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Python Surface.setDepth方法代碼示例

本文整理匯總了Python中surface.Surface.setDepth方法的典型用法代碼示例。如果您正苦於以下問題:Python Surface.setDepth方法的具體用法?Python Surface.setDepth怎麽用?Python Surface.setDepth使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在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: Pool

# 需要導入模塊: from surface import Surface [as 別名]
# 或者: from surface.Surface import setDepth [as 別名]
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)        
開發者ID:naxIO,項目名稱:WaterCaustics,代碼行數:47,代碼來源:water.py

示例2: Ocean

# 需要導入模塊: from surface import Surface [as 別名]
# 或者: from surface.Surface import setDepth [as 別名]

#.........這裏部分代碼省略.........
                                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)
開發者ID:naxIO,項目名稱:WaterCaustics,代碼行數:104,代碼來源:water.py


注:本文中的surface.Surface.setDepth方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。