FisheyeMaker
from panda3d.core import FisheyeMaker
- class FisheyeMaker
- Bases: - Namable- This class is similar to CardMaker, but instead of generating ordinary cards, it generates a circular rose that represents the projection of a 3-D scene through a fisheye lens. The texture coordinates of the rose are defined so that each 2-D vertex has a 3-D UVW that reflects the corresponding position in 3-D space of that particular vertex. - This class is particularly suited for converting cube maps to sphere maps. - Inheritance diagram - __init__(*args, **kwargs)
 - generate()
- C++ Interface: generate(const FisheyeMaker self) - /**
- Generates a GeomNode that renders the specified geometry. 
 - */ 
 
 - reset()
- C++ Interface: reset(const FisheyeMaker self) - /**
- Resets all the parameters to their initial defaults. 
 - */ 
 
 - setFov()
- C++ Interface: set_fov(const FisheyeMaker self, float fov) - /**
- Specifies the field of view of the fisheye projection. A sphere map will 
- have a 360-degree field of view (and this is the default). 
 - */ 
 
 - setNumVertices()
- C++ Interface: set_num_vertices(const FisheyeMaker self, int num_vertices) - /**
- Specifies the approximate number of vertices to be used to generate the 
- rose. This is the approximate number of vertices that will be located 
- within the rose’s unit circle, not counting the inscribing square (if any). 
- The actual number of vertices used may be +/- 25% of this value. 
 - */ 
 
 - setReflection()
- C++ Interface: set_reflection(const FisheyeMaker self, bool reflection) - /**
- Sets the flag indicating whether the texture image should be mirrored 
- (true) or normal (false). When this is true, the 3-D texture coordinates 
- will be reversed so that the image is appropriate for a reflection. This 
- is the best choice for generating a sphere map from a cube map. The 
- default is false. 
 - */ 
 
 - setSquareInscribed()
- C++ Interface: set_square_inscribed(const FisheyeMaker self, bool square_inscribed, float square_radius) - /**
- Sets the flag that indicates whether the rose should be inscribed within a 
- square. When this is true, an additional square is generated to inscribed 
- the circular rose, with the indicated “radius” (the sides of the square 
- will be 2 * square_radius). The texture coordinates of the square will 
- uniformly map to the back pole of the cube map. 
- This is mainly useful to provide a good uniform background color for a 
- sphere map so that it does not have a sharp circular edge that might 
- produce artifacts due to numerical imprecision when mapping. 
 - */ 
 
 - set_fov()
- C++ Interface: set_fov(const FisheyeMaker self, float fov) - /**
- Specifies the field of view of the fisheye projection. A sphere map will 
- have a 360-degree field of view (and this is the default). 
 - */ 
 
 - set_num_vertices()
- C++ Interface: set_num_vertices(const FisheyeMaker self, int num_vertices) - /**
- Specifies the approximate number of vertices to be used to generate the 
- rose. This is the approximate number of vertices that will be located 
- within the rose’s unit circle, not counting the inscribing square (if any). 
- The actual number of vertices used may be +/- 25% of this value. 
 - */ 
 
 - set_reflection()
- C++ Interface: set_reflection(const FisheyeMaker self, bool reflection) - /**
- Sets the flag indicating whether the texture image should be mirrored 
- (true) or normal (false). When this is true, the 3-D texture coordinates 
- will be reversed so that the image is appropriate for a reflection. This 
- is the best choice for generating a sphere map from a cube map. The 
- default is false. 
 - */ 
 
 - set_square_inscribed()
- C++ Interface: set_square_inscribed(const FisheyeMaker self, bool square_inscribed, float square_radius) - /**
- Sets the flag that indicates whether the rose should be inscribed within a 
- square. When this is true, an additional square is generated to inscribed 
- the circular rose, with the indicated “radius” (the sides of the square 
- will be 2 * square_radius). The texture coordinates of the square will 
- uniformly map to the back pole of the cube map. 
- This is mainly useful to provide a good uniform background color for a 
- sphere map so that it does not have a sharp circular edge that might 
- produce artifacts due to numerical imprecision when mapping. 
 - */ 
 
 
