本文整理汇总了Python中pyrr.Matrix44类的典型用法代码示例。如果您正苦于以下问题:Python Matrix44类的具体用法?Python Matrix44怎么用?Python Matrix44使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Matrix44类的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: test_oo_examples
def test_oo_examples(self):
from pyrr import Quaternion, Matrix44, Vector3
import numpy as np
point = Vector3([1.,2.,3.])
orientation = Quaternion()
translation = Vector3()
scale = Vector3([1.,1.,1.])
# translate along X by 1
translation += [1.0, 0.0, 0.0]
# rotate about Y by pi/2
rotation = Quaternion.from_y_rotation(np.pi / 2.0)
orientation = rotation * orientation
# create a matrix
# start our matrix off using the scale
matrix = Matrix44.from_scale(scale)
# apply our orientation
# we can multiply matricies and quaternions directly!
matrix = matrix * orientation
# apply our translation
translation = Matrix44.from_translation(translation)
matrix = matrix * translation
# transform our point by the matrix
# vectors are transformable by matrices and quaternions directly
point = matrix * point
示例2: render
def render(self, time: float, frame_time: float):
self.ctx.clear(1.0, 1.0, 1.0)
self.ctx.enable(moderngl.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(47.697, -8.147, 24.498),
(0.0, 0.0, 8.0),
(0.0, 0.0, 1.0),
)
rotate = Matrix44.from_z_rotation(np.sin(time) * 0.5 + 0.2)
self.use_texture.value = False
self.light.value = (67.69, -8.14, 52.49)
self.mvp.write((proj * lookat * rotate).astype('f4').tobytes())
self.color.value = (0.67, 0.49, 0.29)
self.objects['ground'].render()
self.color.value = (0.46, 0.67, 0.29)
self.objects['grass'].render()
self.color.value = (1.0, 1.0, 1.0)
self.objects['billboard'].render()
self.color.value = (0.2, 0.2, 0.2)
self.objects['billboard-holder'].render()
self.use_texture.value = True
self.texture.use()
self.objects['billboard-image'].render()
示例3: update
def update(dt):
ctx.viewport = (0, 0, wnd.width, wnd.height)
ctx.clear(0.9, 0.9, 0.9)
ctx.enable(ModernGL.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, wnd.width / wnd.height, 0.1, 1000.0)
lookat = Matrix44.look_at(
(40.0, 30.0, 20.0),
(0.0, 0.0, 0.0),
(0.0, 0.0, 1.0),
示例4: draw
def draw(self, *args):
width, height = Window.size
self.ctx.viewport = (0, 0, width, height)
self.ctx.clear(0.9, 0.9, 0.9)
self.ctx.enable(ModernGL.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, width / height, 0.1, 1000.0)
lookat = Matrix44.look_at(
(40.0, 30.0, 20.0),
(0.0, 0.0, 0.0),
(0.0, 0.0, 1.0),
示例5: render
def render(self):
self.ctx.screen.viewport = self.wnd.viewport
self.ctx.clear(1.0, 1.0, 1.0)
with self.ctx.scope(mgl.DEPTH_TEST):
proj = Matrix44.perspective_projection(45.0, self.wnd.ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(40.0, 30.0, 30.0),
(0.0, 0.0, 0.0),
(0.0, 0.0, 1.0),
)
self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
self.vao.render(mgl.LINES)
示例6: render
def render(self, time, frame_time):
self.ctx.clear(1.0, 1.0, 1.0)
self.ctx.enable(moderngl.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(40.0, 30.0, 30.0),
(0.0, 0.0, 0.0),
(0.0, 0.0, 1.0),
)
self.mvp.write((proj * lookat).astype('f4').tobytes())
self.vao.render(moderngl.LINES)
示例7: render
def render(self, time, frame_time):
angle = time * 0.2
self.ctx.clear(1.0, 1.0, 1.0)
self.ctx.enable(moderngl.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(np.cos(angle), np.sin(angle), 0.8),
(0.0, 0.0, 0.1),
(0.0, 0.0, 1.0),
)
self.mvp.write((proj * lookat).astype('f4').tobytes())
self.vao.render(moderngl.TRIANGLE_STRIP)
示例8: render
def render(self, time: float, frame_time: float):
camera_pos = (np.cos(time) * 300.0, np.sin(time) * 300.0, 120.0)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
camera_pos,
(0.0, 0.0, 50.0),
(0.0, 0.0, 1.0),
)
with self.scope:
self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
self.prog['Eye'] = camera_pos
self.ctx.clear(1.0, 1.0, 1.0)
self.vao.render()
示例9: mouseMoveEvent
def mouseMoveEvent(self, event):
pos = event.pos()
# compute point on sphere under pointer
(w, h) = self.viewport
t = (2*self.old_pos.x() - w) / float(w)
u = -(2*self.old_pos.y() - h) / float(h)
# compute inverse of view transform ignoring rotation
m = Matrix44.from_translation(Vector3([0, 0, -self.zoom])) * self.projTransform
m = matrix44.inverse(m)
rayOri = m * Vector3([t, u, -1])
rayEnd = m * Vector3([t, u, 1])
rayDir = rayEnd - rayOri
self.picked = intersectRayUnitSphere(rayOri, rayDir)
# rotate on left-drag
if event.buttons() & QtCore.Qt.LeftButton > 0:
# the rotation vector is the displacement vector rotated by 90 degrees
dx = pos.x() - self.old_pos.x()
dy = pos.y() - self.old_pos.y()
if dx == 0 and dy == 0:
return
v = Vector3([dy, dx, 0])
# update the current orientation
self.layers.multiplyOrientation(Quaternion.from_axis_rotation(
-v.normalised,
-v.length * 0.002,
))
elif event.buttons() & QtCore.Qt.RightButton > 0:
dz = pos.y() - self.old_pos.y()
self.zoom = max(0, self.zoom + dz / 100.0)
self.old_pos = pos
self.update()
示例10: resizeGL
def resizeGL(self, w, h):
glViewport(0, 0, w, h)
self.viewport = (w, h)
self.projTransform = Matrix44.perspective_projection(
50, float(w) / h,
0.01, 100.0,
)
示例11: render
def render(self, time, frame_time):
angle = time
self.ctx.clear(1.0, 1.0, 1.0)
camera_pos = (np.cos(angle) * 5.0, np.sin(angle) * 5.0, 2.0)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
camera_pos,
(0.0, 0.0, 0.0),
(0.0, 0.0, 1.0),
)
self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
self.prog['Light'] = camera_pos
self.vao.render()
示例12: render
def render(self):
angle = self.wnd.time
self.ctx.screen.viewport = self.wnd.viewport
camera_pos = (np.cos(angle) * 5.0, np.sin(angle) * 5.0, 2.0)
proj = Matrix44.perspective_projection(45.0, self.wnd.ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
camera_pos,
(0.0, 0.0, 0.5),
(0.0, 0.0, 1.0),
)
self.prog['Mvp'] = (proj * lookat).astype('f4').tobytes()
self.prog['Light'] = camera_pos
self.ctx.replay(self.bytecode)
示例13: render
def render(self, time, frame_time):
self.ctx.clear(1.0, 1.0, 1.0)
self.ctx.enable(moderngl.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(-85, -180, 140),
(0.0, 0.0, 65.0),
(0.0, 0.0, 1.0),
)
self.light.value = (-140.0, -300.0, 350.0)
self.color.value = (1.0, 1.0, 1.0, 0.25)
self.mvp.write((proj * lookat).astype('f4').tobytes())
self.texture.use()
self.vao.render()
示例14: render
def render(self, time, frame_time):
self.ctx.clear(1.0, 1.0, 1.0)
# self.ctx.enable(mgl.DEPTH_TEST)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(47.697, -8.147, 24.498),
(0.0, 0.0, 8.0),
(0.0, 0.0, 1.0),
)
rotate = Matrix44.from_z_rotation(np.sin(time) * 0.5 + 0.2)
w, h = self.texture.size
gw, gh = 16, 16
nx, ny, nz = int(w/gw), int(h/gh), 1
print('=' * 50)
self.compute['time'] = time
GL_WRITE_ONLY = 0x88B9
GL_R32F = 0x822E
self.texture.bind_to_image(0,GL_WRITE_ONLY, GL_R32F)
self.compute.run(nx, ny, nz)
print('-' * 50)
with self.scope:
self.prog['UseTexture'] = False
self.prog['Light'] = (67.69, -8.14, 52.49)
self.prog['Mvp'] = (proj * lookat * rotate).astype('f4').tobytes()
self.prog['Color'] = (0.67, 0.49, 0.29)
self.objects['ground'].render()
self.prog['Color'] = (0.46, 0.67, 0.29)
self.objects['grass'].render()
self.prog['Color'] = (1.0, 1.0, 1.0)
self.objects['billboard'].render()
self.prog['Color'] = (0.2, 0.2, 0.2)
self.objects['billboard-holder'].render()
self.prog['UseTexture'] = True
self.objects['billboard-image'].render()
示例15: init
def init(wid, hig):
"""Initialises the display."""
global modelmtx, chaem
GL.glClearColor(0.0, 0.2, 0.15, 0.0)
GL.glClearDepth(1.0)
GL.glDepthFunc(GL.GL_LESS)
GL.glEnable(GL.GL_DEPTH_TEST)
GL.glShadeModel(GL.GL_SMOOTH)
shades()
rematr(wid, hig)
modelmtx = matrix.from_scale([2, 2, 2]) * matrix.from_translation([0, 0, -.5])
chaem = Raimv((), deltam)
chaem.rotspe = 2*pi
GL.glUniformMatrix4fv(GL.glGetUniformLocation(shaderp, 'viewmatrix'), 1, False, chaem.lookat())
GL.glUniformMatrix4fv(GL.glGetUniformLocation(shaderp, 'modelmatrix'), 1, False, modelmtx)