CardMaker
from panda3d.core import CardMaker
- class CardMaker
Bases:
Namable
This class generates 2-d “cards”, that is, rectangular polygons, particularly useful for showing textures etc. in the 2-d scene graph.
Inheritance diagram
- __init__(*args, **kwargs)
- clearSourceGeometry()
C++ Interface: clear_source_geometry(const CardMaker self)
- /**
Removes the node specified by an earlier call to set_source_geometry().
*/
- clear_color()
C++ Interface: clear_color(const CardMaker self)
- /**
Unsets the color of the card.
*/
- clear_source_geometry()
C++ Interface: clear_source_geometry(const CardMaker self)
- /**
Removes the node specified by an earlier call to set_source_geometry().
*/
- generate()
C++ Interface: generate(const CardMaker self)
- /**
Generates a GeomNode that renders the specified geometry.
*/
- reset()
C++ Interface: reset(const CardMaker self)
- /**
Resets all the parameters to their initial defaults.
*/
- setColor()
C++ Interface: set_color(const CardMaker self, const LVecBase4f color) set_color(const CardMaker self, float r, float g, float b, float a)
- setFrame()
C++ Interface: set_frame(const CardMaker self, const LVecBase4f frame) set_frame(const CardMaker self, const LPoint3f ll, const LPoint3f lr, const LPoint3f ur, const LPoint3f ul) set_frame(const CardMaker self, float left, float right, float bottom, float top)
- setFrameFullscreenQuad()
C++ Interface: set_frame_fullscreen_quad(const CardMaker self)
- /**
Sets the card to (-1,1,-1,1), which is appropriate if you plan to parent it
to render2d and use it as a fullscreen quad.
*/
- setHas3dUvs()
C++ Interface: set_has_3d_uvs(const CardMaker self, bool flag)
- /**
Sets the flag indicating whether vertices will be generated with
3-component UVW’s (true) or 2-component UV’s (the default, false).
Normally, this will be implicitly set by setting the uv_range.
*/
- setHasNormals()
C++ Interface: set_has_normals(const CardMaker self, bool flag)
- /**
Sets the flag indicating whether vertices will be generated with normals or
not. Normals are required if you intend to enable lighting on the card,
but are just wasted space and bandwidth otherwise, so there is a (slight)
optimization for disabling them. If enabled, the normals will be generated
perpendicular to the card’s face.
*/
- setHasUvs()
C++ Interface: set_has_uvs(const CardMaker self, bool flag)
- /**
Sets the flag indicating whether vertices will be generated with UV’s or
not.
*/
- setSourceGeometry()
C++ Interface: set_source_geometry(const CardMaker self, PandaNode node, const LVecBase4f frame)
- /**
Sets a node that will be copied (and scaled and translated) to generate the
frame, instead of generating a new polygon. The node may contain arbitrary
geometry that describes a flat polygon contained within the indicated left,
right, bottom, top frame.
When generate() is called, the geometry in this node will be scaled and
translated appropriately to give it the size and aspect ratio specified by
set_frame().
*/
- setUvRange()
C++ Interface: set_uv_range(const CardMaker self, const Texture tex) set_uv_range(const CardMaker self, const LPoint2f ll, const LPoint2f ur) set_uv_range(const CardMaker self, const LVector4f x, const LVector4f y, const LVector4f z) set_uv_range(const CardMaker self, const LPoint2f ll, const LPoint2f lr, const LPoint2f ur, const LPoint2f ul) set_uv_range(const CardMaker self, const LPoint3f ll, const LPoint3f lr, const LPoint3f ur, const LPoint3f ul)
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices appropriately
to show the non-pad region of the texture.
*/
- setUvRangeCube()
C++ Interface: set_uv_range_cube(const CardMaker self, int face)
- /**
Sets the range of UV’s that will be applied to the vertices appropriately
for a cube-map face.
*/
- set_color()
C++ Interface: set_color(const CardMaker self, const LVecBase4f color) set_color(const CardMaker self, float r, float g, float b, float a)
- set_frame()
C++ Interface: set_frame(const CardMaker self, const LVecBase4f frame) set_frame(const CardMaker self, const LPoint3f ll, const LPoint3f lr, const LPoint3f ur, const LPoint3f ul) set_frame(const CardMaker self, float left, float right, float bottom, float top)
- set_frame_fullscreen_quad()
C++ Interface: set_frame_fullscreen_quad(const CardMaker self)
- /**
Sets the card to (-1,1,-1,1), which is appropriate if you plan to parent it
to render2d and use it as a fullscreen quad.
*/
- set_has_3d_uvs()
C++ Interface: set_has_3d_uvs(const CardMaker self, bool flag)
- /**
Sets the flag indicating whether vertices will be generated with
3-component UVW’s (true) or 2-component UV’s (the default, false).
Normally, this will be implicitly set by setting the uv_range.
*/
- set_has_normals()
C++ Interface: set_has_normals(const CardMaker self, bool flag)
- /**
Sets the flag indicating whether vertices will be generated with normals or
not. Normals are required if you intend to enable lighting on the card,
but are just wasted space and bandwidth otherwise, so there is a (slight)
optimization for disabling them. If enabled, the normals will be generated
perpendicular to the card’s face.
*/
- set_has_uvs()
C++ Interface: set_has_uvs(const CardMaker self, bool flag)
- /**
Sets the flag indicating whether vertices will be generated with UV’s or
not.
*/
- set_source_geometry()
C++ Interface: set_source_geometry(const CardMaker self, PandaNode node, const LVecBase4f frame)
- /**
Sets a node that will be copied (and scaled and translated) to generate the
frame, instead of generating a new polygon. The node may contain arbitrary
geometry that describes a flat polygon contained within the indicated left,
right, bottom, top frame.
When generate() is called, the geometry in this node will be scaled and
translated appropriately to give it the size and aspect ratio specified by
set_frame().
*/
- set_uv_range()
C++ Interface: set_uv_range(const CardMaker self, const Texture tex) set_uv_range(const CardMaker self, const LPoint2f ll, const LPoint2f ur) set_uv_range(const CardMaker self, const LVector4f x, const LVector4f y, const LVector4f z) set_uv_range(const CardMaker self, const LPoint2f ll, const LPoint2f lr, const LPoint2f ur, const LPoint2f ul) set_uv_range(const CardMaker self, const LPoint3f ll, const LPoint3f lr, const LPoint3f ur, const LPoint3f ul)
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices. If
set_has_uvs() is true (as it is by default), the vertices will be generated
with the indicated range of UV’s, which will be useful if a texture is
applied.
*/
- /**
Sets the range of UV’s that will be applied to the vertices appropriately
to show the non-pad region of the texture.
*/