python类Color()的实例源码

types.py 文件源码 项目:UPBGE-CommunityAddon 作者: elmeunick9 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 0
def __init__(self):
        self.SPOT = int()
        self.SUN = int()
        self.NORMAL = int()
        self.HEMI = int()
        self.type = None
        self.energy = float()
        self.shadowClipStart = float()
        self.shadowClipEnd = float()
        self.shadowFrustumSize = float()
        self.shadowBindId = int()
        self.shadowMapType = int()
        self.shadowBias = float()
        self.shadowBleedBias = float()
        self.useShadow = bool()
        self.shadowColor = mathutils.Color()
        self.shadowMatrix = mathutils.Matrix()
        self.distance = float()
        self.color = [0,0,0]
        self.lin_attenuation = float()
        self.quad_attenuation = float()
        self.spotsize = float()
        self.spotblend = float()
        self.staticShadow = bool()
matpipeline.py 文件源码 项目:blemd 作者: niacdoial 项目源码 文件源码 阅读 17 收藏 0 点赞 0 评论 0
def __init__(self, op='', data=0.0, inputs=()):

        if op:
            self.type = 'op'
            if type(op) == Color:
                print(end='')
            self.op = op
            self.value = data
            self.inputs = inputs
            if op == 'mixC' and inputs[1] == None:
                pass
        else:
            self.type = 'val'
        self.value = data

        self.exported = None  # exported blender node
matpipeline.py 文件源码 项目:blemd 作者: niacdoial 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 0
def __init__(self):
        self.finalcolorc = Holder(Node(data=Color()))
        self.finalcolora = Holder(Node(data=0.0))
        self.vertexcolorc = Holder(Node(data=Color()))
        self.vertexcolora = Holder(Node(data=0.0))
        self.reg1c = Holder(Node(data=Color()))
        self.reg1a = Holder(Node(data=0.0))
        self.reg2c = Holder(Node(data=Color()))
        self.reg2a = Holder(Node(data=0.0))
        self.reg3c = Holder(Node(data=Color()))
        self.reg3a = Holder(Node(data=0.0))

        self.texcoords = []
        self.vcolorindex = 0

        self.textures = [None]*8

        self.konsts = [None]*8

        self.flag = 0  # scenegraph use

    # those functions are used for node computation
decompose.py 文件源码 项目:Urho3D-Blender-Mod 作者: Mike3D 项目源码 文件源码 阅读 24 收藏 0 点赞 0 评论 0
def __init__(self):
        # Index of the vertex in the Blender buffer
        self.blenderIndex = None
        # Position of the vertex: Vector((0.0, 0.0, 0.0))
        self.pos = None
        # Normal of the vertex: Vector((0.0, 0.0, 0.0))
        self.normal = None
        # Color of the vertex: (0, 0, 0, 0)...(255, 255, 255, 255)
        self.color = None
        # UV coordinates of the vertex: Vector((0.0, 0.0))..Vector((1.0, 1.0))
        self.uv = None
        # UV2 coordinates of the vertex: Vector((0.0, 0.0))..Vector((1.0, 1.0))
        self.uv2 = None
        # Tangent of the vertex: Vector((0.0, 0.0, 0.0, 0.0))
        self.tangent = None
        # Bitangent of the vertex: Vector((0.0, 0.0, 0.0))
        self.bitangent = None
        # Bones weights: list of tuple(boneIndex, weight)
        self.weights = None

    # returns True is this vertex is a changed morph of vertex 'other'
do.py 文件源码 项目:bpy_lambda 作者: bcongdon 项目源码 文件源码 阅读 26 收藏 0 点赞 0 评论 0
def light(self, en, scene, name):
        """
        en: dxf entity
        name: ignored; exists to make separate and merged objects methods universally callable from _call_types()
        Creates, links and returns a new light object depending on the type and color of the dxf entity.
        """
        # light_type : distant = 1; point = 2; spot = 3
        if self.import_light:
            type_map = ["NONE", "SUN", "POINT", "SPOT"]
            layer = self.dwg.layers[en.layer]
            lamp = bpy.data.lamps.new(en.name, type_map[en.light_type])
            if en.color != 256:
                aci = en.color
            else:
                aci = layer.color
            c = dxfgrabber.aci_to_true_color(aci)
            lamp.color = Color(c.rgb())
            if en.light_type == 3:
                lamp.spot_size = en.hotspot_angle
            o = bpy.data.objects.new(en.name, lamp)
            o.location = self.proj(en.position)
            dir = self.proj(en.target) - self.proj(en.position)
            o.rotation_quaternion = dir.rotation_difference(Vector((0, 0, -1)))
            scene.objects.link(o)
            return o
utils.py 文件源码 项目:bpy_lambda 作者: bcongdon 项目源码 文件源码 阅读 20 收藏 0 点赞 0 评论 0
def random_id(length=8):
    """ Generates a random alphanumeric id string.
    """
    tlength = int(length / 2)
    rlength = int(length / 2) + int(length % 2)

    chars = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z']
    text = ""
    for i in range(0, rlength):
        text += random.choice(chars)
    text += str(hex(int(time.time())))[2:][-tlength:].rjust(tlength, '0')[::-1]
    return text


#=============================================
# Color correction functions
#=============================================
mesh_carver.py 文件源码 项目:bpy_lambda 作者: bcongdon 项目源码 文件源码 阅读 18 收藏 0 点赞 0 评论 0
def DrawLeftText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Right position)
mesh_carver.py 文件源码 项目:bpy_lambda 作者: bcongdon 项目源码 文件源码 阅读 20 收藏 0 点赞 0 评论 0
def DrawRightText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x - blf.dimensions(font_id, text)[0], yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt - blf.dimensions(font_id, text)[0], yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Opengl draws
spectrum.py 文件源码 项目:kaleidoscope 作者: blenderskool 项目源码 文件源码 阅读 24 收藏 0 点赞 0 评论 0
def update_color_1(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 1"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color1
                        update_caller(self, input_name="Color 1")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 1"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color1
                        update_caller(self, input_name="Color 1")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 1"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color1
                        update_caller(self, input_name="Color 1")
        return None
spectrum.py 文件源码 项目:kaleidoscope 作者: blenderskool 项目源码 文件源码 阅读 26 收藏 0 点赞 0 评论 0
def update_color_2(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 2"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color2
                        update_caller(self, input_name="Color 2")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 2"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color2
                        update_caller(self, input_name="Color 2")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 2"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color2
                        update_caller(self, input_name="Color 2")
        return None
spectrum.py 文件源码 项目:kaleidoscope 作者: blenderskool 项目源码 文件源码 阅读 30 收藏 0 点赞 0 评论 0
def update_color_3(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 3"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color3
                        update_caller(self, input_name="Color 3")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 3"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color3
                        update_caller(self, input_name="Color 3")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 3"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color3
                        update_caller(self, input_name="Color 3")
        return None
spectrum.py 文件源码 项目:kaleidoscope 作者: blenderskool 项目源码 文件源码 阅读 30 收藏 0 点赞 0 评论 0
def update_color_4(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 4"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color4
                        update_caller(self, input_name="Color 4")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 4"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color4
                        update_caller(self, input_name="Color 4")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 4"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color4
                        update_caller(self, input_name="Color 4")
        return None
spectrum.py 文件源码 项目:kaleidoscope 作者: blenderskool 项目源码 文件源码 阅读 27 收藏 0 点赞 0 评论 0
def update_color_5(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 5"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color5
                        update_caller(self, input_name="Color 5")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 5"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color5
                        update_caller(self, input_name="Color 5")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 5"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color5
                        update_caller(self, input_name="Color 5")
        return None
pbr_utils.py 文件源码 项目:blendergltf 作者: Kupoman 项目源码 文件源码 阅读 18 收藏 0 点赞 0 评论 0
def draw(self, context):
        settings = context.material.pbr_export_settings
        self.layout.label('Base Color:')
        box = self.layout.box()
        box.prop(settings, 'base_color_factor', text='Factor')
        box.prop_search(settings, 'base_color_texture', bpy.data, 'textures')

        self.layout.label('Roughness:')
        box = self.layout.box()
        box.prop(settings, 'metallic_factor', text='Metallic')
        box.prop(settings, 'roughness_factor', text='Factor')
        box.prop_search(settings, 'metal_roughness_texture', bpy.data, 'textures')

        self.layout.label('Emissive:')
        box = self.layout.box()
        box.prop(settings, 'emissive_factor', text='Factor')
        box.prop_search(settings, 'emissive_texture', bpy.data, 'textures')

        self.layout.prop_search(settings, 'normal_texture', bpy.data, 'textures')
        self.layout.prop_search(settings, 'occlusion_texture', bpy.data, 'textures')
do.py 文件源码 项目:blender-addons 作者: scorpion81 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def light(self, en, scene, name):
        """
        en: dxf entity
        name: ignored; exists to make separate and merged objects methods universally callable from _call_types()
        Creates, links and returns a new light object depending on the type and color of the dxf entity.
        """
        # light_type : distant = 1; point = 2; spot = 3
        if self.import_light:
            type_map = ["NONE", "SUN", "POINT", "SPOT"]
            layer = self.dwg.layers[en.layer]
            lamp = bpy.data.lamps.new(en.name, type_map[en.light_type])
            if en.color != 256:
                aci = en.color
            else:
                aci = layer.color
            c = dxfgrabber.aci_to_true_color(aci)
            lamp.color = Color(c.rgb())
            if en.light_type == 3:
                lamp.spot_size = en.hotspot_angle
            o = bpy.data.objects.new(en.name, lamp)
            o.location = self.proj(en.position)
            dir = self.proj(en.target) - self.proj(en.position)
            o.rotation_quaternion = dir.rotation_difference(Vector((0, 0, -1)))
            scene.objects.link(o)
            return o
spectrum.py 文件源码 项目:blender_addons_collection 作者: manorius 项目源码 文件源码 阅读 31 收藏 0 点赞 0 评论 0
def update_color_1(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 1"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color1
                        update_caller(self, input_name="Color 1")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 1"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color1
                        update_caller(self, input_name="Color 1")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 1"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color1
                        update_caller(self, input_name="Color 1")
        return None
spectrum.py 文件源码 项目:blender_addons_collection 作者: manorius 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 0
def update_color_2(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 2"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color2
                        update_caller(self, input_name="Color 2")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 2"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color2
                        update_caller(self, input_name="Color 2")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 2"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color2
                        update_caller(self, input_name="Color 2")
        return None
spectrum.py 文件源码 项目:blender_addons_collection 作者: manorius 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def update_color_3(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 3"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color3
                        update_caller(self, input_name="Color 3")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 3"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color3
                        update_caller(self, input_name="Color 3")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 3"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color3
                        update_caller(self, input_name="Color 3")
        return None
spectrum.py 文件源码 项目:blender_addons_collection 作者: manorius 项目源码 文件源码 阅读 25 收藏 0 点赞 0 评论 0
def update_color_4(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 4"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color4
                        update_caller(self, input_name="Color 4")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 4"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color4
                        update_caller(self, input_name="Color 4")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 4"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color4
                        update_caller(self, input_name="Color 4")
        return None
spectrum.py 文件源码 项目:blender_addons_collection 作者: manorius 项目源码 文件源码 阅读 28 收藏 0 点赞 0 评论 0
def update_color_5(self, context):
        for world in bpy.data.worlds:
            if world.node_tree is not None:
                for node in world.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 5"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color5
                        update_caller(self, input_name="Color 5")
        for mat in bpy.data.materials:
            if mat.node_tree is not None:
                for node in mat.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 5"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color5
                        update_caller(self, input_name="Color 5")
        for lamps in bpy.data.lamps:
            if lamps.node_tree is not None:
                for node in lamps.node_tree.nodes:
                    if node.bl_idname == 'spectrum_palette.node':
                        node.outputs["Color 5"].default_value = bpy.context.scene.kaleidoscope_spectrum_props.color5
                        update_caller(self, input_name="Color 5")
        return None
shootRay.py 文件源码 项目:Dinosaurs 作者: VScalia 项目源码 文件源码 阅读 17 收藏 0 点赞 0 评论 0
def shoot(self):
    obj = self.owner
    vec = mathutils.Vector((0, 1, 0)) 
    sender = obj
    previous = obj.worldPosition
    lastHitObject = obj

    while True: 
        mirror, location, normal = sender.rayCast(sender.worldPosition + vec, None, 60)

        bge.render.drawLine(previous, location, mathutils.Color((255, 0, 0)))
        previous = location

        if mirror != None and mirror.name.find("Mirror") != -1:
            lastHitObject = mirror
            vec = vec.reflect(normal)
            print(mirror)
            sender = mirror
        else:
            #At this point mirror is the last object hit (not an actual mirror)
            print("Reached end")
            #print(mirror) 
            break
    print("Last Hit Object:")
    print(lastHitObject)
bool_carver.py 文件源码 项目:ToolPlus 作者: mkbreuer 项目源码 文件源码 阅读 18 收藏 0 点赞 0 评论 0
def DrawCenterText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x - blf.dimensions(font_id, text)[0] / 2, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

    blf.draw(font_id, text)
    blf.position(font_id, xt - blf.dimensions(font_id, text)[0] / 2, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Left position)
bool_carver.py 文件源码 项目:ToolPlus 作者: mkbreuer 项目源码 文件源码 阅读 19 收藏 0 点赞 0 评论 0
def DrawLeftText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Right position)
bool_carver.py 文件源码 项目:ToolPlus 作者: mkbreuer 项目源码 文件源码 阅读 20 收藏 0 点赞 0 评论 0
def DrawRightText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x - blf.dimensions(font_id, text)[0], yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt - blf.dimensions(font_id, text)[0], yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Opengl draws
bool_carver.py 文件源码 项目:ToolPlus 作者: mkbreuer 项目源码 文件源码 阅读 18 收藏 0 点赞 0 评论 0
def DrawCenterText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x - blf.dimensions(font_id, text)[0] / 2, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

    blf.draw(font_id, text)
    blf.position(font_id, xt - blf.dimensions(font_id, text)[0] / 2, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Left position)
bool_carver.py 文件源码 项目:ToolPlus 作者: mkbreuer 项目源码 文件源码 阅读 19 收藏 0 点赞 0 评论 0
def DrawLeftText(text, xt, yt, Size, Color, self):
    font_id = 0
    # Offset Shadow
    Sshadow_x = 2
    Sshadow_y = -2

    blf.size(font_id, Size, 72)
    blf.position(font_id, xt + Sshadow_x, yt + Sshadow_y, 0)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
    blf.draw(font_id, text)
    blf.position(font_id, xt, yt, 0)
    if Color is not None:
        mColor = mathutils.Color((Color[0], Color[1], Color[2]))
        bgl.glColor4f(mColor.r, mColor.g, mColor.b, 1.0)
    else:
        bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
    blf.draw(font_id, text)


# Draw text (Right position)
types.py 文件源码 项目:UPBGE-CommunityAddon 作者: elmeunick9 项目源码 文件源码 阅读 24 收藏 0 点赞 0 评论 0
def __init__(self):
        self.shader = BL_Shader()
        self.blending = (0,0)
        self.alpha = float()
        self.hardness = int()
        self.emit = float()
        self.ambient = float()
        self.specularAlpha = float()
        self.specularIntensity = float()
        self.diffuseIntensity = float()
        self.specularColor = mathutils.Color()
        self.diffuseColor = mathutils.Color()
        self.textures = BL_Texture()
types.py 文件源码 项目:UPBGE-CommunityAddon 作者: elmeunick9 项目源码 文件源码 阅读 22 收藏 0 点赞 0 评论 0
def __init__(self):
        self.KX_MIST_QUADRATIC = int()
        self.KX_MIST_LINEAR = int()
        self.KX_MIST_INV_QUADRATIC = int()
        self.mistEnable = bool()
        self.mistStart = float()
        self.mistDistance = float()
        self.mistIntensity = float()
        self.mistType = None
        self.mistColor = mathutils.Color()
        self.horizonColor = mathutils.Color()
        self.zenithColor = mathutils.Color()
        self.ambientColor = mathutils.Color()
        self.exposure = float()
        self.range = float()
matpipeline.py 文件源码 项目:blemd 作者: niacdoial 项目源码 文件源码 阅读 20 收藏 0 点赞 0 评论 0
def __add__(self, other):
        if not isinstance(other, Node):
            other = Node(data=other)
        if other.type == 'val':
            if other.value in (0, Color((0,0,0)), Vector((0,0,0))):
                return self  # useless addition if other is zero
        if self.type == 'val':
            if self.value in (0, Color((0,0,0)), Vector((0,0,0))):
                return other  # useless addition if other is zero
        return Node('ADD', inputs=(self, other))
matpipeline.py 文件源码 项目:blemd 作者: niacdoial 项目源码 文件源码 阅读 20 收藏 0 点赞 0 评论 0
def __mul__(self, other):
        if not isinstance(other, Node):
            other = Node(data=other)
        if other.type == 'val':
            if other.value in (1, Color((1,1,1)), Vector((1,1,1))):
                return self  # useless addition if other is zero
        if self.type == 'val':
            if self.value in (1, Color((1,1,1)), Vector((1,1,1))):
                return other  # useless addition if other is zero
        return Node('MULTIPLY', inputs=(self, other))


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