Example #1
0
def main():
    global cameraFrame
    cameraFrame = CameraFrame()
    cameraFrame.moveBack(2)
    pygame.init()
    screen = pygame.display.set_mode((512,512), OPENGL|DOUBLEBUF)
    clock = pygame.time.Clock()
    init()
    time = 0.0
    while True:
        clock.tick(30)
        time += 0.01
        # Event queued input
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            if event.type == KEYUP and event.key == K_ESCAPE:
                return
        # Polling input is better for a real time camera
        pressed = pygame.key.get_pressed()
        # arrow keys for movement:
        displacement = 0.01
        if pressed[K_RIGHT]:
            cameraFrame.moveRight(displacement)
        if pressed[K_LEFT]:
            cameraFrame.moveRight(-displacement)
        if pressed[K_UP]:
            cameraFrame.moveBack(-displacement)
        if pressed[K_DOWN]:
            cameraFrame.moveBack(displacement)
        # wasd for rotation:
        displacement = 0.01
        if pressed[K_d]:
            cameraFrame.yaw(-displacement)
        if pressed[K_a]:
            cameraFrame.yaw(displacement)
        if pressed[K_w]:
            cameraFrame.pitch(-displacement)
        if pressed[K_s]:
            cameraFrame.pitch(displacement)

        display(time)
        pygame.display.flip()
Example #2
0
def main():
    global cameraFrame, screen, proj
    
    cameraFrame = CameraFrame()
    cameraFrame.moveBack(3)
    pygame.init()

    pygame.mouse.set_cursor(*pygame.cursors.broken_x)

    width, height = 1024,768
    screen = pygame.display.set_mode((width, height), OPENGL|DOUBLEBUF)

    # compute projection
    aspectRatio = float(width)/float(height)
    near = 0.01
    far = 100.0
    lens = 4.0  # "longer" lenses mean more telephoto

    clock = pygame.time.Clock()
    init()
    time = 0.0
    while True:
        clock.tick(30)
        time += 0.01
        # Event queued input
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            if event.type == KEYUP and event.key == K_ESCAPE:
                return
        # Polling input is better for a real time camera
        pressed = pygame.key.get_pressed()

        # keys for zoom:
        if pressed[K_z]:
            lens *= 1.015
        if pressed[K_x]:
            lens /= 1.015

        # redo projection:
        yRatio = 1.0/lens
        xRatio = aspectRatio*yRatio
        right = near*xRatio
        top = near*yRatio
        proj = projection(near,far,right,top)

        # arrow keys for movement:
        movespeed = 0.05
        if pressed[K_d] | pressed[K_RIGHT]:
            cameraFrame.moveRight(movespeed)
        if pressed[K_a] | pressed[K_LEFT]:
            cameraFrame.moveRight(-movespeed)
        if pressed[K_w] | pressed[K_UP]:
            cameraFrame.moveBack(-movespeed)
        if pressed[K_s] | pressed[K_DOWN]:
            cameraFrame.moveBack(movespeed)
        # mouse for rotation
        rotspeed = 0.1
        mousespeed = 0.5*rotspeed
        x,y = pygame.mouse.get_pos()
        if (x > 0) & (y > 0):
            xDisplacement = x - 0.5*width
            yDisplacement = y - 0.5*height
            # normalize:
            xNormed = xDisplacement/width
            yNormed = -yDisplacement/height
            newx = int(x - xDisplacement*mousespeed)
            newy = int(y - yDisplacement*mousespeed)
            if (newx != x) | (newy != y):
                cameraFrame.yaw(-xNormed*xRatio*rotspeed)
                cameraFrame.pitch(-yNormed*yRatio*rotspeed)
                pygame.mouse.set_pos((newx,newy))

        display(time)
        pygame.display.flip()