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Python PandaModules.AmbientLight類代碼示例

本文整理匯總了Python中pandac.PandaModules.AmbientLight的典型用法代碼示例。如果您正苦於以下問題:Python AmbientLight類的具體用法?Python AmbientLight怎麽用?Python AmbientLight使用的例子?那麽, 這裏精選的類代碼示例或許可以為您提供幫助。


在下文中一共展示了AmbientLight類的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: __init__

    def __init__(self, *args, **kwargs):
        ViewTowers.__init__(self, *args, **kwargs)

        # ignore keys set by viewer
        for key in self.getAllAccepting():
            if key in ("s", "escape"):
                continue
            self.ignore(key)
        self.permanent_events = self.getAllAccepting()

        # global variables
        self.text_bg = (1, 1, 1, 0.7)
        self.font = self.loader.loadFont("cmr12.egg")
        self.question = "Use the mouse to indicate the direction that " "the tower will fall."
        self.feedback_time = 3.0
        self.buffer_time = 0.75

        # create text
        self.create_all_text()

        # create direction line
        self.line = LineSegs()
        self.line_node = None
        self.angle = None

        alight = AmbientLight("alight3")
        alight.setColor((0.8, 0.8, 0.8, 1))
        self.line_light = self.lights.attachNewNode(alight)
開發者ID:jhamrick,項目名稱:pycon-2014-talk,代碼行數:28,代碼來源:which_direction.py

示例2: __init__

class Lighting:
  def __init__(self, ancestor = None):
    print "____________________________________________________"
    print "Class Lights"
    self.ancestor = ancestor

    #Initialize bg colour
    colour = (0.2, 0.2, 0.6)
    base.setBackgroundColor(*colour)
    base.camLens.setFar(1000.0)

    self.alight = AmbientLight('ambient_light')
    self.alight.setColor(Vec4(0.7, 0.7, 0.7, 1))
    self.alnp = base.render.attachNewNode(self.alight)
    base.render.setLight(self.alnp)

    self.plight = PointLight('sunlight')
    self.plight.setColor(Vec4(2.5, 2.5, 2.5, 1))
    self.plnp = base.render.attachNewNode(self.plight)
    self.plnp.setPos(50, 0, 300)
    self.plnp.lookAt(self.ancestor.terrain.root)
    base.render.setLight(self.plnp)

    # Initialize linear fog
    self.fog = Fog("Fog object")
    self.fog.setMode(Fog.MLinear)
    self.fog.setLinearRange(14.0,40.0)
    self.fog.setColor(*colour)
開發者ID:KingAbbott,項目名稱:devsyn,代碼行數:28,代碼來源:lighting.py

示例3: __init__

 def __init__(self):
     ShowBase.__init__(self)
     
     wp = WindowProperties()
     wp.setSize(850, 480)
     wp.setTitle("GAME")
     base.win.requestProperties(wp)
     
     bgg = BlockGeometryGenerator()
     
     blocks = []
     
     for x in xrange(1):
         for y in xrange(512):
             for z in xrange(64):
                 bid = random.randint(0, 255)
                 blocks.append(bid)
                 bgg.GenerateBlockGeometry(x, y, z, Block(bid), [0])
                 #blocks[x * 512 * 64 + y * 64 + z] = 1
         print x
         
     ambientLight = AmbientLight('ambientLight')
     ambientLight.setColor(Vec4(0.2, 0.2, 0.2, 1))
     ambientLightNP = render.attachNewNode(ambientLight)
     render.setLight(ambientLightNP)
開發者ID:czorn,項目名稱:Modifire,代碼行數:25,代碼來源:TestLargeChunk.py

示例4: create

 def create( self ):
     lightAttrib = LightAttrib.makeAllOff()
     
     #create ambient light
     ambientLight = AmbientLight( "ambientLight" )
     ambientLight.setColor( self.ambientColor )
     lightAttrib = lightAttrib.addLight( ambientLight )
     
     render.attachNewNode( ambientLight.upcastToPandaNode() ) 
     self.ambientLight = ambientLight
     
     #default light settings
     """colors = [ Vec4(1,0,0,0), Vec4(0,1,0,0), Vec4(0,0,1,0), Vec4(1,1,0,0) ]
     directions = [ Vec3(1,0,0), Vec3(0,1,0), Vec3(-1,0,0), Vec3(0,-1,0) ]
     intensities = [ 3.0, 0.1, 3.0, 0.1 ]"""
     
     colors = [ Vec4(1,1,1,0), Vec4(0,1,0,0), Vec4(0,0,1,0), Vec4(1,1,0,0) ]
     # basic 3+1 point lighting
     directions = [ Vec3(0,1,-0.2), Vec3(0,1,0), Vec3(-1,0.3,0), Vec3(0,-1,0) ]
     intensities = [ 1.0, 0.0, 0.5, 0.0 ]
     
     #add directional lights
     self.directionalLights = []
     
     for i in range(4):
         self.directionalLights.append( ShaderDirectionalLight( colors[i], directions[i], intensities[i], i ) )
         lightAttrib = self.directionalLights[i].create( lightAttrib )
     
     #set light attributes
     render.node().setAttrib( lightAttrib )
開發者ID:alexisheloir,項目名稱:embr-character-animation-engine,代碼行數:30,代碼來源:shaders.py

示例5: __init__

 def __init__(self):
     
     # Display nodes creation
     self.patches_node    = render.attachNewNode("patches_node")
     self.agents_node     = render.attachNewNode("agents_node")
     self.lines_node      = render.attachNewNode("lines_node")
     self.light_node      = render.attachNewNode("light_node")
     self.floor_node      = render.attachNewNode("floor_node")
     self.frame_node      = render.attachNewNode("frame_node")
     self.env_node        = render.attachNewNode("env_node")
     
     # Light settings
     self.light = True
     self.dlight = PointLight("dlight")
     self.dlight.setColor(Vec4(.8,.8,.5,1))
     self.dlnp = render.attachNewNode(self.dlight)
     self.dlnp.setPos(0,100,100)
     render.setLight(self.dlnp)
     
     ambientLight = AmbientLight("ambientLight")
     ambientLight.setColor(Vec4(.4, .4, .4, 1))
     render.setLight(render.attachNewNode(ambientLight))
     
     #self.create_floor(121, 121, "grass_floor") 
     self.create_frame(121, 121, 0) 
     self.add_model(self.env_node, "env", (60,60,-0.5), 200)
     self.fill_env()
     
     taskMgr.add(self.game_loop, "game_loop")
     taskMgr.add(self.close_window, "close_window")
開發者ID:charles-daumont,項目名稱:PyNetLogo,代碼行數:30,代碼來源:Main.py

示例6: setLight

 def setLight(self):
     pLight = PointLight('pLight')
     plnp = base.render.attachNewNode(pLight)
     plnp.setPos(37, 10, 15)
     alight = AmbientLight('alight')
     alight.setColor(VBase4(0.2, 0.25, 0.25, 1))
     alnp = base.render.attachNewNode(alight)
     base.render.setLight(plnp)
     base.render.setLight(alnp)
開發者ID:agakax,項目名稱:arkanoid,代碼行數:9,代碼來源:game.py

示例7: loadStars

 def loadStars(self):
   ambientlight = AmbientLight('alight')
   ambientlight.setColor( Vec4(1, 1, 1, 0) )
   lightnode = render.attachNewNode(ambientlight)
   self.stars = loader.loadModel("stars.bam")
   self.stars.setLight(lightnode)
   self.stars.setScale(1000)
   self.stars.setPos(0,0,0)
   self.stars.reparentTo(render)
   self.starsRotation = self.stars.getQuat()
開發者ID:vesanieminen,項目名稱:tsaap,代碼行數:10,代碼來源:Game.py

示例8: set_lighting

    def set_lighting(self):
        dlight = DirectionalLight('dlight')
        dlnp = self.render.attachNewNode(dlight)
        dlnp.setHpr(45,-45,0)
        self.render.setLight(dlnp)

        ambientLight = AmbientLight('ambientLight')
        ambientLight.setColor(VBase4(0.5, 0.5, 0.5, 1))
        ambientLightNP = render.attachNewNode(ambientLight)
        self.render.setLight(ambientLightNP)
開發者ID:JDShu,項目名稱:das-leben,代碼行數:10,代碼來源:game_graphics.py

示例9: setupLight

	def setupLight( self ):
		#Default lightAttrib with no lights
		#self.lightAttrib = LightAttrib.makeAllOff() 
		
		# First we create an ambient light. All objects are affected by ambient
		# light equally
		#Create and name the ambient light
		
		self.ambientLight = AmbientLight( "ambientLight" )
		#Set the color of the ambient light
		self.ambientLight.setColor( Vec4( .1, .1, .1, 1 ) )
		self.alnp = render.attachNewNode(self.ambientLight)
		render.setLight(self.alnp)
		
		self.heightfield.mHeightFieldNode.setLightOff()
		
		self.ambientLight2 = AmbientLight( "ambientLight2" )
		#Set the color of the ambient light
		self.ambientLight2.setColor( Vec4( .1, .1, .1, 1 ) )
		self.al2np = render.attachNewNode(self.ambientLight2)
		self.heightfield.mHeightFieldNode.setLight(self.al2np)
		
		self.dlight = DirectionalLight('dlight')
		self.dlight.setColor(VBase4(1.0, 1.0, 0.6, 1))
		self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
		self.dlnp.setHpr(-90, -30, 0)
		self.heightfield.mHeightFieldNode.setLight(self.dlnp)
		
		# Now we create a spotlight. Spotlights light objects in a given cone
		# They are good for simulating things like flashlights
		self.spotlight = Spotlight( "spotlight" )
		self.spotlight.setColor( Vec4( .9, .9, .9, 1 ) )
		#The cone of a spotlight is controlled by it's lens. This creates the lens
		self.spotlight.setLens( PerspectiveLens() )
		#This sets the Field of View (fov) of the lens, in degrees for width and
		#height. The lower the numbers, the tighter the spotlight.
		self.spotlight.getLens().setFov( 30, 30 )
		# Attenuation controls how the light fades with distance. The numbers are
		# The three values represent the three constants (constant, linear, and
		# quadratic) in the internal lighting equation. The higher the numbers the
		# shorter the light goes.
		self.spotlight.setAttenuation( Vec3( 0.0, 0.0075, 0.0 ) ) 
		# This exponent value sets how soft the edge of the spotlight is. 0 means a
		# hard edge. 128 means a very soft edge.
		self.spotlight.setExponent( 60.0 )
		# Unlike our previous lights, the spotlight needs a position in the world
		# We are attaching it to the camera so that it will appear is if we are
		# holding a flashlight, but it can be attached to any NodePath
		#
		# When attaching a spotlight to a NodePath, you must use the
		# upcastToLensNode function or Panda will crash
		#camera.attachNewNode( self.spotlight.upcastToLensNode() ) 
		self.spnp = camera.attachNewNode( self.spotlight.upcastToLensNode() )
		render.setLight(self.spnp)
		self.heightfield.mHeightFieldNode.setLight(self.spnp)
開發者ID:borgified,項目名稱:Hockfire,代碼行數:55,代碼來源:environment.py

示例10: setupLights

 def setupLights(self):
     lAttrib = LightAttrib.makeAllOff()
     ambientLight = AmbientLight( "ambientLight" )
     ambientLight.setColor( Vec4(.4, .4, .35, 1) )
     lAttrib = lAttrib.addLight( ambientLight )
     directionalLight = DirectionalLight( "directionalLight" )
     directionalLight.setDirection( Vec3( 0, 8, -2.5 ) )
     directionalLight.setColor( Vec4( 0.9, 0.8, 0.9, 1 ) )
     lAttrib = lAttrib.addLight( directionalLight )
     render.attachNewNode( directionalLight.upcastToPandaNode() ) 
     render.attachNewNode( ambientLight.upcastToPandaNode() ) 
     render.node().setAttrib( lAttrib )
開發者ID:CalebVDW,項目名稱:smr-motion,代碼行數:12,代碼來源:agentDemo.py

示例11: loadLights

    def loadLights(self):

        plight = AmbientLight('my plight')
        plight.setColor(VBase4(0.12, 0.12, 0.12, 1))
        self.plnp = self.render.attachNewNode(plight)
        self.render.setLight(self.plnp)

        light4 = PointLight('pointlight3')
        plnp4 = self.render.attachNewNode(light4)
        plnp4.setPos(10, 0, 8)
    
        light5 = PointLight('pointlight5')
        self.plnp5 = self.render.attachNewNode(light5)
        self.plnp5.setPos(10,0, 8)
        self.render.setLight(self.plnp5)
開發者ID:sambarza,項目名稱:bo,代碼行數:15,代碼來源:Main.py

示例12: setupLights

	def setupLights(self):
		lAttrib = LightAttrib.makeAllOff()
		ambientLight = AmbientLight( "ambientLight" )
		ambientLight.setColor( Vec4(.6, .6, .55, 1) )
		lAttrib = lAttrib.addLight( ambientLight )
		directionalLight = DirectionalLight( "directionalLight" )
		directionalLight.setDirection( Vec3( 0, 8, -2.5 ) )
		directionalLight.setColor( Vec4( 0.9, 0.8, 0.9, 1 ) )
		lAttrib = lAttrib.addLight( directionalLight )
		#set lighting on teapot so steam doesn't get affected
		#self.t.attachNewNode( directionalLight.upcastToPandaNode() )
		self.t.attachNewNode( directionalLight ) 
		#self.t.attachNewNode( ambientLight.upcastToPandaNode() )
		self.t.attachNewNode( ambientLight) 
		self.t.node().setAttrib( lAttrib )
開發者ID:crempp,項目名稱:psg,代碼行數:15,代碼來源:particleExplosion.py

示例13: initAnchor

    def initAnchor(self):
        self.anchor = loader.loadModel(self.main.modeld + "planet")
        self.anchor.reparentTo(self.main.systemNP)
        self.anchor.setScale(15)
        self.anchor_tex = loader.loadTexture(self.main.modeld + "anchor.jpg")
        self.anchor.setTexture(self.anchor_tex)
        self.anchor_sp = self.main.getPlist()[0]  # anchor가 선택한 행성 (혹은 항성)
        self.anchor.setPos(self.anchor_sp.getPos())
        self.anchor.setZ(self.anchor_sp.getZ() + 2 * self.anchor_sp.getScale().getX())

        al = AmbientLight("d")
        al.setColor(VBase4(1, 1, 1, 1))
        alnp = self.anchor.attachNewNode(al)
        self.anchor.setLight(alnp)

        self.anchor_spin = self.anchor.hprInterval(3.0, VBase3(360, 0, 0))
        self.anchor_spin.loop()
開發者ID:yunsangho,項目名稱:solar-system-simulator,代碼行數:17,代碼來源:remote.py

示例14: _set_light_sources

 def _set_light_sources(self):
     light_positions = [(1,-1,1),(-1,-5,1)]
     intensity = 0.8
     for l_pos in light_positions:
         plight = PointLight('plight')
         plight.setColor(VBase4(intensity, intensity, intensity, 1))
         plnp = render.attachNewNode(plight)
         plnp.setPos(l_pos[0], l_pos[1], l_pos[2])
         render.setLight(plnp)
     light = AmbientLight('')
     light.setColor(VBase4(0.4,0.4,0.4,1))
     light_np = render.attachNewNode(light)
     light_np.setPos(0,0,0)
     render.setLight(light_np)
     
     
     pass
開發者ID:JingLu92,項目名稱:pyff,代碼行數:17,代碼來源:HexoViz.py

示例15: __init__

    def __init__(self, game):
        super(World, self).__init__()

        self.game = game


        self.things = []


        #initialize the rendering
        self.renderer = self.game.render
        self.initFog()

        #FIXME do better lighting
        alight = AmbientLight('alight')
        alight.setColor(VBase4(0.2, 0.2, 0.2, 1))
        alnp = self.renderer.attachNewNode(alight)
        self.renderer.setLight(alnp)

        #initialize a hud
        self.hud = HUD()
        self.add(self.hud)

        #physics
        self.world = OdeWorld()
        self.world.setGravity(0,  -20, 0) #FIXME (0,-9.81) would be realistic physics

        self.world.initSurfaceTable(1)
        self.world.setSurfaceEntry(0, 0, 0.6, 0.0, 9.1, 0.9, 0.00001, 1.0, 0.02) #FIXME I have no idea what this means

        self.space = OdeSimpleSpace()
        self.space.setAutoCollideWorld(self.world)
        self.contactGroup = OdeJointGroup()
        self.space.setAutoCollideJointGroup(self.contactGroup)

        #constrain to 2d
        self.plane = OdePlane2dJoint(self.world)

        self.timeAccumulator = 0
        self.dt = 1.0 / 60.0

        #give it a player
        self.player = Player(self, Point3(0,10,0))
        self.add(self.player)
        self.game.taskMgr.add(self.player.move, "movePlayer")
開發者ID:asoffer,項目名稱:revert,代碼行數:45,代碼來源:world.py


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