def reshape(width, height): """ passt Inhalt der Szene an Viewport an """ global WIDTH, HEIGHT, perspectiveMatrix WIDTH, HEIGHT = width, height if height == 0: height = 1 aspect = float(width) / height glViewport(0, 0, width, height) perspectiveMatrix = g.perspectiveMatrix(45, aspect, NEARPLANE, FARPLANE)
def initCamera(self): self.mvMat = geo.lookAtMatrix(self.e[0], self.e[1], self.e[2], self.c[0], self.c[1], self.c[2], self.up[0], self.up[1], self.up[2]) self.pMat = geo.perspectiveMatrix(self.fovy, self.aspect, 0.1, 30) print "cam initialisiert"
'i': False, 'k': False, 'l': False, 'j': False} # Initialize Cameras camList = [FreeCamera((0, -1, -5), (0, -0.1, 0), (0, 1, 0)), HeliCamera(5, 1), # back top cam HeliCamera(5, 0), # back cam HeliCamera(-0.1, 0.6), # rotor cam ActionCamera((0, 0, 0)), ActionCamera((-GAMESIZE * 0.1, GAMESIZE * 0.1, GAMESIZE * 0.1)), ActionCamera((-GAMESIZE * 0.04, 0, GAMESIZE * 0.04)), ActionCamera((1, GAMESIZE * 0.4, 1))] actCam = 2 # counter for actual camera perspectiveMatrix =\ g.perspectiveMatrix(45, WIDTH / HEIGHT, NEARPLANE, FARPLANE) HELI_OBJ_FILE = 'heli_data/HELICOPTER500D.obj' axis = [1, 0, 0] actOri = g.identity() angle = 0 moveP = (0.1, 0.1, 0.1) def init(): """ erstellt Spielobjekte und setzt OpenGL Zustaende """ global skybox, helicopter, helipad, space, helipad2 initShader() ### create objects for simulation skybox = Skybox(shader['image'], TEXTURE_LOCATION, GAMESIZE)