Beispiel #1
0
def create_pyramid(color=None):
    """
    Creates a pyramid.

    :param color: Pyramid color
    :type color: list
    :return: OpenGL list
    """
    arista = 2.0
    a = Point3(-0.5, -0.5, -0.333) * arista
    b = Point3(0.5, -0.5, -0.333) * arista
    c = Point3(0.5, 0.5, -0.333) * arista
    d = Point3(-0.5, 0.5, -0.333) * arista
    # noinspection PyArgumentEqualDefault
    e = Point3(0.0, 0.0, 0.666) * arista

    obj = _gl.glGenLists(1)
    _gl.glNewList(obj, _gl.GL_COMPILE)
    _gl.glPushMatrix()
    if color is not None:
        _gl.glColor4fv(color)
    _gl.glBegin(_gl.GL_QUADS)
    draw_vertex_list_create_normal([d, c, b, a])
    _gl.glEnd()
    _gl.glBegin(_gl.GL_TRIANGLES)
    draw_vertex_list_create_normal([a, b, e])
    draw_vertex_list_create_normal([b, c, e])
    draw_vertex_list_create_normal([c, d, e])
    draw_vertex_list_create_normal([d, a, e])
    _gl.glEnd()
    _gl.glPopMatrix()
    _gl.glEndList()
    return obj
Beispiel #2
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def create_tetrahedron_vbo(edge=1.0):
    """
    Creates a VBO tetrahedron for shaders.

    :param edge: Edge length
    :type edge: float, int
    :return: VBO object
    :rtype: VBObject
    """
    def ex(element):
        """
        Export element to list.

        :param element: Element
        :return: List
        :rtype: list
        """
        return element.export_to_list()

    # Create points
    a = Point3(-0.5, -0.288675, -0.288675) * edge
    b = Point3(0.5, -0.288675, -0.288675) * edge
    # noinspection PyArgumentEqualDefault
    c = Point3(0.0, 0.577350, -0.288675) * edge
    # noinspection PyArgumentEqualDefault
    d = Point3(0.0, 0.0, 0.57735) * edge

    # Create normals
    n1 = ex(_normal_3_points(a, b, d))
    n2 = ex(_normal_3_points(b, c, d))
    n3 = ex(_normal_3_points(c, a, d))
    n4 = ex(_normal_3_points(c, b, a))

    # Create triangles
    vertex_array = [
        ex(a),
        ex(b),
        ex(d),
        ex(b),
        ex(c),
        ex(d),
        ex(c),
        ex(a),
        ex(d),
        ex(a),
        ex(b),
        ex(c)
    ]
    normal_array = [n1, n1, n1, n2, n2, n2, n3, n3, n3, n4, n4, n4]

    # Return VBO
    return VBObject(_vbo.VBO(_array(vertex_array, 'f')),
                    _vbo.VBO(_array(normal_array, 'f')), len(vertex_array))
Beispiel #3
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def create_cube(color=None):
    """
    Cretes a cube.

    :param color: Cube color
    :type color: list
    :return: OpenGL list
    """
    a = Point3(-1.0, -1.0, -1.0)
    b = Point3(1.0, -1.0, -1.0)
    c = Point3(1.0, -1.0, 1.0)
    d = Point3(-1.0, -1.0, 1.0)
    e = Point3(-1.0, 1.0, -1.0)
    f = Point3(1.0, 1.0, -1.0)
    g = Point3(1.0, 1.0, 1.0)
    h = Point3(-1.0, 1.0, 1.0)

    obj = _gl.glGenLists(1)
    _gl.glNewList(obj, _gl.GL_COMPILE)
    _gl.glPushMatrix()
    _gl.glBegin(_gl.GL_QUADS)
    if color is not None:
        _gl.glColor4fv(color)
    draw_vertex_list_create_normal([a, b, c, d])
    draw_vertex_list_create_normal([b, f, g, c])
    draw_vertex_list_create_normal([f, e, h, g])
    draw_vertex_list_create_normal([e, a, d, h])
    draw_vertex_list_create_normal([d, c, g, h])
    draw_vertex_list_create_normal([a, e, f, b])
    _gl.glEnd()
    _gl.glPopMatrix()
    _gl.glEndList()

    return obj
Beispiel #4
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def create_pyramid_textured(texture_list):
    """
    Create a textured pyramid.

    :param texture_list: Texture OpenGL list
    :return: OpenGL list
    """
    edge = 2.0
    a = Point3(-0.5, -0.5, -0.333) * edge
    b = Point3(0.5, -0.5, -0.333) * edge
    c = Point3(0.5, 0.5, -0.333) * edge
    d = Point3(-0.5, 0.5, -0.333) * edge
    # noinspection PyArgumentEqualDefault
    e = Point3(0.0, 0.0, 0.666) * edge
    t_list = [Point2(0, 0), Point2(1, 0), Point2(1, 1), Point2(0, 1)]
    t_list_face = [Point2(0, 0), Point2(0.5, 1.0), Point2(1, 0)]

    obj = _gl.glGenLists(1)
    _gl.glNewList(obj, _gl.GL_COMPILE)
    _gl.glPushMatrix()
    for _i in range(len(texture_list)):
        _gl.glActiveTexture(_gl.GL_TEXTURE0 + _i)
        _gl.glEnable(_gl.GL_TEXTURE_2D)
        _gl.glBindTexture(_gl.GL_TEXTURE_2D, texture_list[_i])
    _gl.glBegin(_gl.GL_QUADS)
    draw_vertex_list_create_normal_textured([d, c, b, a], t_list)
    _gl.glEnd()
    _gl.glBegin(_gl.GL_TRIANGLES)
    draw_vertex_list_create_normal_textured([a, b, e], t_list_face)
    draw_vertex_list_create_normal_textured([b, c, e], t_list_face)
    draw_vertex_list_create_normal_textured([c, d, e], t_list_face)
    draw_vertex_list_create_normal_textured([d, a, e], t_list_face)
    _gl.glEnd()
    for _i in range(len(texture_list)):
        _gl.glActiveTexture(_gl.GL_TEXTURE0 + _i)
        _gl.glDisable(_gl.GL_TEXTURE_2D)
    _gl.glPopMatrix()
    _gl.glEndList()
    return obj
Beispiel #5
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def create_cube_textured(texture_list):
    """
    Create a textured cube.

    :param texture_list: Texture OpenGL list
    :return: OpenGL list
    """
    a = Point3(-1.0, -1.0, -1.0)
    b = Point3(1.0, -1.0, -1.0)
    c = Point3(1.0, -1.0, 1.0)
    d = Point3(-1.0, -1.0, 1.0)
    e = Point3(-1.0, 1.0, -1.0)
    f = Point3(1.0, 1.0, -1.0)
    g = Point3(1.0, 1.0, 1.0)
    h = Point3(-1.0, 1.0, 1.0)
    t_list = [Point2(0, 0), Point2(1, 0), Point2(1, 1), Point2(0, 1)]

    obj = _gl.glGenLists(1)
    _gl.glNewList(obj, _gl.GL_COMPILE)
    _gl.glPushMatrix()

    for _i in range(len(texture_list)):
        _gl.glActiveTexture(_gl.GL_TEXTURE0 + _i)
        _gl.glEnable(_gl.GL_TEXTURE_2D)
        _gl.glBindTexture(_gl.GL_TEXTURE_2D, texture_list[_i])
    _gl.glBegin(_gl.GL_QUADS)
    draw_vertex_list_create_normal_textured([a, b, c, d], t_list)
    draw_vertex_list_create_normal_textured([b, f, g, c], t_list)
    draw_vertex_list_create_normal_textured([f, e, h, g], t_list)
    draw_vertex_list_create_normal_textured([e, a, d, h], t_list)
    draw_vertex_list_create_normal_textured([d, c, g, h], t_list)
    draw_vertex_list_create_normal_textured([a, e, f, b], t_list)
    _gl.glEnd()

    for _i in range(len(texture_list)):
        _gl.glActiveTexture(_gl.GL_TEXTURE0 + _i)
        _gl.glDisable(_gl.GL_TEXTURE_2D)
    _gl.glPopMatrix()
    _gl.glEndList()

    return obj
Beispiel #6
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    def __init__(self, posx=0.0, posy=0.0, posz=0.0):
        """
        Constructor.

        :param posx: X-position
        :param posy: Y-position
        :param posz: Z-position
        :type posx: float, int
        :type posy: float, int
        :type posz: float, int
        """
        self._name = 'unnamed'
        self._angvel = Vector3()  # Angular velocity
        self._boolrot = [False, False, False]
        self._boolvel = [False, False, False]
        self._functionArguments = []
        self._functions = []
        self._functionUpdate = []
        self._position = Point3(posx, posy, posz)
        self._posVel = Vector3()  # Velocity
        self._properties = {}
Beispiel #7
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def create_diamond(color=None):
    """
    Creates a diamond.

    :param color: Diamond color
    :type color: list
    :return: OpenGL list
    """
    # noinspection PyArgumentEqualDefault
    a = Point3(-1.0, -1.0, 0.0)
    # noinspection PyArgumentEqualDefault
    b = Point3(1.0, -1.0, 0.0)
    # noinspection PyArgumentEqualDefault
    c = Point3(1.0, 1.0, 0.0)
    # noinspection PyArgumentEqualDefault
    d = Point3(-1.0, 1.0, 0.0)
    # noinspection PyArgumentEqualDefault
    e = Point3(0.0, 0.0, 1.0)
    # noinspection PyArgumentEqualDefault
    f = Point3(0.0, 0.0, -1.0)

    obj = _gl.glGenLists(1)
    _gl.glNewList(obj, _gl.GL_COMPILE)
    _gl.glPushMatrix()
    if color is not None:
        _gl.glColor4fv(color)
    _gl.glBegin(_gl.GL_TRIANGLES)
    draw_vertex_list_create_normal([a, b, e])
    draw_vertex_list_create_normal([b, c, e])
    draw_vertex_list_create_normal([c, d, e])
    draw_vertex_list_create_normal([d, a, e])
    draw_vertex_list_create_normal([b, a, f])
    draw_vertex_list_create_normal([c, b, f])
    draw_vertex_list_create_normal([d, c, f])
    draw_vertex_list_create_normal([a, d, f])
    _gl.glEnd()
    _gl.glPopMatrix()
    _gl.glEndList()
    return obj
Beispiel #8
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def create_pyramid_vbo(edge=1.0):
    """
    Creates a VBO pyramid for shaders.

    :param edge: Edge length
    :type edge: float, int
    :return: VBO Object
    :rtype: VBObject
    """
    def ex(element):
        """
        Export element to list.

        :param element: Element
        :return: List
        :rtype: list
        """
        return element.export_to_list()

    # Create points
    a = Point3(-0.5, -0.5, -0.333) * edge
    b = Point3(0.5, -0.5, -0.333) * edge
    c = Point3(0.5, 0.5, -0.333) * edge
    d = Point3(-0.5, 0.5, -0.333) * edge
    # noinspection PyArgumentEqualDefault
    e = Point3(0.0, 0.0, 0.666) * edge

    # Create normals
    n1 = ex(_normal_3_points(a, b, e))
    n2 = ex(_normal_3_points(b, c, e))
    n3 = ex(_normal_3_points(c, d, e))
    n4 = ex(_normal_3_points(d, a, e))
    n5 = ex(_normal_3_points(c, b, a))

    # Create point list
    vertex_array = [
        ex(b),
        ex(e),
        ex(a),
        ex(b),
        ex(c),
        ex(e),
        ex(c),
        ex(d),
        ex(e),
        ex(d),
        ex(a),
        ex(e),
        ex(a),
        ex(b),
        ex(c),
        ex(c),
        ex(d),
        ex(a)
    ]
    normal_array = [
        n1, n1, n1, n2, n2, n2, n3, n3, n3, n4, n4, n4, n5, n5, n5, n5, n5, n5
    ]

    # Return VBO Object
    return VBObject(_vbo.VBO(_array(vertex_array, 'f')),
                    _vbo.VBO(_array(normal_array, 'f')), len(vertex_array))
Beispiel #9
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def create_axes(length,
                both=False,
                text=False,
                font=_glut.GLUT_BITMAP_HELVETICA_18):
    """
    Create axes system.

    :param length: Axes length
    :param both: Both axes
    :param text: Show axes names (x,y,z)
    :param font: Font
    :type length: float, int
    :type both: bool
    :type text: bool
    :type font: int
    :return: OpenGL list
    """
    if length > 0:  # Valid length

        # Crate points
        x = Point3(length, 0, 0)
        y = Point3(0, length, 0)
        z = Point3(0, 0, length)
        o = Point3()

        # Create list
        lista = _gl.glGenLists(1)
        _gl.glNewList(lista, _gl.GL_COMPILE)

        # Init primitve
        _gl.glBegin(_gl.GL_LINES)
        _gl.glColor4fv([1, 0, 0, 1])
        draw_vertex_list([o, x])
        _gl.glColor4fv([0, 1, 0, 1])
        draw_vertex_list([o, y])
        _gl.glColor4fv([0, 0, 1, 1])
        draw_vertex_list([o, z])

        if both:  # Draw axes in both directions
            x = Point3(-length, 0, 0)
            y = Point3(0, -length, 0)
            z = Point3(0, 0, -length)
            _gl.glColor4fv([1, 0, 0, 1])
            draw_vertex_list([o, x])
            _gl.glColor4fv([0, 1, 0, 1])
            draw_vertex_list([o, y])
            _gl.glColor4fv([0, 0, 1, 1])
            draw_vertex_list([o, z])

        # End primitive
        _gl.glEnd()

        if text:  # Draw axes names
            draw_text('x', Point3(length + 60, 0, -15), [1, 0, 0], font)
            draw_text('y', Point3(0, length + 50, -15), [0, 1, 0], font)
            draw_text('z', Point3(+0, +0, length + 50), [0, 0, 1], font)

            if both:
                draw_text('-x', Point3(-length - 60, 0, -15), [1, 0, 0], font)
                draw_text('-y', Point3(0, -length - 70, -15), [0, 1, 0], font)
                draw_text('-z', Point3(+0, +0, -length - 80), [0, 0, 1], font)

        # Returns list
        _gl.glEndList()
        return lista

    else:
        raise Exception('Axes length must be positive, greater than zero')