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Python Vec.with_axes方法代码示例

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


在下文中一共展示了Vec.with_axes方法的7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: _calc_fizz_angles

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]
def _calc_fizz_angles() -> None:
    """Generate FIZZ_ANGLES."""
    it = itertools.product('xyz', (-1, 1), 'xyz', (-1, 1))
    for norm_axis, norm_mag, roll_axis, roll_mag in it:
        if norm_axis == roll_axis:
            # They can't both be the same...
            continue
        norm = Vec.with_axes(norm_axis, norm_mag)
        roll = Vec.with_axes(roll_axis, roll_mag)

        # Norm is Z, roll is X,  we want y.
        angle = roll.to_angle_roll(norm)
        up_dir = norm.cross(roll)
        FIZZ_ANGLES[norm.as_tuple(), up_dir.as_tuple()] = angle
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:16,代码来源:fizzler.py

示例2: beam_hole_split

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]
def beam_hole_split(axis: str, min_pos: Vec, max_pos: Vec):
    """Break up floor beams to fit around holes."""

    # Go along the shape. For each point, check if a hole is present,
    # and split at that.
    # Our positions are centered, but we return ones at the ends.

    # Inset in 4 units from each end to not overlap with the frames.
    start_pos = min_pos - Vec.with_axes(axis, 60)
    if HOLES:
        hole_size_large = vbsp_options.get(float, 'glass_hole_size_large') / 2
        hole_size_small = vbsp_options.get(float, 'glass_hole_size_small') / 2

        # Extract normal from the z-axis.
        grid_height = min_pos.z // 128 * 128 + 64
        if grid_height < min_pos.z:
            normal = (0, 0, 1)
        else:
            normal = (0, 0, -1)
        import vbsp
        for pos in min_pos.iter_line(max_pos, 128):
            try:
                hole_type = HOLES[(pos.x, pos.y, grid_height), normal]
            except KeyError:
                continue
            else:
                if hole_type is HoleType.SMALL:
                    size = hole_size_small
                elif hole_type is HoleType.LARGE:
                    size = hole_size_large
                else:
                    raise AssertionError(hole_type)

                yield start_pos, pos - Vec.with_axes(axis, size)
                start_pos = pos + Vec.with_axes(axis, size)

    # Last segment, or all if no holes.
    yield start_pos, max_pos + Vec.with_axes(axis, 60)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:40,代码来源:barriers.py

示例3: test_hole_spot

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]
def test_hole_spot(origin: Vec, normal: Vec, hole_type: HoleType):
    """Check if the given position is valid for holes.

    We need to check that it's actually placed on glass/grating, and that
    all the parts are the same. Otherwise it'd collide with the borders.
    """

    try:
        center_type = BARRIERS[origin.as_tuple(), normal.as_tuple()]
    except KeyError:
        LOGGER.warning('No center barrier at {}, {}', origin, normal)
        return False

    if hole_type is HoleType.SMALL:
        return True

    u, v = Vec.INV_AXIS[normal.axis()]
    # The corners don't matter, but all 4 neighbours must be there.
    for u_off, v_off in [
        (-128, 0),
        (0, -128),
        (128, 0),
        (0, 128),
    ]:
        pos = origin + Vec.with_axes(u, u_off, v, v_off)
        try:
            off_type = BARRIERS[pos.as_tuple(), normal.as_tuple()]
        except KeyError:
            # No side
            LOGGER.warning('No offset barrier at {}, {}', pos, normal)
            return False
        if off_type is not center_type:
            # Different type.
            LOGGER.warning('Wrong barrier type at {}, {}', pos, normal)
            return False
    return True
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:38,代码来源:barriers.py

示例4: add_glass_floorbeams

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]

#.........这里部分代码省略.........
            continue

        pos = Vec(origin) + normal * 62

        groups[pos.as_tuple()] = [pos]

    # Loop over every pos and check in the +x/y directions for another glass
    # piece. If there, merge the two lists and set every pos in the group to
    # point to the new list.
    # Once done, every unique list = a group.

    for pos_tup in groups.keys():
        pos = Vec(pos_tup)
        for off in ((128, 0, 0), (0, 128, 0)):
            neighbour = (pos + off).as_tuple()
            if neighbour in groups:
                our_group = groups[pos_tup]
                neigh_group = groups[neighbour]
                if our_group is neigh_group:
                    continue

                # Now merge the two lists. We then need to update all dict locs
                # to point to the new list.

                if len(neigh_group) > len(our_group):
                    small_group, large_group = our_group, neigh_group
                else:
                    small_group, large_group = neigh_group, our_group

                large_group.extend(small_group)
                for pos in small_group:
                    groups[pos.as_tuple()] = large_group

    # Remove duplicates objects by using the ID as key..
    groups = list({
        id(group): group
        for group in groups.values()
    }.values())

    # Side -> u, v or None

    for group in groups:

        bbox_min, bbox_max = Vec.bbox(group)
        dimensions = bbox_max - bbox_min
        LOGGER.info('Size = {}', dimensions)

        # Our beams align to the smallest axis.
        if dimensions.y > dimensions.x:
            beam_ax = 'x'
            side_ax = 'y'
            rot = Vec(0, 0, 0)
        else:
            beam_ax = 'y'
            side_ax = 'x'
            rot = Vec(0, 90, 0)

        # Build min, max tuples for each axis in the other direction.
        # This tells us where the beams will be.
        beams = {}  # type: Dict[int, Tuple[int, int]]

        # Add 128 so the first pos isn't a beam.
        offset = bbox_min[side_ax] + 128

        for pos in group:
            side_off = pos[side_ax]
            beam_off = pos[beam_ax]
            # Skip over non-'sep' positions..
            if (side_off - offset) % separation != 0:
                continue

            try:
                min_pos, max_pos = beams[side_off]
            except KeyError:
                beams[side_off] = beam_off, beam_off
            else:
                beams[side_off] = min(min_pos, beam_off), max(max_pos, beam_off)

        detail = vmf.create_ent('func_detail')

        for side_off, (min_off, max_off) in beams.items():
            for min_pos, max_pos in beam_hole_split(
                beam_ax,
                Vec.with_axes(side_ax, side_off, beam_ax, min_off, 'z', bbox_min),
                Vec.with_axes(side_ax, side_off, beam_ax, max_off, 'z', bbox_min),
            ):

                if min_pos[beam_ax] >= max_pos[beam_ax]:
                    raise ValueError(min_pos, max_pos, beam_ax)

                # Make the beam.
                # Grab the end face and snap to the length we want.
                beam_end_off = max_pos[beam_ax] - min_pos[beam_ax]
                assert beam_end_off > 0, beam_end_off
                for plane in beam_end_face.planes:
                    plane.x = beam_end_off

                new_beam = beam_template.copy(vmf_file=vmf)
                new_beam.localise(min_pos, rot)
                detail.solids.append(new_beam)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:104,代码来源:barriers.py

示例5: make_barriers

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]
def make_barriers(vmf: VMF, get_tex: Callable[[str], str]):
    """Make barrier entities. get_tex is vbsp.get_tex."""
    glass_temp = template_brush.get_scaling_template(
        vbsp_options.get(str, "glass_template")
    )
    grate_temp = template_brush.get_scaling_template(
        vbsp_options.get(str, "grating_template")
    )
    # Avoid error without this package.
    if HOLES:
        # Grab the template solids we need.
        hole_temp = template_brush.get_template(
            vbsp_options.get(str, 'glass_hole_temp')
        )
        hole_world, hole_detail, _ = hole_temp.visgrouped({'small'})
        hole_temp_small = hole_world + hole_detail
        hole_world, hole_detail, _ = hole_temp.visgrouped({'large'})
        hole_temp_large = hole_world + hole_detail
        hole_world, hole_detail, _ = hole_temp.visgrouped({'large_corner'})
        hole_temp_corner = hole_world + hole_detail
    else:
        hole_temp_small = hole_temp_large = hole_temp_corner = None

    floorbeam_temp = vbsp_options.get(str, 'glass_floorbeam_temp')

    if vbsp_options.get_itemconf('BEE_PELLET:PelletGrating', False):
        # Merge together these existing filters in global_pti_ents
        vmf.create_ent(
            origin=vbsp_options.get(Vec, 'global_pti_ents_loc'),
            targetname='@grating_filter',
            classname='filter_multi',
            filtertype=0,
            negated=0,
            filter01='@not_pellet',
            filter02='@not_paint_bomb',
        )
    else:
        # Just skip paint bombs.
        vmf.create_ent(
            origin=vbsp_options.get(Vec, 'global_pti_ents_loc'),
            targetname='@grating_filter',
            classname='filter_activator_class',
            negated=1,
            filterclass='prop_paint_bomb',
        )

    # Group the positions by planes in each orientation.
    # This makes them 2D grids which we can optimise.
    # (normal_dist, positive_axis, type) -> [(x, y)]
    slices = defaultdict(set)  # type: Dict[Tuple[Tuple[float, float, float], bool, BarrierType], Set[Tuple[float, float]]]
    # We have this on the 32-grid so we can cut squares for holes.

    for (origin, normal), barr_type in BARRIERS.items():
        origin = Vec(origin)
        normal = Vec(normal)
        norm_axis = normal.axis()
        u, v = origin.other_axes(norm_axis)
        norm_pos = Vec.with_axes(norm_axis, origin)
        slice_plane = slices[
            norm_pos.as_tuple(),  # distance from origin to this plane.
            normal[norm_axis] > 0,
            barr_type,
        ]
        for u_off in [-48, -16, 16, 48]:
            for v_off in [-48, -16, 16, 48]:
                slice_plane.add((
                    (u + u_off) // 32,
                    (v + v_off) // 32,
                ))

    # Remove pane sections where the holes are. We then generate those with
    # templates for slanted parts.
    for (origin, normal), hole_type in HOLES.items():
        barr_type = BARRIERS[origin, normal]

        origin = Vec(origin)
        normal = Vec(normal)
        norm_axis = normal.axis()
        u, v = origin.other_axes(norm_axis)
        norm_pos = Vec.with_axes(norm_axis, origin)
        slice_plane = slices[
            norm_pos.as_tuple(),
            normal[norm_axis] > 0,
            barr_type,
        ]
        if hole_type is HoleType.LARGE:
            offsets = (-80, -48, -16, 16, 48, 80)
            hole_temp = hole_temp_large.copy()
        else:
            offsets = (-16, 16)
            hole_temp = hole_temp_small.copy()
        for u_off in offsets:
            for v_off in offsets:
                # Skip the corners on large holes.
                # Those aren't actually used, so skip them. That way
                # we can have them diagonally or  without glass in the corner.
                if u_off in (-80, 80) and v_off in (-80, 80):
                    continue

                slice_plane.discard((
#.........这里部分代码省略.........
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:103,代码来源:barriers.py

示例6: make_frames

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]
def make_frames(vmf: VMF, targ: str, conf: dict, bbox_min: Vec, bbox_max: Vec, norm: Vec):
    """Generate frames for a rectangular glass item."""
    def make_frame(frame_type, loc, angles):
        """Make a frame instance."""
        vmf.create_ent(
            classname='func_instance',
            targetname=targ,
            file=conf['frame_' + frame_type],
            # Position at the center of the block, instead of at the glass.
            origin=loc - norm * 64,
            angles=angles,
        )

    if bbox_min == bbox_max:
        # 1x1 glass..
        make_frame('single', bbox_min, norm.to_angle())
        return

    norm_axis = norm.axis()
    u_axis, v_axis = Vec.INV_AXIS[norm_axis]

    u_norm = Vec()
    v_norm = Vec()
    u_norm[u_axis] = 1
    v_norm[v_axis] = 1

    single_u = bbox_min[u_axis] == bbox_max[u_axis]
    single_v = bbox_min[v_axis] == bbox_max[v_axis]

    # If single in either direction, it needs a u-bend.
    if single_u:
        ubend_axis = v_axis
    elif single_v:
        ubend_axis = u_axis
    else:
        ubend_axis = None

    if ubend_axis is not None:
        for bend_mag, bbox in [(1, bbox_min), (-1, bbox_max)]:
            make_frame(
                'ubend',
                bbox,
                norm.to_angle_roll(Vec.with_axes(ubend_axis, bend_mag)),
            )
    else:
        # Make 4 corners - one in each roll direction.

        for roll in range(0, 360, 90):
            angles = norm.to_angle(roll)
            # The two directions with a border in the corner instance.
            # We want to put it on those sides.
            corner_a = Vec(y=-1).rotate(*angles)
            corner_b = Vec(z=-1).rotate(*angles)

            # If the normal is positive, we want to be bbox_max in that axis,
            # otherwise bbox_min.

            pos = Vec.with_axes(
                norm_axis, bbox_min,

                corner_a.axis(),
                (bbox_max if corner_a >= (0, 0, 0) else bbox_min),

                corner_b.axis(),
                (bbox_max if corner_b >= (0, 0, 0) else bbox_min),
            )

            make_frame(
                'corner',
                pos,
                angles,
            )

    # Make straight sections.
    straight_u_pos = norm.to_angle_roll(v_norm)
    straight_u_neg = norm.to_angle_roll(-v_norm)
    straight_v_pos = norm.to_angle_roll(u_norm)
    straight_v_neg = norm.to_angle_roll(-u_norm)
    for u_pos in range(int(bbox_min[u_axis] + 128), int(bbox_max[u_axis]), 128):
        make_frame(
            'edge',
            Vec.with_axes(u_axis, u_pos, v_axis, bbox_min, norm_axis, bbox_min),
            straight_u_pos,
        )
        make_frame(
            'edge',
            Vec.with_axes(u_axis, u_pos, v_axis, bbox_max, norm_axis, bbox_min),
            straight_u_neg,
        )
    for v_pos in range(int(bbox_min[v_axis] + 128), int(bbox_max[v_axis]), 128):
        make_frame(
            'edge',
            Vec.with_axes(v_axis, v_pos, u_axis, bbox_min, norm_axis, bbox_min),
            straight_v_pos,
        )
        make_frame(
            'edge',
            Vec.with_axes(v_axis, v_pos, u_axis, bbox_max, norm_axis, bbox_min),
            straight_v_neg,
        )
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:102,代码来源:glass.py

示例7: res_make_tag_fizzler

# 需要导入模块: from srctools import Vec [as 别名]
# 或者: from srctools.Vec import with_axes [as 别名]

#.........这里部分代码省略.........

        else:
            offset = Vec(0, sign_offset, 0).rotate(*inst_angle)
            blue_loc = loc + offset
            oran_loc = loc - offset
    else:
        inst['file'] = inst_frame_single
        # They're always centered
        blue_loc = loc
        oran_loc = loc

    if inst_normal.z != 0:
        # If on floors/ceilings, rotate to point at the fizzler!
        sign_floor_loc = sign_loc.copy()
        sign_floor_loc.z = 0  # We don't care about z-positions.

        # Grab the data saved earlier in res_find_potential_tag_fizzlers()
        axis, side_min, side_max, normal = calc_fizzler_orient(fizzler)

        # The Z-axis fizzler (horizontal) must be treated differently.
        if axis == 'z':
            # For z-axis, just compare to the center point.
            # The values are really x, y, z, not what they're named.
            sign_dir = sign_floor_loc - (side_min, side_max, normal)
        else:
            # For the other two, we compare to the line,
            # or compare to the closest side (in line with the fizz)
            other_axis = 'x' if axis == 'y' else 'y'
            if abs(sign_floor_loc[other_axis] - normal) < 32:
                # Compare to the closest side. Use ** to swap x/y arguments
                # appropriately. The closest side is the one with the
                # smallest magnitude.
                sign_dir = min(
                    sign_floor_loc - Vec.with_axes(
                        axis,side_min,
                        other_axis, normal,
                    ),
                    sign_floor_loc - Vec.with_axes(
                        axis, side_max,
                        other_axis, normal,
                    ),
                    key=Vec.mag,
                )
            else:
                # Align just based on whether we're in front or behind.
                sign_dir = Vec()
                sign_dir[other_axis] = sign_floor_loc[other_axis] - normal

        sign_angle = math.degrees(
            math.atan2(sign_dir.y, sign_dir.x)
        )
        # Round to nearest 90 degrees
        # Add 45 so the switchover point is at the diagonals
        sign_angle = (sign_angle + 45) // 90 * 90

        # Rotate to fit the instances - south is down
        sign_angle = int(sign_angle + 90) % 360
        if inst_normal.z > 0:
            sign_angle = '0 {} 0'.format(sign_angle)
        elif inst_normal.z < 0:
            # Flip upside-down for ceilings
            sign_angle = '0 {} 180'.format(sign_angle)
    else:
        # On a wall, face upright
        sign_angle = PETI_INST_ANGLE[inst_normal.as_tuple()]
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:69,代码来源:apTag.py


注:本文中的srctools.Vec.with_axes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。