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Editor: flyaflya
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Deletions are marked like this. Additions are marked like this.
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=== Diamond-Square Algorithm == === Diamond-Square Algorithm ===
Line 42: Line 42:
== solid ==  == solid ==
Line 52: Line 52:
== 基础 ==
 * .setCollideMask
 * .setIntoCollideMask
 * .setFromCollideMask
== Collision Handlers ==
 * CollisionHandlerQueue 枚举碰撞
{{{
#!python
  queue = CollisionHandlerQueue()
  traverser.addCollider(fromObject, queue)
  traverser.traverse(render)
  for i in range(queue.getNumEntries()):
    entry = queue.getEntry(i)
    print entry
}}}
 * CollisionHandlerEvent 碰撞时产生事件(in again out)
{{{
#!python
class MyObject(DirectObject.DirectObject):
   def __init__(self):
     self.accept('car-into-rail', handleRailCollision) #接受in事件
   def handleRailCollision(self, entry):
     print entry
}}}

 * CollisionHandlerPusher
 * PhysicsCollisionHandler
 * CollisionHandlerFloor

== Collision Entries ==
碰撞发生时产生Entry,记录碰撞信息

== Collision Traversers ==
碰撞检测,付到base.cTrav后,每嵮自动检测
{{{
#!python
traverser = CollisionTraverser('traverser name')
base.cTrav = traverser
traverser.addCollider(fromObject, handler)
}}}
只用加入碰撞物(fromObject),不用被碰撞物,所有加入场景的物体自动成为被碰撞物

== 碰撞掩码(Collision Bitmasks) ==
碰撞物的“碰撞”掩码和被碰撞物的“被碰撞”掩码相与(AND),如果结果不等于0——意味着两个掩码至少有一位相同——那么进行碰撞测试。
 * nodePath.node().setFromCollideMask(BitMask32(0x10)) #设置碰撞掩码,必须在node上设置,不能在nodePath上设
 * nodePath.setCollideMask(BitMask32(0x04), BitMask32(0xff)) #设置被碰撞掩码
 * GeomNode.getDefaultCollideMask() #得到被碰撞掩码

= 光和雾 =
== 雾 ==
=== 基本用法 ==
{{{
#!python
myFog = Fog("Fog Name")
myFog.setColor(R,G,B)
myFog.setExpDensity(Float 0 to 1)
render.setFog(myFog)
render.clearFog()
}}}

=== 雾的模式 ===
fog.setMode(Fog.Mode)
 * 线性模式
{{{
#!python
colour = (0.5,0.8,0.8)
linfog = Fog("A linear-mode Fog node")
linfog.setColor(*colour)
linfog.setLinearRange(0,320)
linfog.setLinearFallback(45,160,320)
render.attachNewNode(linfog)
render.setFog(linfog)
}}}
修改参数
{{{
#!python
getLinearOnsetPoint()
getLinearOpaquePoint()
setLinearOnsetPoint(float x,y,z)
setLinearOpaquePoint(Point3D pos)
setLinearRange(float onset, float opaque)
}}}
 * 指数模式
{{{
#!python
colour = (0.5,0.8,0.8)
expfog = Fog("Scene-wide exponential Fog object")
expfog.setColor(*colour)
expfog.setExpDensity(0.005)
render.setFog(expfog)
base.setBackgroundColor(*colour) # 一般来说,如果场景的背景颜色与雾颜色匹配的话效果非常不错
}}}
== 光 ==
render.setLight(dlnp)
=== 点光 ===
需要一个位置
{{{
#!python
plight = PointLight('plight')
plight.setColor(VBase4(0.2, 0.2, 0.2, 1))
plnp = render.attachNewNode(plight)
plnp.setPos(10, 20, 0)
render.setLight(plnp)
}}}
=== 有向光 ===
需要一个角度,位置不重要
{{{
#!python
dlight = DirectionalLight('dlight')
dlight.setColor(VBase4(0.8, 0.8, 0.5, 1))
dlnp = render.attachNewNode(dlight)
dlnp.setHpr(0, -60, 0)
render.setLight(dlnp)
}}}
=== 环境光 ===
均匀分布,一般不用
{{{
#!python
alight = AmbientLight('alight')
alight.setColor(VBase4(0.2, 0.2, 0.2, 1))
alnp = render.attachNewNode(alight.upcastToPandaNode())
render.setLight(alnp)
}}}
=== 聚光灯 ===
有它的位置和方向,以及一个视域
{{{
#!python
slight = Spotlight('slight')
slight.setColor(VBase4(1, 1, 1, 1))
lens = PerspectiveLens()
slight.setLens(lens)
slnp = render.attachNewNode(slight.upcastToLensNode())
slnp.setPos(10, 20, 0)
slnp.lookAt(myObject)
render.setLight(slnp)
}}}

基础

组成结构

  • 树型结构

坐标

  • render(3d) X右,Y前,Z上
  • render2d 坐标左下角(-1,0,-1)到右上角(1,0,1)

移动、形变

  • 位移 NodePath.setPos(X,Y,Z) #位移

  • 旋转 NodePath.setHpr(H,P,R)

    • 旋转方向
      • Heading: 绕Y轴转
      • Pitch: 绕X轴转
      • Roll: 绕Z轴转
      • 旋转的例子: attachment:hprtest.py 使用simples/tutorial1中的model
  • 缩放 NodePath.setScale(uniform) #

文件格式

EGG

==== 创建EGG ===

镜头

  • base.camera

地形

高度图算法

Diamond-Square Algorithm

碰撞

solid

Collision Handlers

   1   queue = CollisionHandlerQueue() 
   2   traverser.addCollider(fromObject, queue) 
   3   traverser.traverse(render) 
   4   for i in range(queue.getNumEntries()): 
   5     entry = queue.getEntry(i) 
   6     print entry 

   1 class MyObject(DirectObject.DirectObject):
   2    def __init__(self):
   3      self.accept('car-into-rail', handleRailCollision) #接受in事件
   4    def handleRailCollision(self, entry):
   5      print entry

Collision Entries

碰撞发生时产生Entry,记录碰撞信息

Collision Traversers

碰撞检测,付到base.cTrav后,每嵮自动检测

   1 traverser = CollisionTraverser('traverser name')
   2 base.cTrav = traverser
   3 traverser.addCollider(fromObject, handler)

只用加入碰撞物(fromObject),不用被碰撞物,所有加入场景的物体自动成为被碰撞物

碰撞掩码(Collision Bitmasks)

碰撞物的“碰撞”掩码和被碰撞物的“被碰撞”掩码相与(AND),如果结果不等于0——意味着两个掩码至少有一位相同——那么进行碰撞测试。

  • nodePath.node().setFromCollideMask(BitMask32(0x10)) #设置碰撞掩码,必须在node上设置,不能在nodePath上设

  • nodePath.setCollideMask(BitMask32(0x04), BitMask32(0xff)) #设置被碰撞掩码

  • GeomNode.getDefaultCollideMask() #得到被碰撞掩码

光和雾

=== 基本用法 ==

   1 myFog = Fog("Fog Name") 
   2 myFog.setColor(R,G,B) 
   3 myFog.setExpDensity(Float 0 to 1) 
   4 render.setFog(myFog) 
   5 render.clearFog() 

雾的模式

fog.setMode(Fog.Mode)

  • 线性模式

   1 colour = (0.5,0.8,0.8)
   2 linfog = Fog("A linear-mode Fog node")
   3 linfog.setColor(*colour)
   4 linfog.setLinearRange(0,320)
   5 linfog.setLinearFallback(45,160,320)
   6 render.attachNewNode(linfog)
   7 render.setFog(linfog)

修改参数

   1 getLinearOnsetPoint()
   2 getLinearOpaquePoint()
   3 setLinearOnsetPoint(float x,y,z)
   4 setLinearOpaquePoint(Point3D pos)
   5 setLinearRange(float onset, float opaque)
  • 指数模式

   1 colour = (0.5,0.8,0.8)
   2 expfog = Fog("Scene-wide exponential Fog object")
   3 expfog.setColor(*colour)
   4 expfog.setExpDensity(0.005)
   5 render.setFog(expfog)
   6 base.setBackgroundColor(*colour) # 一般来说,如果场景的背景颜色与雾颜色匹配的话效果非常不错

render.setLight(dlnp)

点光

需要一个位置

   1 plight = PointLight('plight') 
   2 plight.setColor(VBase4(0.2, 0.2, 0.2, 1)) 
   3 plnp = render.attachNewNode(plight) 
   4 plnp.setPos(10, 20, 0) 
   5 render.setLight(plnp) 

有向光

需要一个角度,位置不重要

   1 dlight = DirectionalLight('dlight') 
   2 dlight.setColor(VBase4(0.8, 0.8, 0.5, 1)) 
   3 dlnp = render.attachNewNode(dlight) 
   4 dlnp.setHpr(0, -60, 0) 
   5 render.setLight(dlnp)

环境光

均匀分布,一般不用

   1 alight = AmbientLight('alight') 
   2 alight.setColor(VBase4(0.2, 0.2, 0.2, 1)) 
   3 alnp = render.attachNewNode(alight.upcastToPandaNode()) 
   4 render.setLight(alnp)

聚光灯

有它的位置和方向,以及一个视域

   1 slight = Spotlight('slight') 
   2 slight.setColor(VBase4(1, 1, 1, 1)) 
   3 lens = PerspectiveLens() 
   4 slight.setLens(lens) 
   5 slnp = render.attachNewNode(slight.upcastToLensNode()) 
   6 slnp.setPos(10, 20, 0) 
   7 slnp.lookAt(myObject) 
   8 render.setLight(slnp)

FlyaflyaPanda3dNote (last edited 2009-12-25 07:15:27 by localhost)