Exemple #1
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 def __init__(self, window, directory):
     super().__init__(window, directory, bindings = self.bindings)
     #self.ground = ground.create(self)
     self.player = player.create(self)
     self.darklings = [
         darkling.create(self, x, y) for x, y in [
             (-5, 0),
             (-5, -10),
             (5, 0),
             (5, -10),
         ]
     ]
     self.camera = gl.Camera()
     self.camera.position = gl.vec3f(.5, 10, 10)
     self.camera.look_at(gl.vec3f(0, 0, -40))
     self.camera.init_frustum(
         units.deg(45), self.window.width / self.window.height, 0.005, 300.0
     )
     self.__bind_camera_controls()
     self.scene_view = self.scene.drawable(self.renderer)
     self.world = cubeapp.world.World(
         storage = cubeapp.world.Storage(),
         generator = cubeapp.world.Generator(),
         renderer = cubeapp.world.Renderer(self.renderer),
     )
     self.referential = cubeapp.world.world.coord_type()
     self.__has_focus = False
     self.window.inputs.on_mousedown.connect(self.__enter)
     self.__enter()
     self.world.start(self.camera, self.referential)
Exemple #2
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 def __init__(self, window, directory):
     super().__init__(window, directory, bindings=self.bindings)
     #self.ground = ground.create(self)
     self.player = player.create(self)
     self.darklings = [
         darkling.create(self, x, y) for x, y in [
             (-5, 0),
             (-5, -10),
             (5, 0),
             (5, -10),
         ]
     ]
     self.camera = gl.Camera()
     self.camera.position = gl.vec3f(.5, 10, 10)
     self.camera.look_at(gl.vec3f(0, 0, -40))
     self.camera.init_frustum(units.deg(45),
                              self.window.width / self.window.height, 0.005,
                              300.0)
     self.__bind_camera_controls()
     self.scene_view = self.scene.drawable(self.renderer)
     self.world = cubeapp.world.World(
         storage=cubeapp.world.Storage(),
         generator=cubeapp.world.Generator(),
         renderer=cubeapp.world.Renderer(self.renderer),
     )
     self.referential = cubeapp.world.world.coord_type()
     self.__has_focus = False
     self.window.inputs.on_mousedown.connect(self.__enter)
     self.__enter()
     self.world.start(self.camera, self.referential)
Exemple #3
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 def setUp(self):
     fov = deg(45.0)
     ratio = 640 / 480
     near_dist = 1
     far_dist = 300
     self.frustum = frustum.Frustumil(fov, ratio, near_dist, far_dist)
     up = vec3f(0,1,0)
     front = vec3f(0,0,-1)
     self.frustum.update(front, up)
Exemple #4
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 def __call__(self, ev, elapsed):
     if ev.channel == 'tick':
         if self.dir:
             self.camera.move(self.dir * elapsed * self.velocity)
             self.dir = self.dir * .8
         self.camera.rotate(units.deg(self.mouse.yrel / 10), self.camera.right)
         self.camera.rotate(units.deg(self.mouse.xrel / 10), gl.vec3f(0, 1, 0))
     else:
         if hasattr(ev.channel, 'dir'):
             dir = ev.channel.dir
         else:
             if ev.channel == self.move_left:
                 dir = -self.camera.right
             elif ev.channel == self.move_right:
                 dir = self.camera.right
             elif ev.channel == self.move_forward:
                 dir = self.camera.front
             elif ev.channel == self.move_backward:
                 dir = -self.camera.front
             dir.y = 0
         self.dir = gl.vector.normalize(self.dir + dir)
Exemple #5
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 def render(self):
     new_time = time.time()
     self.title.text = "%.2f ms" % ((new_time - self.last_time) * 1000)
     self.last_time = new_time
     with self.renderer.begin(gl.mode_3d) as painter:
         painter.state.look_at(
             gl.vec3f(0,0,-10), gl.vec3f(0, 0, 0), gl.vec3f(0, 1, 0)
         )
         painter.state.perspective(
             units.deg(45), self.window.width / self.window.height, 0.005, 300.0
         )
         with painter.bind([self.light]):
             painter.draw([self.scene_view])
Exemple #6
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 def __call__(self, ev, elapsed):
     if ev.channel == 'tick':
         if self.dir:
             self.camera.move(self.dir * elapsed * self.velocity)
             self.dir = self.dir * .8
         self.camera.rotate(units.deg(self.mouse.yrel / 10),
                            self.camera.right)
         self.camera.rotate(units.deg(self.mouse.xrel / 10),
                            gl.vec3f(0, 1, 0))
     else:
         if hasattr(ev.channel, 'dir'):
             dir = ev.channel.dir
         else:
             if ev.channel == self.move_left:
                 dir = -self.camera.right
             elif ev.channel == self.move_right:
                 dir = self.camera.right
             elif ev.channel == self.move_forward:
                 dir = self.camera.front
             elif ev.channel == self.move_backward:
                 dir = -self.camera.front
             dir.y = 0
         self.dir = gl.vector.normalize(self.dir + dir)
Exemple #7
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def create(game):
    mat = gl.Material('ground')
    mat.ambient = gl.col3f('black')
    mat.diffuse = gl.col3f('brown')
    mat.specular = gl.col3f('gray')
    mat.shininess = 1000
    mat.shading_model = gl.material.ShadingModel.gouraud
    mat.add_texture("ground.bmp", gl.TextureType.ambient, gl.TextureMapping.uv,
                    gl.StackOperation.add, gl.TextureMapMode.wrap,
                    gl.BlendMode.basic)
    mesh = gl.Mesh()
    mesh.mode = gl.DrawMode.quads
    size = 40
    step = 1.0 / size
    for i in (i / size for i in range(size)):
        x = i
        for j in (i / size for i in range(size)):
            y = 1.0 - j
            mesh.kind = gl.ContentKind.vertex
            mesh.append(gl.vec3f(x, y, 0))
            mesh.append(gl.vec3f(x, y - step, 0))
            mesh.append(gl.vec3f(x + step, y - step, 0))
            mesh.append(gl.vec3f(x + step, y, 0))
            mesh.kind = gl.ContentKind.tex_coord0
            mesh.append(gl.vec2f(i, j))
            mesh.append(gl.vec2f(i, j + step))
            mesh.append(gl.vec2f(i + step, j + step))
            mesh.append(gl.vec2f(i + step, j))
            mesh.kind = gl.ContentKind.normal
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
    light = game.renderer.new_light(
        gl.PointLightInfo(
            gl.vec3f(0, 2, -1),
            gl.Color3f("#888"),
            gl.Color3f("#333"),
        ))
    ground = game.entity_manager.create("ground")
    ground.add_component(
        cubeapp.game.entity.component.Transform(
            gl.matrix.rotate(
                gl.matrix.translate(gl.matrix.scale(gl.mat4f(), gl.vec3f(20)),
                                    gl.vec3f(-.5, 0, 0)), units.deg(-90),
                gl.vec3f(1, 0, 0))))
    ground.add_component(cubeapp.game.entity.component.Bindable(mat))
    ground.add_component(cubeapp.game.entity.component.Drawable(mesh))
    return ground
Exemple #8
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def create(game):
    mat = gl.Material('ground')
    mat.ambient = gl.col3f('black')
    mat.diffuse = gl.col3f('brown')
    mat.specular = gl.col3f('gray')
    mat.shininess = 1000
    mat.shading_model = gl.material.ShadingModel.gouraud
    mat.add_texture(
        "ground.bmp",
        gl.TextureType.ambient,
        gl.TextureMapping.uv,
        gl.StackOperation.add,
        gl.TextureMapMode.wrap,
        gl.BlendMode.basic
    )
    mesh = gl.Mesh()
    mesh.mode = gl.DrawMode.quads
    size = 40
    step = 1.0 / size
    for i in (i / size for i in range(size)):
        x = i
        for j in (i / size for i in range(size)):
            y = 1.0 - j
            mesh.kind = gl.ContentKind.vertex
            mesh.append(gl.vec3f(x, y, 0))
            mesh.append(gl.vec3f(x, y - step, 0))
            mesh.append(gl.vec3f(x + step, y - step, 0))
            mesh.append(gl.vec3f(x + step, y, 0))
            mesh.kind = gl.ContentKind.tex_coord0
            mesh.append(gl.vec2f(i, j))
            mesh.append(gl.vec2f(i, j + step))
            mesh.append(gl.vec2f(i + step, j + step))
            mesh.append(gl.vec2f(i + step, j))
            mesh.kind = gl.ContentKind.normal
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
    light = game.renderer.new_light(
        gl.PointLightInfo(
            gl.vec3f(0, 2, -1),
            gl.Color3f("#888"),
            gl.Color3f("#333"),
        )
    )
    ground = game.entity_manager.create("ground")
    ground.add_component(
        cubeapp.game.entity.component.Transform(
            gl.matrix.rotate(
                gl.matrix.translate(
                    gl.matrix.scale(gl.mat4f(), gl.vec3f(20)),
                    gl.vec3f(-.5, 0, 0)
                ),
                units.deg(-90),
                gl.vec3f(1, 0, 0)
            )
        )
    )
    ground.add_component(
        cubeapp.game.entity.component.Bindable(mat)
    )
    ground.add_component(
        cubeapp.game.entity.component.Drawable(mesh)
    )
    return ground
Exemple #9
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def player_matrix(pos, radius):
    return gl.matrix.rotate(
        gl.matrix.scale(gl.matrix.translate(gl.mat4f(), pos),
                        gl.vec3f(radius, radius, 1)), units.deg(0),
        gl.vec3f(1, 1, 0))
Exemple #10
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 def __call__(self, ev, delta):
     transform.node.rotate(units.deg(45) * delta * self.velocity, gl.vec3f(1, .5, 0))