Author: ArcRiley
Date: 2008-03-20 03:25:17 -0400 (Thu, 20 Mar 2008)
New Revision: 1186

Modified:
   trunk/pysoy/examples/bumpmap_example.py
Log:
Indentation fix


Modified: trunk/pysoy/examples/bumpmap_example.py
===================================================================
--- trunk/pysoy/examples/bumpmap_example.py     2008-03-20 03:57:27 UTC (rev 
1185)
+++ trunk/pysoy/examples/bumpmap_example.py     2008-03-20 07:25:17 UTC (rev 
1186)
@@ -8,86 +8,82 @@
 F = soy.atoms.Face
 
 def calculate_trig_normal(v1,v2,v3):
-    v_1 = (v2[0]-v1[0], v2[1]-v1[1], v2[2]-v1[2])
-    v_2 = (v3[0]-v1[0], v3[1]-v1[1], v3[2]-v1[2])
-    cross_a = (v_1[1] * v_2[2] - v_1[2] * v_2[1],
-               v_1[2] * v_2[0] - v_1[0] * v_2[2],
-               v_1[0] * v_2[1] - v_1[1] * v_2[0])
-    lgt = abs( cmath.sqrt( cross_a[0]**2 + cross_a[1]**2 + cross_a[2]**2))
-    return (cross_a[0] / lgt, cross_a[1]  / lgt, cross_a[2] / lgt)
+  v_1 = (v2[0]-v1[0], v2[1]-v1[1], v2[2]-v1[2])
+  v_2 = (v3[0]-v1[0], v3[1]-v1[1], v3[2]-v1[2])
+  cross_a = (v_1[1] * v_2[2] - v_1[2] * v_2[1],
+             v_1[2] * v_2[0] - v_1[0] * v_2[2],
+             v_1[0] * v_2[1] - v_1[1] * v_2[0])
+  lgt = abs( cmath.sqrt( cross_a[0]**2 + cross_a[1]**2 + cross_a[2]**2))
+  return (cross_a[0] / lgt, cross_a[1]  / lgt, cross_a[2] / lgt)
 
 def create_quad_mesh(mat):
-    mesh = soy.models.Mesh(material=mat)
+  mesh = soy.models.Mesh(material=mat)
 
-    scale=1
+  scale=1
 
-    quad_vertices = [
-            ( 1*scale, 1*scale, 0),
-            ( 1*scale,-1*scale, 0),
-            (-1*scale,-1*scale, 0),
-            (-1*scale, 1*scale, 0)
-            ]
-    quad_faces = [
-            (0,1,2),
-            (2,3,0)
-            ]
+  quad_vertices = [
+    ( 1*scale, 1*scale, 0),
+    ( 1*scale,-1*scale, 0),
+    (-1*scale,-1*scale, 0),
+    (-1*scale, 1*scale, 0)]
+  quad_faces = [
+    (0,1,2),
+    (2,3,0)]
 
-    V1 = lambda x,y : V(mesh, position=x, normal=y, texcoord=x, 
tangent=(0,1,0))
-    F1 = lambda x : F(mesh, verts=x, material=mat)
+  V1 = lambda x,y : V(mesh, position=x, normal=y, texcoord=x, tangent=(0,1,0))
+  F1 = lambda x : F(mesh, verts=x, material=mat)
 
-    for f in quad_faces:
-        v1 = quad_vertices[ f[0] ]
-        v2 = quad_vertices[ f[1] ]
-        v3 = quad_vertices[ f[2] ]
-        n = calculate_trig_normal(v1,v2,v3)
+  for f in quad_faces:
+    v1 = quad_vertices[ f[0] ]
+    v2 = quad_vertices[ f[1] ]
+    v3 = quad_vertices[ f[2] ]
+    n = calculate_trig_normal(v1,v2,v3)
 
-        vv1 = V1(v1,n)
-        vv2 = V1(v2,n)
-        vv3 = V1(v3,n)
+    vv1 = V1(v1,n)
+    vv2 = V1(v2,n)
+    vv3 = V1(v3,n)
 
-        face = F1([vv1,vv3,vv2])
+    face = F1([vv1,vv3,vv2])
 
-    return mesh
+  return mesh
     
 
 def main():
-    sce = soy.scenes.Scene()
+  sce = soy.scenes.Scene()
 
-    cam = soy.bodies.Camera(sce)
-    cam.position = (0,0,3)
+  cam = soy.bodies.Camera(sce)
+  cam.position = (0.0, 0.0, 15.0)
     
-    lig = soy.bodies.Light(sce)
-    lig.position = (-5, -5, -5)
+  lig = soy.bodies.Light(sce)
+  lig.position = (-5, -5, -5)
 
-    #decal_tex = soy.transports.File('media/decal.soy')['gimp']
-    #normal_tex = soy.transports.File('media/normal_map.soy')['gimp']
-    decal_tex = soy.transports.File('media/marble.soy')['gimp']
-    normal_tex = soy.transports.File('media/fieldstone-dot3.soy')['gimp']
+  #decal_tex = soy.transports.File('media/decal.soy')['gimp']
+  #normal_tex = soy.transports.File('media/normal_map.soy')['gimp']
+  decal_tex = soy.transports.File('media/marble.soy')['gimp']
+  normal_tex = soy.transports.File('media/fieldstone-dot3.soy')['gimp']
+  decal_mat = soy.materials.Material(diffuse=soy.colors.blue)
+  #decal_mat.normal = normal_tex
+  #print decal_mat.color
 
-    decal_mat = soy.materials.Material(decal_tex)
-    decal_mat.normal = normal_tex
+  test_mesh = create_quad_mesh(decal_mat)
+  test_mesh_b = soy.bodies.Body(sce, mesh=test_mesh)
+  test_mesh_b.rotation = (4.0,.0,1)
 
-    test_mesh = create_quad_mesh(decal_mat)
-    test_mesh_b = soy.bodies.Body(sce, mesh=test_mesh)
-    test_mesh_b.rotation = (.0,.0,1)
+  scr = soy.Screen()
+  win = soy.Window(scr, title='Bumpmap example', 
+                   size = (1024,768), background=soy.colors.gray)
+  pro = soy.widgets.Projector(win, camera=cam)
 
-    scr = soy.Screen()
-    win = soy.Window(scr, title='Bumpmap example', 
-                     size = (1024,768))
+  key = soy.controllers.Keyboard(win)
+  key[ 1 ] = soy.actions.Quit()
 
-    pro = soy.widgets.Projector(win, camera=cam)
+  wcn = soy.controllers.Window(win)
+  wcn['close'] = soy.actions.Quit()
 
-    key = soy.controllers.Keyboard(win)
-    key[ 1 ] = soy.actions.Quit()
+  while True:
+    sleep(0.3)
+    #lig.position = (20*abs(cmath.sin(time())) - 10, 1, -2)
+    #test_mesh_b.position = (10*abs(cmath.sin( time()))- 6, 10*abs(cmath.sin( 
time()))- 6, 2)
 
-    wcn = soy.controllers.Window(win)
-    wcn['close'] = soy.actions.Quit()
-
-    while True:
-        sleep(0.3)
-        #lig.position = (20*abs(cmath.sin(time())) - 10, 1, -2)
-        #test_mesh_b.position = (10*abs(cmath.sin( time()))- 6, 
10*abs(cmath.sin( time()))- 6, 2)
-
 if __name__=='__main__':
-    main()
-
+  main()

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