Exemple #1
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def test_key_frames_vec():
    """ Test KeyFrames vec"""
    vector_keyframes = KeyFrames({
        0: vec(1, 0, 0),
        3: vec(0, 1, 0),
        6: vec(0, 0, 1)
    })
    my_keyframes = KeyFrames({0: 1, 3: 7, 6: 20})
    # should display numpy vector (0.5, 0.5, 0)
    print("Test KeyFrames vec for 1.5 : ", end="")
    print(vector_keyframes.value(1.5))
Exemple #2
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def test_transformation():
    """ test transformation """
    translate_keys = {0: vec(0, 0, 0), 2: vec(1, 1, 0), 4: vec(0, 0, 0)}
    rotate_keys = {
        0: quaternion(),
        2: quaternion_from_euler(180, 45, 90),
        3: quaternion_from_euler(180, 0, 180),
        4: quaternion()
    }
    scale_keys = {0: 1, 2: 0.5, 4: 1}
    keyframes = TransformKeyFrames(translate_keys, rotate_keys, scale_keys)
    print("Test for transformation keyframes : ", end="")
    print(keyframes.value(1.5))
Exemple #3
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def main():
    """ create a window, add scene objects, then run rendering loop """
    shaders_repertory = "../shaders/"
    vert_name = "lambert_vert.glsl"
    frag_name = "lambert_frag.glsl"
    viewer = ViewerLambert(shaders_repertory + vert_name,
                           shaders_repertory + frag_name)
    rotator_node = RotationControlNode(glfw.KEY_LEFT, glfw.KEY_RIGHT,
                                       vec(0, 1, 0))
    rotator_node.add(Suzanne(light_vector=(1, 1, 1)))
    viewer.add(rotator_node)
    viewer.run()
Exemple #4
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def launch_windows():
    """ create a window, add scene objects, then run rendering loop """
    glfw.init()
    shaders_repertory = "../shaders/"
    vert_name = "lambert_vert.glsl"
    frag_name = "lambert_frag.glsl"
    viewer = ViewerAnimation(shaders_repertory + vert_name,
                             shaders_repertory + frag_name)
    translate_keys = {0: vec(0, 0, 0), 2: vec(1, 1, 0), 4: vec(0, 0, 0)}
    rotate_keys = {
        0: quaternion(),
        2: quaternion_from_euler(180, 45, 90),
        3: quaternion_from_euler(180, 0, 180),
        4: quaternion()
    }
    scale_keys = {0: 1, 2: 0.5, 4: 1}
    keynode = KeyFrameControlNode(translate_keys, rotate_keys, scale_keys)
    keynode.add(Cylinder())
    viewer.add(keynode)
    viewer.run()
    glfw.terminate()  # destroy all glfw windows and GL contexts
Exemple #5
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def main():
    """ create a window, add scene objects, then run rendering loop """

    viewer = ViewerRoboticArm()
    # construct our robot arm hierarchy for drawing in viewer
    cylinder = Cylinder()  # re-use same cylinder instance
    base_node_y = 0.2
    limb_shape = Node(transform=translate(0, base_node_y, 0) @ scale(
        0.05, 1, 0.05))  # make a thin cylinder
    limb_shape.add(cylinder)

    arm_node = RotationControlNode(glfw.KEY_LEFT, glfw.KEY_RIGHT, vec(0, 1, 0))
    arm_node.add(limb_shape)

    base_shape = Node(transform=scale(1.2, base_node_y, 1.2),
                      children=[cylinder])
    base_node = Node(
        transform=rotate(axis=(0, 1, 0), angle=90) @ scale(0.5, 0.5, 0.5),
        children=[base_shape])

    base_node.add(arm_node)
    viewer.add(base_node)
    viewer.run()