本文整理汇总了Python中pyrr.Matrix44.from_translation方法的典型用法代码示例。如果您正苦于以下问题:Python Matrix44.from_translation方法的具体用法?Python Matrix44.from_translation怎么用?Python Matrix44.from_translation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类pyrr.Matrix44
的用法示例。
在下文中一共展示了Matrix44.from_translation方法的11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
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
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: mouseMoveEvent
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
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3: resize
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def resize (self: 'GLQuadRenderer', width: int, height: int) -> None:
super ().resize (width, height)
if not self.__loaded:
return
y = self.__image_height / self.__image_width * \
self.gl_widget.width / self.gl_widget.height
x = self.__image_width / self.__image_height * \
self.gl_widget.height / self.gl_widget.width
if self.gl_widget.height * self.__image_width / self.__image_height > self.gl_widget.width:
self.world = Matrix44.from_scale ([1, y, 1]) * \
Matrix44.from_translation ([0, (1 - y) / 2, 0])
else:
self.world = Matrix44.from_scale ([x, 1, 1]) * \
Matrix44.from_translation ([(1 - x) / 2, 0, 0])
GL.glUniformMatrix4fv (self.__uniform_world, 1, False, self.world)
示例4: render
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def render(self, app, currentTime):
glBindVertexArray(self._vao.identifier)
try:
glUseProgram(self._program.identifier)
bg_color = (
math.sin(currentTime) * 0.5 + 0.5,
math.cos(currentTime) * 0.5 + 0.5,
0.0,
1.0
)
glClearBufferfv(GL_COLOR, 0, bg_color)
glClearBufferfv(GL_DEPTH, 0, [1])
f = currentTime * 0.3
mv_matrix = Matrix44.identity(dtype='f4')
mv_matrix *= Matrix44.from_x_rotation(
currentTime * math.radians(81))
mv_matrix *= Matrix44.from_y_rotation(
currentTime * math.radians(45))
mv_matrix *= Matrix44.from_translation([
math.sin(2.1 * f) * 0.5,
math.cos(1.7 * f) * 0.5,
math.sin(1.3 * f) * math.cos(1.5 * f) * 2.0])
mv_matrix *= Matrix44.from_translation([0.0, 0.0, -4.0])
self._uniform_block.mv_matrix[:] = mv_matrix.reshape(16)
glBufferSubData(
GL_UNIFORM_BUFFER,
0,
ctypes.sizeof(self._uniform_block),
ctypes.byref(self._uniform_block))
self._torus_obj.render()
finally:
glBindVertexArray(NULL_GL_OBJECT)
示例5: init
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
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)
示例6: getModelMatrix
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def getModelMatrix(self):
scale = mat4.from_scale([0.2, 0.2, 0.2])
roty = mat4.from_y_rotation(-self.hAngle)
vdiff = self.vAngle - self.oldvAngle
rotx = mat4.from_x_rotation(self.getxRot(vdiff))
zdiff = self.hAngle - self.oldhAngle
rotz = mat4.from_z_rotation(-self.getzRot(zdiff))
trans = mat4.from_translation(self.position, dtype='f')
self.oldhAngle = self.hAngle
self.oldvAngle = self.vAngle
return scale * rotz * rotx * roty * trans
示例7: init
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def init():
"""Initialises the display."""
global projectmatrix, modelmatrix, 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()
chaem = Fremv((), deltam)
GL.glUniform3f(GL.glGetUniformLocation(shaderp, 'lightColour'), *[1.0, 1.0, 1.0])
modelmatrix = matrix.from_scale([2, 2, 2]) * matrix.from_translation([0, 0, -1])
wid, hig = window.get_size()
hig = hig or 1
projectmatrix = matrix.perspective_projection(whel, wid/hig, 0.01, 100)
rematr()
示例8: draw
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def draw():
"""Put the main drawing code in here."""
global luxp
chaem.mochae(timedelta)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glEnable(GL.GL_TEXTURE_2D)
GL.glUseProgram(shaderp)
luxp = [sin(lasttime) * 5, cos(lasttime) * 5, 0.0]
GL.glUniform3f(GL.glGetUniformLocation(shaderp, 'lightPos'), *luxp)
GL.glUniform3f(GL.glGetUniformLocation(shaderp, 'viewpos'), *chaem.pos)
rematr()
architincture.draw()
mmoodd = modelmatrix * matrix.from_scale([0.2, 0.2, 0.2]) * matrix.from_translation(luxp) * \
matrix.from_eulers([lasttime, lasttime, lasttime])
lux.draw(rematr, mmoodd)
示例9: paintGL
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def paintGL(self):
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LEQUAL)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_CULL_FACE)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glFrontFace(GL_CCW)
glCullFace(GL_BACK if self.zoom > 1.0 else GL_FRONT)
self.mesh.bind()
for layer in self.layers:
layer.shader.bind()
# show picked point
array = (GLdouble * 3)()
if layer.picked is None:
array[0] = 0
array[1] = 0
array[2] = 0
else:
p = layer.orientation.conjugate.matrix33 * layer.picked
array[0] = p.x
array[1] = p.y
array[2] = p.z
layer.shader.uniformf_vec3('picked', array)
layer.shader.uniformf('alphaFactor', layer.alpha())
m = layer.orientation.matrix33
array = (GLdouble * 9)()
for i in xrange(3):
for j in xrange(3):
array[3*i + j] = m[i,j]
layer.shader.uniformf_m3x3('orientation', array)
# setup view transform
m = self.projTransform
m = Matrix44.from_translation(Vector3([0, 0, -self.zoom])) * m
array = (GLdouble * 16)()
for i in xrange(4):
for j in xrange(4):
array[4*i + j] = m[i,j]
layer.shader.uniformf_m4x4('viewTransform', array)
glActiveTexture(GL_TEXTURE0 + layer.texture_id)
layer.sphere.bind_glsl_texture(layer.texture_id, layer.shader)
self.mesh.draw_triangles(layer.shader.handle)
示例10: matrix
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def matrix(self):
return (Matrix44.from_translation(self._translation) *
self._rotation.matrix44)
示例11: getModelMatrix
# 需要导入模块: from pyrr import Matrix44 [as 别名]
# 或者: from pyrr.Matrix44 import from_translation [as 别名]
def getModelMatrix(self):
# TODO: maybe spin planet around another axis and add scaling
rot = mat4.from_y_rotation(self.rot, dtype='f')
trans = mat4.from_translation(self.position, dtype='f')
return rot * trans