本文整理汇总了Python中pi3d.Camera.Camera.reset方法的典型用法代码示例。如果您正苦于以下问题:Python Camera.reset方法的具体用法?Python Camera.reset怎么用?Python Camera.reset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pi3d.Camera.Camera
的用法示例。
在下文中一共展示了Camera.reset方法的6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: ShadowCaster
# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import reset [as 别名]
class ShadowCaster(OffScreenTexture):
"""For creating a depth-of-field blurring effect on selected objects"""
def __init__(self, position, light, scale=10.0):
""" calls Texture.__init__ but doesn't need to set file name as
texture generated from the framebuffer
"""
super(ShadowCaster, self).__init__("shadow_caster")
self.LIGHT_CAM = Camera(is_3d=False, scale=scale)
l_p = light.lightpos
l_len = (l_p[0]**2 + l_p[1]**2 + l_p[2]**2)**0.5
self.OFFSET = [200.0 * i / l_len for i in l_p]
self.LIGHT_CAM.position([position[i] - o for i, o in enumerate(self.OFFSET)])
self.tilt, self.rot = self.LIGHT_CAM.point_at(position)
self.cast_shader = Shader("shadowcast")
def move_light(self, position):
self.LIGHT_CAM.reset()
self.LIGHT_CAM.rotate(self.tilt, self.rot, 0)
self.LIGHT_CAM.position([position[i] - o for i, o in enumerate(self.OFFSET)])
def start_cast(self, position=None):
if position is not None:
self.move_light(position)
super(ShadowCaster, self)._start()
def cast_shadow(self, shape):
shape.draw(shader=self.cast_shader, light_camera=self.LIGHT_CAM)
def end_cast(self):
super(ShadowCaster, self)._end()
def draw_shadow(self):
self.emap.draw(shader=self.dshader)
def draw_tree(self, tree, shader):
tree.draw(shader, [self])
示例2: StereoCam
# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import reset [as 别名]
#.........这里部分代码省略.........
varying vec2 texcoordout;
void main(void) {{
vec4 texc0 = texture2D(tex0, texcoordout);
vec4 texc1 = texture2D(tex1, texcoordout);
vec2 coord = vec2(gl_FragCoord);
gl_FragColor = mix(texc0, texc1, step(0.5, fract(coord.x / {:f})));
}}
""".format(
interlace * 2.0
),
)
# self.shader = Shader("2d_flat")
self.camera_3d = Camera()
self.forMtrx = np.identity(4, dtype="float32") # initially not rotated
self.position = [0.0, 0.0, 0.0]
self.camera_2d = Camera(is_3d=False)
self.offs = separation / 2.0
self.interlace = interlace
self.textures = []
self.sprites = []
self.tex_list = []
for i in range(2):
self.textures.append(OffScreenTexture(name="stereo"))
ix, iy = self.textures[i].ix, self.textures[i].iy
# two sprites full width but moved so that they are centred on the
# left and right edges. The offset values then move the uv mapping
# so the image is on the right of the left sprite and left of the
# right sprite
self.sprites.append(Sprite(z=20.0, w=ix, h=iy, flip=True))
if interlace <= 0:
self.sprites[i].positionX(-ix / 2.0 + i * ix)
self.sprites[i].set_offset((i * 0.5 - 0.25, 0.0))
else:
self.sprites[i].set_2d_size(w=ix, h=iy)
self.textures[i].blend = True
self.textures[i].mipmap = mipmap
self.tex_list.append(self.textures[i])
opengles.glColorMask(1, 1, 1, 1)
def move_camera(self, position, rot, tilt, roll=0.0, absolute=True):
""" Arguments:
*position*
array [x,y,z]
*rot, tilt, roll*
rotations about y, x, z axis (yes it's not entirely logical for position
to be an array and orientation three values but it's too late to change!)
*absolute*
if set to False then the rotations are treated as relative to the
rotated frame of reference i.e. as if signals from VR headset 3
axis gyro.
"""
self.camera_3d.rotate(tilt, rot, roll)
self.camera_3d.position(position)
self.camera_3d.absolute = absolute
def start_capture(self, side):
""" after calling this method all object.draw()s will rendered
to this texture and not appear on the display.
*side*
Either 0 or 1 to determine stereoscopic view
"""
self.camera_3d.reset()
offs = -self.offs if side == 0 else self.offs
self.camera_3d.offset([offs, 0.0, 0.0])
# self.camera_3d.mtrx = np.dot(self.forMtrx, self.camera_3d.mtrx)
# self.camera_3d.position(self.position)
tex = self.textures[side]
tex._start()
if self.interlace <= 0:
xx = tex.ix / 4.0 # draw the middle only - half width
yy = 0
ww = tex.ix / 2.0
hh = tex.iy
opengles.glEnable(GL_SCISSOR_TEST)
opengles.glScissor(
ctypes.c_int(int(xx)), ctypes.c_int(int(yy)), ctypes.c_int(int(ww)), ctypes.c_int(int(hh))
)
def end_capture(self, side):
""" stop capturing to texture and resume normal rendering to default
"""
self.textures[side]._end()
if self.interlace <= 0:
opengles.glDisable(GL_SCISSOR_TEST)
def draw(self):
""" draw the shape using the saved texture
"""
if self.interlace <= 0:
for i in range(2):
self.sprites[i].draw(self.shader, [self.tex_list[i]], 0.0, 0.0, self.camera_2d)
else:
self.sprites[0].draw(self.shader, self.tex_list, 0.0, 0.0, self.camera_2d)
def get_direction(self):
return self.camera_3d.get_direction()
示例3: ShadowCaster
# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import reset [as 别名]
class ShadowCaster(Texture):
"""For creating a depth-of-field blurring effect on selected objects"""
def __init__(self, emap, light):
""" calls Texture.__init__ but doesn't need to set file name as
texture generated from the framebuffer
"""
super(ShadowCaster, self).__init__("shadow_caster")
from pi3d.Display import Display
self.ix, self.iy = Display.INSTANCE.width, Display.INSTANCE.height
self.im = Image.new("RGBA",(self.ix, self.iy))
self.image = self.im.convert("RGBA").tostring('raw', "RGBA")
self.alpha = True
self.blend = False
self._tex = ctypes.c_int()
self.framebuffer = (ctypes.c_int * 1)()
opengles.glGenFramebuffers(1, self.framebuffer)
self.depthbuffer = (ctypes.c_int * 1)()
opengles.glGenRenderbuffers(1, self.depthbuffer)
# load shader for casting shadows and camera
self.cshader = Shader("shaders/uv_flat")
self.mshader = Shader("shaders/mat_flat")
# keep copy of ElevationMap
self.emap = emap
self.emap.set_material((0.0, 0.0, 0.0)) # hide bits below ground
#TODO doesn't cope with z light positions
self.eye = [-500*i for i in light.lightpos] # good distance away
if self.eye[1] <= 0: # must have +ve y
self.eye[1] = 500.0
if abs(self.eye[0]) > abs(self.eye[2]): #x val is bigger than z val
#change scale so map just fits on screen
if self.eye[0] < 0:
su, sv = 1.0, 1.0
else:
su, sv = -1.0, -1.0
self.scaleu = float(self.iy) / self.emap.width
self.scalev = float(self.ix)/ self.emap.depth
self.eye[2] = 0
self.scaleu = self.scaleu / self.eye[1] * float(self.eye[0]**2 + self.eye[1]**2)**0.5
self.emap.unif[50] = 1.0 #orientation flag
self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[0] / float(self.eye[1]) #height adjustment
else:
#change scale so map just fits on screen
if self.eye[2] < 0:
su, sv = 1.0, -1.0
else:
su, sv = -1.0, 1.0
self.scaleu = float(self.iy) / self.emap.depth
self.scalev = float(self.ix)/ self.emap.width
self.eye[0] = 0
self.scaleu = self.scaleu / self.eye[1] * float(self.eye[2]**2 + self.eye[1]**2)**0.5
self.emap.unif[50] = 0.0
self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[2] / float(self.eye[1])
if abs(self.scaleu) > abs(self.scalev):
self.scale = 3.0 * self.scalev # multiplication factor to reduce pixeliness
else:
self.scale = 3.0 * self.scaleu
self.scaleu = su * self.scale / self.scaleu # reused later in end_cast
self.scalev = sv * self.scale / self.scalev
self.camera0 = Camera() # default instance created as normal, just in case!
self.camera = Camera(is_3d=False, eye=self.eye, scale=self.scale)
# load shader for drawing map with shadows
self.dshader = Shader("shaders/shadowcast")
def _load_disk(self):
""" have to override this
"""
def start_cast(self, location=(0.0, 0.0, 0.0)):
""" after calling this method all object.draw()s will rendered
to this texture and not appear on the display. If you want blurred
edges you will have to capture the rendering of an object and its
background then re-draw them using the blur() method. Large objects
will obviously take a while to draw and re-draw
"""
opengles.glBindFramebuffer(GL_FRAMEBUFFER, self.framebuffer)
opengles.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, self._tex.value, 0)
#thanks to PeterO c.o. RPi forum for pointing out missing depth attchmnt
opengles.glBindRenderbuffer(GL_RENDERBUFFER, self.depthbuffer)
opengles.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
self.ix, self.iy)
opengles.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, self.depthbuffer)
opengles.glClearColor(ctypes.c_float(0.0), ctypes.c_float(0.0),
ctypes.c_float(0.0), ctypes.c_float(1.0))
opengles.glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)
opengles.glEnable(GL_TEXTURE_2D)
opengles.glActiveTexture(0)
self.camera.reset(is_3d=False, scale=self.scale)
self.camera.position((location[0], 0, location[2]))
self.location = location
def end_cast(self):
""" stop capturing to texture and resume normal rendering to default
"""
#draw the actual map
self.emap.draw(shader=self.mshader, camera=self.camera)
#.........这里部分代码省略.........
示例4: ShadowCaster
# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import reset [as 别名]
class ShadowCaster(OffScreenTexture):
"""For creating a depth-of-field blurring effect on selected objects"""
def __init__(self, emap, light):
""" calls Texture.__init__ but doesn't need to set file name as
texture generated from the framebuffer
"""
super(ShadowCaster, self).__init__("shadow_caster")
# load shader for casting shadows and camera
self.cshader = Shader("uv_flat")
self.mshader = Shader("mat_flat")
# keep copy of ElevationMap
self.emap = emap
self.emap.set_material((0.0, 0.0, 0.0)) # hide bits below ground
# TODO doesn't cope with z light positions
self.eye = [-500 * i for i in light.lightpos] # good distance away
if self.eye[1] <= 0: # must have +ve y
self.eye[1] = 500.0
if abs(self.eye[0]) > abs(self.eye[2]): # x val is bigger than z val
# change scale so map just fits on screen
if self.eye[0] < 0:
su, sv = 1.0, 1.0
else:
su, sv = -1.0, -1.0
self.scaleu = float(self.iy) / self.emap.width
self.scalev = float(self.ix) / self.emap.depth
self.eye[2] = 0
self.scaleu = self.scaleu / self.eye[1] * float(self.eye[0] ** 2 + self.eye[1] ** 2) ** 0.5
self.emap.unif[50] = 1.0 # orientation flag
self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[0] / float(self.eye[1]) # height adjustment
else:
# change scale so map just fits on screen
if self.eye[2] < 0:
su, sv = 1.0, -1.0
else:
su, sv = -1.0, 1.0
self.scaleu = float(self.iy) / self.emap.depth
self.scalev = float(self.ix) / self.emap.width
self.eye[0] = 0
self.scaleu = self.scaleu / self.eye[1] * float(self.eye[2] ** 2 + self.eye[1] ** 2) ** 0.5
self.emap.unif[50] = 0.0
self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[2] / float(self.eye[1])
if abs(self.scaleu) > abs(self.scalev):
self.scale = 3.0 * self.scalev # multiplication factor to reduce pixeliness
else:
self.scale = 3.0 * self.scaleu
self.scaleu = su * self.scale / self.scaleu # reused later in end_cast
self.scalev = sv * self.scale / self.scalev
self.camera0 = Camera() # default instance created as normal, just in case!
self.camera = Camera(is_3d=False, eye=self.eye, scale=self.scale)
# load shader for drawing map with shadows
self.dshader = Shader("shadowcast")
def start_cast(self, location=(0.0, 0.0, 0.0)):
""" after calling this method all object.draw()s will rendered
to this texture and not appear on the display. If you want blurred
edges you will have to capture the rendering of an object and its
background then re-draw them using the blur() method. Large objects
will obviously take a while to draw and re-draw
"""
opengles.glClearColor(ctypes.c_float(0.0), ctypes.c_float(0.0), ctypes.c_float(0.0), ctypes.c_float(1.0))
super(ShadowCaster, self)._start()
self.camera.reset(is_3d=False, scale=self.scale)
self.camera.position((location[0], 0, location[2]))
self.location = location
def end_cast(self):
""" stop capturing to texture and resume normal rendering to default
"""
# draw the actual map
self.emap.draw(shader=self.mshader, camera=self.camera)
super(ShadowCaster, self)._end()
# set third texture to this ShadowCaster texture
texs = self.emap.buf[0].textures
if len(texs) == 2:
texs.append(self)
else:
texs[2] = self
# change background back to blue
opengles.glClearColor(ctypes.c_float(0.4), ctypes.c_float(0.8), ctypes.c_float(0.8), ctypes.c_float(1.0))
# work out left, top, right, bottom for shader
self.emap.unif[48] = 0.5 * (1.0 + self.scaleu) # left [16][0]
self.emap.unif[49] = 0.5 * (1.0 + self.scalev) # top [16][1]
self.emap.unif[51] = 1.0 - self.emap.unif[48] # right [17][0]
self.emap.unif[52] = 1.0 - self.emap.unif[49] # bottom [17][1]
du = float(self.location[0] / self.emap.width)
dv = float(self.location[2] / self.emap.depth)
self.emap.unif[48] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
self.emap.unif[49] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)
self.emap.unif[51] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
self.emap.unif[52] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)
def add_shadow(self, shape):
shape.draw(shader=self.cshader, camera=self.camera)
def draw_shadow(self):
self.emap.draw(shader=self.dshader)
示例5: StereoCam
# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import reset [as 别名]
class StereoCam(object):
"""For creating an apparatus with two sprites to hold left and right
eye views.
This Class is used to hold the 3D Camera which should be used to draw
the 3D objects. It also holds a 2D Camera for drawing the Sprites"""
def __init__(self, shader="uv_flat", mipmap=False, separation=0.4):
""" 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
*separation*
distance between the two camera positions - how wide apart the
eye views are.
"""
# load shader
self.shader = Shader(shader)
self.camera_3d = Camera()
self.camera_2d = Camera(is_3d=False)
self.offs = separation / 2.0
self.textures = []
self.sprites = []
self.tex_list = []
for i in range(2):
self.textures.append(OffScreenTexture(name="bin"))
ix, iy = self.textures[i].ix, self.textures[i].iy
#two sprites full width but moved so that they are centred on the
#left and right edges. The offset values then move the uv mapping
#so the image is on the right of the left sprite and left of the
#right sprite
self.sprites.append(Sprite(z=20.0, x=-ix/2.0 + i*ix, w=ix, h=iy, flip=True))
self.sprites[i].set_offset((i * 0.5 - 0.25, 0.0))
self.textures[i].alpha = False
self.textures[i].blend = True
self.textures[i].mipmap = mipmap
self.tex_list.append([self.textures[i]])
def move_camera(self, position, rot, tilt):
self.camera_3d.reset()
self.camera_3d.rotate(tilt, rot, 0)
self.camera_3d.position(position)
def start_capture(self, side):
""" after calling this method all object.draw()s will rendered
to this texture and not appear on the display.
*side*
Either 0 or 1 to determine stereoscopic view
"""
offs = -self.offs if side == 0 else self.offs
self.camera_3d.position((self.camera_3d.mtrx[2,3] * offs, 0,
-self.camera_3d.mtrx[0,3] * offs))
tex = self.textures[side]
tex._start()
xx = tex.ix / 4.0 # draw the middle only - half width
yy = 0
ww = tex.ix / 2.0
hh = tex.iy
opengles.glEnable(GL_SCISSOR_TEST)
opengles.glScissor(ctypes.c_int(int(xx)), ctypes.c_int(int(yy)),
ctypes.c_int(int(ww)), ctypes.c_int(int(hh)))
def end_capture(self, side):
""" stop capturing to texture and resume normal rendering to default
"""
self.textures[side]._end()
opengles.glDisable(GL_SCISSOR_TEST)
def draw(self):
""" draw the shape using the saved texture
"""
for i in range(2):
self.sprites[i].draw(self.shader, self.tex_list[i], 0.0, 0.0, self.camera_2d)
示例6: not
# 需要导入模块: from pi3d.Camera import Camera [as 别名]
# 或者: from pi3d.Camera.Camera import reset [as 别名]
omx, omy = mymouse.position()
while DISPLAY.loop_running():
# mouse movement checking here to get bat movment values
mx, my = mymouse.position()
dx = (mx-omx)*0.04
omx=mx
if ((xm >= (-1*maphalf) and dx < 0) or (xm <= maphalf and dx > 0)): xm += dx
dy = (my-omy)*0.02
omy = my
if ((ym >= (0) and dy < 0) or (ym <= mapheight and dy > 0)): ym += dy
if not (dy == 0.0 and dx == 0.0):
camera.reset()
camera.position((xm, 2 + ym, -maphalf - 2.5))
#monster movement
drx = sx - rx
if abs(drx) > max_speed: drx = drx/abs(drx) * max_speed
dry = sy - ry
if abs(dry) > max_speed: dry = dry/abs(dry) * max_speed
rx += drx
ry += dry
monster.position(rx, ry, maphalf)
dsy -= gravity
sx += dsx
sy += dsy