def test_double_translation(self):
     m0 = Matrix4.translate(1, 2, 3)
     m1 = Matrix4.translate(4, 5, 6)
     mm = m0 * m1
     self.assertEqual(mm.m[12], 5)
     self.assertEqual(mm.m[13], 7)
     self.assertEqual(mm.m[14], 9)
     self.assertEqual(mm.m[15], 1)
xrot = 0

while window.is_opened:

        if window.get_key(KEY_RIGHT):
            yrot += 60 * window.delta_time

        if window.get_key(KEY_LEFT):
            yrot -= 60 * window.delta_time

        if window.get_key(KEY_UP):
            xrot += 60 * window.delta_time

        if window.get_key(KEY_DOWN):
            xrot -= 60 * window.delta_time

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        #glClear(GL_COLOR_BUFFER_BIT)

        mat = Matrix4.translate(0, 0, -5) * Matrix4.rotate_x(xrot) * Matrix4.rotate_y(yrot) * Matrix4.scale(1, 1, 1)

        cam = Matrix4.perspective(60, window.aspect_ratio, 0.1, 100) * Matrix4.look_at(0, 0, 5, 0, 0, 0, 0, 1, 0)

        glUniformMatrix4fv(world, 1, GL_FALSE, mat.m)
        glUniformMatrix4fv(camera, 1, GL_FALSE, cam.m)

        # the draw call
        glDrawArrays(GL_TRIANGLES, 0, 6 * 6)

        window.update()
Exemple #3
0
yrot = 0
zoom = 4

while window.is_opened:

        if window.get_key(KEY_RIGHT):
            yrot += 60 * window.delta_time

        if window.get_key(KEY_LEFT):
            yrot -= 60 * window.delta_time

        if window.get_key(KEY_UP):
            zoom -= 0.5 * window.delta_time

        if window.get_key(KEY_DOWN):
            zoom += 0.5 * window.delta_time

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        #mat = Matrix4.scale(1, 1, 1) * Matrix4.rotate_y(yrot) * Matrix4.rotate_x(xrot) * Matrix4.translate(0, 0, -5)
        mat = Matrix4.translate(0, -1, -2) * Matrix4.rotate_y(yrot) * Matrix4.scale(1, 1, 1)

        cam = Matrix4.perspective(60, 800.0/600.0, 0.1, 100) * Matrix4.look_at(0, 1, zoom, 0, 0, 0, 0, 1, 0)

        glUniformMatrix4fv(world, 1, GL_FALSE, mat.m)
        glUniformMatrix4fv(camera, 1, GL_FALSE, cam.m)

        glDrawArrays(GL_TRIANGLES, 0, len(obj.vertices) // 3)
        window.update()
zoom = 4

while window.is_opened:

    if window.get_key(KEY_RIGHT):
        yrot += 60 * window.delta_time

    if window.get_key(KEY_LEFT):
        yrot -= 60 * window.delta_time

    if window.get_key(KEY_UP):
        zoom -= 0.5 * window.delta_time

    if window.get_key(KEY_DOWN):
        zoom += 0.5 * window.delta_time

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    #mat = Matrix4.scale(1, 1, 1) * Matrix4.rotate_y(yrot) * Matrix4.rotate_x(xrot) * Matrix4.translate(0, 0, -5)
    mat = Matrix4.translate(
        0, -1, -2) * Matrix4.rotate_y(yrot) * Matrix4.scale(1, 1, 1)

    cam = Matrix4.perspective(60, 800.0 / 600.0, 0.1, 100) * Matrix4.look_at(
        0, 1, zoom, 0, 0, 0, 0, 1, 0)

    glUniformMatrix4fv(world, 1, GL_FALSE, mat.m)
    glUniformMatrix4fv(camera, 1, GL_FALSE, cam.m)

    glDrawArrays(GL_TRIANGLES, 0, len(obj.vertices) // 3)
    window.update()
Exemple #5
0
xrot = 0

while window.is_opened:

    if window.get_key(KEY_RIGHT):
        yrot += 60 * window.delta_time

    if window.get_key(KEY_LEFT):
        yrot -= 60 * window.delta_time

    if window.get_key(KEY_UP):
        xrot += 60 * window.delta_time

    if window.get_key(KEY_DOWN):
        xrot -= 60 * window.delta_time

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    #mat = Matrix4.scale(1, 1, 1) * Matrix4.rotate_y(yrot) * Matrix4.rotate_x(xrot) * Matrix4.translate(0, 0, -5)
    mat = Matrix4.translate(0, 0, -5) * Matrix4.rotate_x(
        xrot) * Matrix4.rotate_y(yrot) * Matrix4.scale(1, 1, 1)

    cam = Matrix4.perspective(60, 800.0 / 600.0, 0.1, 100) * Matrix4.look_at(
        0, 0, 5, 0, 0, 0, 0, 1, 0)

    glUniformMatrix4fv(world, 1, GL_FALSE, mat.m)
    glUniformMatrix4fv(camera, 1, GL_FALSE, cam.m)

    glDrawArrays(GL_TRIANGLES, 0, 6 * 6)
    window.update()
zoom = 4

while window.is_opened:

    if window.get_key(KEY_RIGHT):
        yrot += 60 * window.delta_time

    if window.get_key(KEY_LEFT):
        yrot -= 60 * window.delta_time

    if window.get_key(KEY_UP):
        zoom -= 0.5 * window.delta_time

    if window.get_key(KEY_DOWN):
        zoom += 0.5 * window.delta_time

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    mat = Matrix4.translate(
        0, -1, -2) * Matrix4.rotate_y(yrot) * Matrix4.scale(1, 1, 1)

    cam = Matrix4.perspective(60, window.aspect_ratio,
                              0.1, 100) * Matrix4.look_at(
                                  0, 1, zoom, 0, 0, 0, 0, 1, 0)

    glUniformMatrix4fv(world, 1, GL_FALSE, mat.m)
    glUniformMatrix4fv(camera, 1, GL_FALSE, cam.m)

    glDrawArrays(GL_TRIANGLES, 0, len(obj.vertices) // 3)
    window.update()