self, shader="post_base", mipmap=False, add_tex=None, divide=1):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *add_tex*
        list of textures. If additional textures can be used by the shader
        then they can be added here.
     
    """
    super(PostProcess, self).__init__("postprocess")
    # load shader
    self.shader = Shader(shader)
    dummycam = Camera.instance() # in case this is prior to one being created 
    self.camera = Camera(is_3d=False)
    self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide)
    self.sprite.set_2d_size(w=self.ix, h=self.iy)
    self.alpha = False
    self.blend = True
    self.mipmap = mipmap
    self.tex_list = [self] # TODO check if this self reference causes graphics memory leaks
    if add_tex:
      self.tex_list.extend(add_tex)
开发者ID:AlimYusifzada,项目名称:pi3d,代码行数:32,代码来源:PostProcess.py

示例2: _loop_begin

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    if pi3d.USE_PYGAME:
      import pygame # although done in __init__ ...python namespaces aarg!!!
      if pygame.event.get(pygame.QUIT):
        self.destroy()
    elif pi3d.PLATFORM != pi3d.PLATFORM_PI and pi3d.PLATFORM != pi3d.PLATFORM_ANDROID:
      n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush)
      for i in range(n):
        if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev):
          self.event_list.append(self.ev)
        else:
          xlib.XNextEvent(self.opengl.d, self.ev)
          if self.ev.type == ClientMessage:
            if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value):
              self.destroy()
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera is not None:
        camera.was_moved = False

    if self.tidy_needed:
      self._tidy()
开发者ID:bpow,项目名称:pi3d,代码行数:33,代码来源:Display.py

示例3: _loop_begin

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    if not ON_PI:
      n = xlib.XEventsQueued(self.opengl.d, xlib.QueuedAfterFlush)
      for i in range(n):
        if xlib.XCheckMaskEvent(self.opengl.d, KeyPressMask, self.ev):
          self.event_list.append(self.ev)
        else:
          xlib.XNextEvent(self.opengl.d, self.ev)
          if self.ev.type == ClientMessage:
            if (self.ev.xclient.data.l[0] == self.opengl.WM_DELETE_WINDOW.value):
              self.destroy()
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera:
        camera.was_moved = False

    if self.tidy_needed:
      self._tidy()
开发者ID:jmalm,项目名称:pi3d,代码行数:29,代码来源:Display.py

示例4: draw

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[], light_camera=None):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    self.load_opengl() # really just to set the flag so _unload_opengl runs

    camera = camera or self._camera or Camera.instance()
    
    if not camera.mtrx_made:
      camera.make_mtrx()
    if light_camera and not light_camera.mtrx_made:
      light_camera.make_mtrx()

    if self.MFlg or len(mlist) > 0 or len(self.children) > 0:
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = self.tr1
      if self.rozflg:
        self.MRaw = dot(self.roz, self.MRaw)
      if self.roxflg:
        self.MRaw = dot(self.rox, self.MRaw)
      if self.royflg:
        self.MRaw = dot(self.roy, self.MRaw)
      if self.sclflg:
        self.MRaw = dot(self.scl, self.MRaw)
      if self.tr2flg:
        self.MRaw = dot(self.tr2, self.MRaw)

      # child drawing addition #############
      newmlist = [m for m in mlist]
      newmlist.append(self.MRaw)
      if len(self.children) > 0:
        for c in self.children:
          c.draw(shader, txtrs, ntl, shny, camera, newmlist, light_camera) # TODO issues where child doesn't use same shader 
      for m in mlist[-1::-1]:
        self.MRaw = dot(self.MRaw, m)
      ######################################
      self.M[0,:,:] = self.MRaw[:,:]
      #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version
      self.M[1,:,:] = dot(self.MRaw, camera.mtrx)[:,:]
      #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy
      if light_camera is not None:
        self.M[2,:,:] = dot(self.MRaw, light_camera.mtrx)[:,:]
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[1,:,:] = dot(self.MRaw, camera.mtrx)[:,:]
      if light_camera is not None:
        self.M[2,:,:] = dot(self.MRaw, light_camera.mtrx)[:,:]

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(self, self.M, self.unif, shader, txtrs, ntl, shny)
开发者ID:aolyf,项目名称:pi3d,代码行数:61,代码来源:Shape.py

示例5: __init__

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def __init__(self, shader="post_base", mipmap=False, add_tex=None,
              scale=1.0, camera=None, divide=1):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *add_tex*
        list of textures. If additional textures can be used by the shader
        then they can be added here.
        
      *scale*
        will only render this proportion of the full screen which will
        then be mapped to the full uv of the Sprite. The camera object
        passed (below) will need to have the same scale set to avoid
        perspective distortion
        
      *camera*
        the camera to use for rendering to the offscreen texture
        
      *divide*
        allow the sprite to be created with intermediate vertices to allow
        interesting vertex shader effects
     
    """
    super(PostProcess, self).__init__("postprocess")
    self.scale = scale
    # load shader
    self.shader = Shader(shader)
    if camera is None:
      self.viewcam = Camera.instance() # in case this is prior to one being created
    else:
      self.viewcam = camera
    self.camera = Camera(is_3d=False)
    self.sprite = LodSprite(z=20.0, w=self.ix, h=self.iy, n=divide)
    self.sprite.set_2d_size(w=self.ix, h=self.iy)
    for b in self.sprite.buf:
      b.unib[6] = self.scale # ufact
      b.unib[7] = self.scale # vfact
      b.unib[9] = (1.0 - self.scale) * 0.5 # uoffset
      b.unib[10] = (1.0 - self.scale) * 0.5 # voffset
    self.alpha = False
    self.blend = True
    self.mipmap = mipmap
    self.tex_list = [self] # TODO check if this self reference causes graphics memory leaks
    if add_tex:
      self.tex_list.extend(add_tex)
开发者ID:John-P,项目名称:pi3d,代码行数:55,代码来源:PostProcess.py

示例6: draw

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None, mlist=[]):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    self.load_opengl() # really just to set the flag so _unload_opengl runs

    from pi3d.Camera import Camera

    camera = camera or self._camera or Camera.instance()
    shader = shader or self.shader
    shader.use()

    if self.MFlg == True or len(mlist):
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = dot(self.tr2,
        dot(self.scl,
            dot(self.roy,
                dot(self.rox,
                    dot(self.roz, self.tr1)))))
      # child drawing addition #############
      newmlist = [m for m in mlist]
      newmlist.append(self.MRaw)
      if len(self.children) > 0:
        for c in self.children:
          c.draw(shader, txtrs, ntl, shny, camera, newmlist)
      for m in mlist[-1::-1]:
        self.MRaw = dot(self.MRaw, m)
      ######################################
      self.M[0:16] = self.MRaw.ravel()
      #self.M[0:16] = c_floats(self.MRaw.reshape(-1).tolist()) #pypy version
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()
      #self.M[16:32] = c_floats(dot(self.MRaw, camera.mtrx).reshape(-1).tolist()) #pypy
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2,
                                ctypes.c_int(0),
                                ctypes.byref(self.M))

    opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif))
    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(self, shader, txtrs, ntl, shny)
开发者ID:Biniou,项目名称:pi3d,代码行数:54,代码来源:Shape.py

示例7: _loop_begin

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def _loop_begin(self):
    # TODO(rec):  check if the window was resized and resize it, removing
    # code from MegaStation to here.
    self.clear()
    with self.lock:
      self.sprites_to_load, to_load = set(), self.sprites_to_load
      self.sprites.extend(to_load)
    self._for_each_sprite(lambda s: s.load_opengl(), to_load)

    if MARK_CAMERA_CLEAN_ON_EACH_LOOP:
      from pi3d.Camera import Camera
      camera = Camera.instance()
      if camera:
        camera.was_moved = False
开发者ID:TopRamenGod,项目名称:echomesh,代码行数:16,代码来源:Display.py

示例8: rotate_to_direction

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
 def rotate_to_direction(self, direction, forward=[0.0, 0.0, 1.0]):
   """ works out the XYZ euler rotations to rotate this shape from
   forward to direction vectors
   
   Arguments:
     *direction*
       3vector tuple, array or numpy array
     *forward*
       3vector, usually +ve z direction
   """
   if type(direction) is not np.ndarray:
     direction = np.array(direction)
   if type(forward) is not np.ndarray:
     forward = np.array(forward)
   if self._camera is None:
     self._camera = Camera.instance() # TODO may be issues doing this not in main thread (otherwise why not in Shape.__init__()?)
   rot_mtrix = self._camera.matrix_from_two_vectors(forward, direction)
   rot_euler = self._camera.euler_angles(rot_mtrix)
   self.rotateToX(-rot_euler[0]) # unclear why x and y need to be -ve
   self.rotateToY(-rot_euler[1]) # something to do with sense of rotation of camera
   self.rotateToZ(rot_euler[2])
开发者ID:tipam,项目名称:pi3d,代码行数:23,代码来源:Shape.py

示例9: draw

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  def draw(self, shader=None, txtrs=None, ntl=None, shny=None, camera=None):
    """If called without parameters, there has to have been a previous call to
    set_draw_details() for each Buffer in buf[].
    NB there is no facility for setting umult and vmult with draw: they must be
    set using set_draw_details or Buffer.set_draw_details.
    """
    from pi3d.Camera import Camera

    camera = camera or self._camera or Camera.instance()
    shader = shader or self.shader
    shader.use()

    if self.MFlg == True:
      # Calculate rotation and translation matrix for this model using numpy.
      self.MRaw = dot(self.tr2,
        dot(self.scl,
            dot(self.roy,
                dot(self.rox,
                    dot(self.roz, self.tr1)))))
      self.M[0:16] = self.MRaw.ravel()
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()
      self.MFlg = False

    elif camera.was_moved:
      # Only do this if it's not done because model moved.
      self.M[16:32] = dot(self.MRaw, camera.mtrx).ravel()

    if camera.was_moved:
      self.unif[18:21] = camera.eye[0:3]

    opengles.glUniformMatrix4fv(shader.unif_modelviewmatrix, 2,
                                ctypes.c_int(0),
                                ctypes.byref(self.M))

    opengles.glUniform3fv(shader.unif_unif, 20, ctypes.byref(self.unif))
    for b in self.buf:
      # Shape.draw has to be passed either parameter == None or values to pass
      # on.
      b.draw(shader, txtrs, ntl, shny)
开发者ID:TopRamenGod,项目名称:echomesh,代码行数:41,代码来源:Shape.py

示例10: Camera

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
from pi3d.Light import Light
from pi3d.Shader import Shader

from pi3d.util.String import String
from pi3d.util.Ttffont import Ttffont
from pi3d.util.Defocus import Defocus
from pi3d.util.Screenshot import screenshot
from pi3d.shape.MergeShape import MergeShape
from pi3d.shape.Sphere import Sphere
from pi3d.shape.Sprite import Sprite

# Setup display and initialise pi3d
DISPLAY = Display.create(x=10, y=10, w=900, h=600, frames_per_second=25)
DISPLAY.set_background(0.4, 0.6, 0.8, 1.0)      # r,g,b,alpha

persp_cam = Camera.instance() # default instance camera perspecive view
ortho_cam = Camera(is_3d=False) # 2d orthographic view camera

#setup textures, light position and initial model position
Light((0, 5, 0))
#create shaders
shader = Shader("shaders/uv_reflect")
flatsh = Shader("shaders/uv_flat")
defocus = Defocus()

#Create textures
shapeimg = Texture("textures/straw1.jpg")
shapebump = Texture("textures/floor_nm.jpg", True)
shapeshine = Texture("textures/pong3.png")

#Create shape
开发者ID:Arexxk,项目名称:pi3d,代码行数:33,代码来源:Blur.py

示例11: begin

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
  tank_turret.rotateToZ(roll)
  tank_turret.draw()
  tank_gun.position(x, y, z)
  # adjust gunangle for tilted plane as turret rotates
  tank_gun.rotateToX(pitch + math.cos(math.radians(turret - 180)) * gunangle)
  tank_gun.rotateToY(turret-90)
  tank_gun.rotateToZ(roll - math.sin(math.radians(turret - 180)) * gunangle)
  tank_gun.draw()


# Update display before we begin (user might have moved window)
win.update()
DISPLAY.resize(win.winx, win.winy, win.width, win.height - bord)

is_running = True
CAMERA = Camera.instance()

try:
  while DISPLAY.loop_running():
    mx, my = mymouse.position()
    mouserot -= (mx-omx)*0.2
    tilt += (my-omy)*0.2
    omx=mx
    omy=my

    CAMERA.reset()
    dot1.set_2d_location(DISPLAY.width - 105.0 + 200.0*xm/mapwidth,
                        DISPLAY.height - 105.0 - 200.0*zm/mapdepth)
    dot2.set_2d_location(DISPLAY.width - 105.0 + 200.0*etx/mapwidth,
                        DISPLAY.height - 105.0 - 200.0*etz/mapdepth)
    dot1.draw()
开发者ID:Arexxk,项目名称:pi3d,代码行数:33,代码来源:TigerTank.py

示例12: cameraY

# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import instance [as 别名]
 def cameraY(self,y):
     self.vrcamyloc = y	
     from pi3d.Camera import Camera
     vrcamera = Camera.instance()
     if vrcamera:
         vrcamera.position((self.vrcamxloc,self.vrcamyloc,1.0))
开发者ID:dernulleffekt,项目名称:embedded-artist,代码行数:8,代码来源:EA3D.py


注:本文中的pi3d.Camera.Camera.instance方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。