def display_callback(): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glEnable(GL_TEXTURE_2D) if cam.asteroid is True: cam.forward = Vertex4(asteroid.ellipse.lastCoords[0], 0, asteroid.ellipse.lastCoords[1], 0.0) cam.up = Vertex4(0.0, 1.0, 0.0, 0.0) cam.setSide() cam.yaw(35) cam.look() glLightfv(GL_LIGHT0, GL_POSITION, light_pos_0) for i in planets: i.draw() sun.render() asteroid.draw() obj.render() # SPACESHIP glPushMatrix() glTranslatef(25.0, 10.0, 12.5) glRotatef(55, 0.0, 1.0, 0.0) visualization.draw(ship) glPopMatrix() # SATURN RINGS glTranslatef(saturn.lastCoords[0], 0.0, saturn.lastCoords[1]) glRotatef(90, 1.0, 0.0, 0.0) glRotatef(25, 1.0, 1.0, 0.0) glColor4f(1.0, 1.0, 1.0, 0.5) glScalef(0.2, 0.2, 0.2) glEnable(GL_TEXTURE_2D) glDisable(GL_LIGHTING) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE) glBindTexture(GL_TEXTURE_2D, t.textureId) gluDisk(quad, 9, 14, 64, 1) glDisable(GL_BLEND) glEnable(GL_LIGHTING) glDisable(GL_TEXTURE_2D) # CONTROL KEYS LINES draw_text("CONTROL KEYS", 5, 190) draw_text("(a)->left, (s)->down, (d)->up, (w)->right", 5, 150) draw_text("(z)->zoom +, (x)->zoom -", 5, 110) draw_text( "(1)->yaw left, (2)->yaw right, (3)->roll left, (4)->roll right, (5)->pitch down, (6)->pitch up", 5, 70) draw_text("(7)->top-bottom view, (8)->spaceship view, (9)->asteroid view", 5, 30) glutSwapBuffers()
def on_draw(self): self.clear() pyglet.gl.glLoadIdentity() pyglet.gl.glLightfv(pyglet.gl.GL_LIGHT0, pyglet.gl.GL_POSITION, self.lightfv(-40.0, 200.0, 100.0, 0.0)) pyglet.gl.glLightfv(pyglet.gl.GL_LIGHT0, pyglet.gl.GL_AMBIENT, self.lightfv(0.2, 0.2, 0.2, 1.0)) pyglet.gl.glLightfv(pyglet.gl.GL_LIGHT0, pyglet.gl.GL_DIFFUSE, self.lightfv(0.5, 0.5, 0.5, 1.0)) pyglet.gl.glEnable(pyglet.gl.GL_LIGHT0) pyglet.gl.glEnable(pyglet.gl.GL_LIGHTING) pyglet.gl.glEnable(pyglet.gl.GL_COLOR_MATERIAL) pyglet.gl.glEnable(pyglet.gl.GL_DEPTH_TEST) pyglet.gl.glShadeModel(pyglet.gl.GL_SMOOTH) pyglet.gl.glMatrixMode(pyglet.gl.GL_MODELVIEW) # pyglet.gl.glTranslated(0, .8, -20) pyglet.gl.glRotatef(-90, 0, 0, 1) pyglet.gl.glRotatef(self.rotation, 1, 0, 0) pyglet.gl.glRotatef(90, 0, 0, 1) pyglet.gl.glRotatef(0, 0, 1, 0) visualization.draw(self.meshes)
def on_draw(): window.clear() glLoadIdentity() glLightfv(GL_LIGHT0, GL_POSITION, lightfv(-40.0, 200.0, 100.0, 0.0)) glLightfv(GL_LIGHT0, GL_AMBIENT, lightfv(0.2, 0.2, 0.2, 1.0)) glLightfv(GL_LIGHT0, GL_DIFFUSE, lightfv(0.5, 0.5, 0.5, 1.0)) glEnable(GL_LIGHT0) glEnable(GL_LIGHTING) glEnable(GL_COLOR_MATERIAL) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) glMatrixMode(GL_MODELVIEW) # glTranslated(0, 4, -8) # glRotatef(90, 0, 1, 0) # glRotatef(-60, 0, 0, 1) # Rotations for sphere on axis - useful glTranslated(0, .8, -20) glRotatef(-66.5, 0, 0, 1) glRotatef(rotation, 1, 0, 0) glRotatef(90, 0, 0, 1) glRotatef(0, 0, 1, 0) visualization.draw(meshes)
def draw_link0(link, x, y, z, link0Rot): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glRotatef(link0Rot, 0.0, 1.0, 0.0) glTranslatef(x, y, z) visualization.draw(link)
def mirroir2(a, c): glRotate(-a, 0, 1, 0) glTranslatef(0, 0, 3) glTranslatef(0, -3 * (1 - cos(3.14 * c / 180)), -3 * (1 - sin(3.14 * c / 180))) visualization.draw(obj)
def draw_link1(link, x, y, z, link0Rot, link1Rot): glLoadIdentity() glMatrixMode(GL_MODELVIEW) #glRotatef(180,0,1,0) #flips l1 around so it isnt bending backwards glRotatef(link0Rot, 0.0, 1.0, 0.0) glRotatef(link1Rot, 1.0, 0.0, 0.0) visualization.draw(link)
def update(self): # Draw OBJ self.apply_transformation() visualization.draw(self.meshes) # # Draw UxV for i, sphere in enumerate(self.spheres): sphere.draw()
def draw_box(box, x, y): glLoadIdentity() glTranslated(x, y, -10.0) glRotatef(rotation, 0.0, 1.0, 0.0) glRotatef(-25.0, 1.0, 0.0, 0.0) glRotatef(45.0, 0.0, 0.0, 1.0) visualization.draw(box)
def display(): movimentOfCamera() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glPushMatrix() color = [1.0, 0., 0., 1.] visualization.draw(home) glPopMatrix() glutSwapBuffers()
def on_draw(): window.clear() gl.glLoadIdentity() gl.glTranslated(self.x, self.y, self.z) gl.glRotatef(self.rx, 1, 0, 0) gl.glRotatef(self.ry, 0, 1, 0) gl.glRotatef(self.rz, 0, 0, 1) visualization.draw(self.mesh)
def draw_head(link, x, y, z, thetaHead, phiHead): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glScalef(0.8, 0.8, 0.8) glTranslatef(x, y, z) glRotatef(thetaHead, 0, 1, 0) glRotatef(phiHead, 1, 0, 0) visualization.draw(link)
def draw_torso(link, x, y, z, bodyRot, bodyTilt): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glScalef(0.8, 0.8, 0.8) glTranslatef(x, y, z) glRotatef(bodyRot + 180, 0, 1, 0) glRotatef(bodyTilt, 1, 0, 0) visualization.draw(link)
def display(): glFlush() if demonstrateMode: demonstrate() glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) visualization.draw(objeto) glutSwapBuffers() glFlush()
def draw_upperArm(link, x, y, z, thetaArm0, thetaArm1): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glScalef(0.8, 0.8, 0.8) glTranslatef(x, y, z) glRotatef(180, 0, 1, 0) glRotatef(thetaArm0, 0, 1, 0) glRotatef(thetaArm1, -1, 0, 0) visualization.draw(link)
def on_draw(): window.clear() glLoadIdentity() glLightfv(GL_LIGHT0, GL_POSITION, lightfv(-1.0, 1.0, 1.0, 0.0)) glEnable(GL_LIGHT0) glTranslated(0.0, 0.0, -3.0) glRotatef(rotation, x, y, x) glEnable(GL_LIGHTING) visualization.draw(meshes)
def do_draw(self): # Draw OBJ self.apply_transformation() visualization.draw(self.meshes) if self.active: self.prepare_projection() if self.vertex_list is not None: self.vertex_list.draw(gl.GL_LINE_LOOP)
def display(): global obj, holder glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) visualization.draw(obj) glutSwapBuffers() return
def display(): global obj glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE) visualization.draw(obj) glutSwapBuffers() return
def display(self, fusionQPose): glClearColor(0, .2, .7, 0) glClearDepth(100) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glPushMatrix() def glRotateQ(q): try: glRotatef(quaternion.angle(q)*180/math.pi, q[1], q[2], q[3]) except: pass dist = 12 glTranslatef(0, 0, -dist) glScalef(self.Scale, self.Scale, self.Scale) glRotateQ(self.Q) if self.obj: glPushMatrix() #q = quaternion.multiply(fusionQPose, quaternion.angvec2quat(-math.pi/2, [1, 0, 0])) q = fusionQPose glRotateQ(q) #OAglTranslatef(0, 0, -.7) s = .2 glScalef(s,s,s) # glTranslated(0, 0, -3) glRotatef(90, 0, 0, -1) glRotatef(90, -1, 0, 0) glEnable(GL_LIGHTING) lightfv = ctypes.c_float * 4 glLightfv(GL_LIGHT0, GL_DIFFUSE, lightfv(1.0, 1.0, 1.0, 1.0)) glEnable(GL_LIGHT0) visualization.draw(self.obj) glDisable(GL_LIGHTING) glPopMatrix() elif pywavefront: self.chdir() try: self.obj = pywavefront.Wavefront('Vagabond.obj') except Exception as e: print('Vagabond.obj failed to load', e) print('Did you add the pypilot_data repository?') glEnable(GL_DEPTH_TEST) if self.texture_compass: self.draw_texture_compass() else: self.draw_vector_compass() glPopMatrix()
def draw_hand(link, x, y, z, thetaHand, phiHand): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glScalef(0.8, 0.8, 0.8) glTranslatef(x, y, z) glRotatef(270 + 0.25 * phiHand, 1, 0, 0) glRotatef(180, 0, 0, 1) glRotatef(thetaHand, 0, 1, 0) visualization.draw(link)
def draw_box(box, cx, cy, cz, x, y, z): glLoadIdentity() glTranslated(cx, cy, -10) glRotatef(rotation, 0.0, 1.0, 0.0) glTranslated(x, y, 00) #glTranslated(x, y, 1.0) #glRotatef(-25.0, 1.0, 0.0, 0.0) #glRotatef(45.0, 0.0, 0.0, 1.0) visualization.draw(box)
def display(): global incx1 global mesh glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) visualization.draw(mesh) glutSwapBuffers() return
def display(): global obj glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) glLoadIdentity() gluLookAt(CameraPosition[0],CameraPosition[1],CameraPosition[2], CameraPosition[0]+CameraTarget[0],CameraPosition[1]+CameraTarget[1],CameraPosition[2]+CameraTarget[2], up_axis[0],up_axis[1],up_axis[2]) visualization.draw(obj) glutSwapBuffers() return
def draw_link1(link, x, y, z, link0Rot, link1Rot): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glRotatef(180, 0, 1, 0) #flips l1 around so it isnt bending backwards glRotatef(link0Rot, 0.0, 1.0, 0.0) glRotatef(link1Rot, 1.0, 0.0, 0.0) #glTranslated(x, y, z) # link 1 does not translate about workspace, only pivots on shoulder base # glRotatef(-25.0, 1.0, 0.0, 0.0) # glRotatef(45.0, 0.0, 0.0, 1.0) visualization.draw(link)
def draw_lowerArm(link,elbowX,elbowY,elbowZ,thetaArm0,thetaArm1,thetaArm2): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glScalef(0.8,0.8,0.8) glScalef(1.0,0.96,1.0) #make arm segments same length for simplicity glTranslatef(elbowX,elbowY,elbowZ) # glTranslatef(1,0,0.5) #sets offset from slanted upper arm glRotatef(180,0,1,0) glRotatef(thetaArm0,0,1,0) glRotatef(thetaArm1,-1,0,0) glRotatef(thetaArm2,-1,0,0) visualization.draw(link)
def draw_link3(link, x, y, z, link0Rot, link1Rot, link2Rot, rotation): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glTranslatef(x, y, z) glRotatef(link0Rot, 0.0, 1.0, 0.0) glRotatef(link1Rot, -1.0, 0.0, 0.0) glRotatef(link2Rot + 90, 1.0, 0.0, 0.0) glRotatef(rotation, 0.0, 0.0, 1.0) # glRotatef(45.0, 0.0, 0.0, 1.0) visualization.draw(link)
def display(): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) #criaçao dos inimigos glPushMatrix() glTranslatef(move_inimigo, 4.0, -4.0) glColor3f(0.0, 0.0, 1.0) visualization.draw(inimigo) glPopMatrix() glPushMatrix() glTranslatef((move_inimigo + 4), 4.0, -4.0) #(x, y z) glColor3f(0.0, 0.0, 1.0) visualization.draw(inimigo) glPopMatrix() glPushMatrix() glTranslatef((move_inimigo - 4), 4.0, -4.0) glColor3f(0.0, 0.0, 1.0) visualization.draw(inimigo) glPopMatrix() #fim criaçao dos inimigos #inicio da criação da nave glPushMatrix() glTranslatef(Move_nave, 0.0, 0.0) glTranslatef(0.0, 0.0, 5.0) #(x, y, z) visualization.draw(aviao_corpo) glPopMatrix() ##fim da criação da nave glutSwapBuffers()
def on_draw(): window.clear() glLoadIdentity() glLightfv(GL_LIGHT0, GL_POSITION, lightfv(-1.0, 1.0, 1.0, 0.0)) glEnable(GL_LIGHT0) glTranslated(0.0, 0.0, -3.0) glRotatef(rotation, 0.0, 1.0, 0.0) glRotatef(-25.0, 1.0, 0.0, 0.0) glRotatef(45.0, 0.0, 0.0, 1.0) glEnable(GL_LIGHTING) visualization.draw(meshes)
def on_draw(): window.clear() glLoadIdentity() glLightfv(GL_LIGHT0, GL_POSITION, lightfv(-1.0, 1.0, 1.0, 0.0)) glEnable(GL_LIGHT0) glTranslated(0, 150, -500) glRotatef(float(yaw), 0, 1, 0) glRotatef(float(pitch), 1, 0, 0) glRotatef(float(roll), 0, 0, 1) glEnable(GL_LIGHTING) visualization.draw(rov)
def on_draw(): window.clear() glLoadIdentity() glLightfv(GL_LIGHT0, GL_POSITION, lightfv(-1.0, 1.0, 1.0, 0.0)) glEnable(GL_LIGHT0) glTranslated(tvec[0][0][0] * 6, -tvec[0][0][1] * 6, -tvec[0][0][2] * 4) glRotatef(rotation1, 1, 0, 0) glRotatef(rotation2, 0, 1, 0) glRotatef(rotation3, 0, 0, 1) glEnable(GL_LIGHTING) visualization.draw(meshes)
def draw_link2(link, x, y, z, link0Rot, link1Rot, link2Rot): glLoadIdentity() glMatrixMode(GL_MODELVIEW) glTranslatef(x, y, z) #print("link0Rot: ", link0Rot, " Link1Rot: ", link1Rot, " Link2Rot: ", link2Rot) glRotatef(link0Rot, 0.0, 1.0, 0.0) glRotatef(link1Rot, -1.0, 0.0, 0.0) glRotatef(link2Rot, 1.0, 0.0, 0.0) glRotatef(180, 0, 1, 0) #flipped around to match l1 #glTranslatef(-x, -y, -z) # glRotatef(45.0, 0.0, 0.0, 1.0) visualization.draw(link)