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Python Surface.setDepth方法代码示例

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


在下文中一共展示了Surface.setDepth方法的2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: Pool

# 需要导入模块: from surface import Surface [as 别名]
# 或者: from surface.Surface import setDepth [as 别名]
class Pool():
    '''
    A shallow pool with concentric ripples on its surface
    '''
    def __init__(   self,
                    camera,
                    scale=1.0,
                    tileSize=128,
                    tilesX=1,
                    tilesZ=1,
                    depth=30.0):
    
        self.depth = depth

        self.tileSize = tileSize
        self.tilesX = tilesX
        self.tilesZ = tilesZ

        self.camera = camera
        self.scale = scale
        
        self.surfaceShader = ShaderProgram.open('shaders/colour_by_height.shader')

        
        # Use the shallow pool ripple surface generator
        self.heightfield = Ripples(self.camera, self.tileSize)
                                           
        # The water surface
        self.surface = Surface( self.surfaceShader,
                                self.camera,
                                texture=None,
                                heightfield=self.heightfield,
                                tileSize=self.tileSize, 
                                tilesX=self.tilesX,
                                tilesZ=self.tilesZ,
                                scale=self.scale, 
                                offset=Vector3(0.0,self.depth,0.0))

    def setDepth(self, depth):
        self.surface.setDepth(self.depth)
    def tap(self, tapPosition):
        self.heightfield.tap(tapPosition)

    def draw(self,dt):
        self.surface.draw(dt)        
开发者ID:naxIO,项目名称:WaterCaustics,代码行数:47,代码来源:water.py

示例2: Ocean

# 需要导入模块: from surface import Surface [as 别名]
# 或者: from surface.Surface import setDepth [as 别名]

#.........这里部分代码省略.........
                                causticTexture=self.causticTexture,
                                cubemapTexture=self.cubemapTexture,
                                heightfield=self.heightfield,
                                tileSize=self.tileSize, 
                                tilesX=self.tilesX,
                                tilesZ=self.tilesZ,
                                scale=self.scale, 
                                offset=Vector3(0.0,self.oceanDepth,0.0))
                                
        # The caustics engine, uses the water surface to generate a caustic tex                      
        self.caustics = Caustics (  self.camera,
                                    self.surface,
                                    self.oceanDepth,
                                    self.causticTexture,
                                    self.photonScale,
                                    self.photonIntensity,
                                 )
        
        # The sea bed, an undisturbed mesh
        self.ground = Surface( self.groundShader,
                                self.camera,
                                texture=self.oceanFloorTexture,
                                causticTexture=self.causticTexture,
                                heightfield=None,
                                tileSize=1, 
                                tilesX=self.tilesX,
                                tilesZ=self.tilesZ,
                                scale=self.scale * self.tileSize, 
                                offset=Vector3(0.0,0.0,0.0))
                                
    def reloadShaders(self):
        from shader import FragmentShader, ShaderError, ShaderProgram, VertexShader
        
        def read_source(fname):
            f = open(fname)
            try:
                src = f.read()
            finally:
                f.close()
            return src
            
        fsrc = read_source('shaders/ocean.fragment')
        fshader = FragmentShader([fsrc])
        vsrc = read_source('shaders/ocean.vertex')
        vshader = VertexShader([vsrc])

        self.surfaceShader = ShaderProgram(fshader, vshader)
        self.surfaceShader.use()
        
        fsrc = read_source('shaders/oceanfloor.fragment')
        fshader = FragmentShader([fsrc])
        vsrc = read_source('shaders/oceanfloor.vertex')
        vshader = VertexShader([vsrc])

        self.groundShader = ShaderProgram(fshader, vshader)
        self.groundShader.use()

        self.surface.setShader(self.surfaceShader)
        self.ground.setShader(self.groundShader)
        
    def setCausticPhotonIntensity(self, intensity):
        self.photonIntensity = intensity
        self.caustics.photonIntensity = self.photonIntensity
    def setCausticPhotonScale(self, scale):
        self.photonScale = scale
        self.caustics.photonScale = self.photonScale
                                
    def setDepth(self, depth):
        self.oceanDepth = depth
        self.caustics.setDepth(self.oceanDepth)
        self.surface.setDepth(self.oceanDepth)
    
    def resetHeightfield(self):
        '''
        Recreate the heightfield engine with new initial parameters, this is
        required for heightfield engines such as Tessendorf as lookup tables
        are generated upon creation based on input paramters
        '''
        del self.heightfield
        self.heightfield = Tessendorf(  self.tileSize,
                                        self.waveHeight, 
                                        self.wind,
                                        self.length,
                                        self.period)
        self.surface.setHeightfield( self.heightfield)   
        
    def setWind(self, wind):
        self.wind = wind      
        self.resetHeightfield()
    def setWaveHeight(self, waveHeight):
        self.waveHeight = waveHeight                        
        self.resetHeightfield()  

    def draw(self,dt):
        if self.drawSeaSurface:
            self.surface.draw(dt)
        if self.drawSeaFloor:
            if self.enableCaustics:
                self.caustics.update(dt)
            self.ground.draw(dt)
开发者ID:naxIO,项目名称:WaterCaustics,代码行数:104,代码来源:water.py


注:本文中的surface.Surface.setDepth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。