def init2(self): # C++ OpenGL. _itbl.loadOpenGL() # 2D shader. vertex_source = os.path.join(get_data(), 'shader', '2d.vs') fragment_source = os.path.join(get_data(), 'shader', '2d.fs') self.flat_shader = Shader(vertex_source, fragment_source) # Object self.env_contacts = None self.manip_contacts = None self.env_contacts = None self.manifold = None self.v_m = None self.counter = 0 self.targets = in_hand_targets(self.object_shape) self.collision_manager = in_hand() self.all_configs_on = False self.step_on = False self.path_on = False self.manip_p = None self.next_manip_p = None
def init2(self): # C++ OpenGL. _itbl.loadOpenGL() # 2D shader. vertex_source = os.path.join(get_data(), 'shader', '2d.vs') fragment_source = os.path.join(get_data(), 'shader', '2d.fs') self.flat_shader = Shader(vertex_source, fragment_source) # Object self.env_contacts = None self.manip_contacts = None self.env_contacts = None self.manifold = None self.v_m = None self.counter = 0 if self.example == 'sofa': self.collision_manager = create_hallway( HALLWAY_W, BLOCK_W, BLOCK_H, self.object_shape[0] * 2.5 + BLOCK_W * 0.5) # uniform_sample_maze((4,4), 3, 1.25) elif self.example == 'maze': self.collision_manager = uniform_sample_maze((3, 3), 3, 1.25) elif self.example == 'corner': self.collision_manager = corner() elif self.example == 'wall': self.collision_manager = wall() elif self.example == 'table': self.collision_manager = table() elif self.example == 'obstacle_course': self.collision_manager = obstacle_course() elif self.example == 'peg-in-hole-v': self.collision_manager = peg_in_hole_v() elif self.example == 'peg-in-hole-p': self.collision_manager = peg_in_hole_p() elif self.example == 'book': self.collision_manager = book() elif self.example == 'unpacking': self.collision_manager = unpacking() elif self.example == 'pushing': self.collision_manager = pushing() elif self.example == 'inhand': self.collision_manager = in_hand() self.targets = in_hand_targets(self.object_shape) else: print('Cannot find collision manager!') raise if self.example != 'inhand': self.target = _itbl.Rectangle(self.object_shape[0] * 2, self.object_shape[1] * 2, 2, 0.0) self.all_configs_on = False self.step_on = False self.path_on = False self.manip_p = None self.next_manip_p = None
def init(self): super(iTM2d, self).init() # Basic lighting shader. vertex_source = os.path.join(get_data(), 'shader', 'basic_lighting.vs') fragment_source = os.path.join(get_data(), 'shader', 'basic_lighting.fs') self.basic_lighting_shader = Shader(vertex_source, fragment_source) # Lamp shader. vertex_source = os.path.join(get_data(), 'shader', 'flat.vs') fragment_source = os.path.join(get_data(), 'shader', 'flat.fs') self.lamp_shader = Shader(vertex_source, fragment_source) # Normal shader. vertex_source = os.path.join(get_data(), 'shader', 'normals.vs') fragment_source = os.path.join(get_data(), 'shader', 'normals.fs') geometry_source = os.path.join(get_data(), 'shader', 'normals.gs') self.normal_shader = Shader(vertex_source, fragment_source, geometry_source) # Trackball camera. self.camera = TrackballCamera(radius=50) # Toggle variables. self.draw_mesh = True self.draw_wireframe = True self.draw_normals = False