Esempio n. 1
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def save(req):
    if req.method != "POST":
        log.error('bead method')
        return redirect(resolve('error'))

    d = req.stream.read(req.stream_length).decode('ascii')
    d = parse_qs(d)

    if 'text' not in d or 'name' not in d:
        log.error('bead `name` or `text`')
        return render('error.html', {'message': "required `name` and `text`!"})

    text = d['text'][0]
    name = d['name'][0]

    # name = secure_filename(name)
    path = os.path.join('data', name)

    with open(path, 'w') as f:
        log.info('write to {0}'.format(path))
        f.write(text)

    next = req.get.get('next')
    if next:
        next = resolve(next[0])
    else:
        next = resolve("apps.index.get") + "?name=" + name

    return render('save.html', {
        'timeout': 2000,
        'next': next,
        'name': name,
    })
Esempio n. 2
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def save(req):
    if req.method != "POST":
        log.error('bead method')
        return redirect(resolve('error'))

    d = req.stream.read(req.stream_length).decode('ascii')
    d = parse_qs(d)

    if 'text' not in d or 'name' not in d:
        log.error('bead `name` or `text`')
        return render('error.html', {'message': "required `name` and `text`!"})

    text = d['text'][0]
    name = d['name'][0]

    # name = secure_filename(name)
    path = os.path.join('data', name)

    with open(path, 'w') as f:
        log.info('write to {0}'.format(path))
        f.write(text)

    next = req.get.get('next')
    if next:
        next = resolve(next[0])
    else:
        next = resolve("apps.index.get") + "?name=" + name

    return render('save.html', {
        'timeout': 2000,
        'next': next,
        'name': name,
    })
Esempio n. 3
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def auRender(lazy = False):
    scene = core.Scene()


    ## globals
    options = {
                "filename"        : cmds.getAttr("AURglobals.fileName"),
                "lightsamples"    : cmds.getAttr("AURglobals.lightsamples"),
                "mindepth"        : cmds.getAttr("AURglobals.mindepth"),
                "maxdepth"        : cmds.getAttr("AURglobals.maxdepth"),
                "pixelsamples"	  : cmds.getAttr("AURglobals.pixelsamples"),
                "resolution"	  : [cmds.getAttr("AURglobals.resX"), cmds.getAttr("AURglobals.resY")],
    }

    scene.setOptions(options)

    ## camera
    cam = ls(type='camera')[1] ## TODO: pretty darn hacky to take the 2nd arg here..
    for c in ls(type='camera'):
        if "persp" in c.name():
            cam = c
    trans = cam.getParent().getTranslation()
    rot = cam.getParent().getRotation()
        
    renderCam = core.Camera(fov = cmds.getAttr("AURglobals.fieldofview"))

    renderCam.translate(trans[0], trans[1], trans[2])

    renderCam.rotateZ(rot[2])
    renderCam.rotateY(rot[1])
    renderCam.rotateX(rot[0])

    scene.setCamera(renderCam)

    ## objects
    print "MtoAur: Parsing objects."
    for mesh in ls(type='mesh', visible=True):
        obj = parseMesh(mesh, lazy)
        
        # get shading groups from shapes:
        shadingGrps = listConnections(mesh,type='shadingEngine')
        
        # get the shaders:
        shd = ls(listConnections(shadingGrps),materials=1) 
        material = parseMaterial(shd[0], mesh.name(), scene)
        # appen to shader pool
        scene.appendMaterial(material)
        obj.setMaterial(material.getName())
        scene.append(obj)

    ## lights
    print "MtoAur: Parsing lights."
    for light in ls(type="light"):
        liObj = parseLight(light)
        scene.append(liObj)
			
    print "MtoAur: Rendering"
    core.render(scene)
    print "MtoAur: Done rendering."
Esempio n. 4
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def test_mainloop():
    expected_effects = [(Display(render(initial_state)), noop),
                        (Prompt("> "), lambda i: "move east"),
                        (Display("Okay."), noop),
                        (SaveGame(state=in_street), noop),
                        (Display(render(in_street)), noop),
                        (Prompt("> "), lambda i: raise_(KeyboardInterrupt())),
                        (Display("\nThanks for playing!"), noop)]
    eff = mainloop(initial_state)

    with raises(SystemExit):
        perform_sequence(expected_effects, eff)
Esempio n. 5
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def test_step():
    expected_effects = [(Display(render(initial_state)), noop),
                        (Prompt("> "), lambda i: "move east"),
                        (Display("Okay."), noop)]
    eff = step(initial_state)
    result = perform_sequence(expected_effects, eff)
    assert result == in_street
Esempio n. 6
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def test_step_bad_command():
    expected_effects = [
        (Display(render(initial_state)), noop),
        (Prompt("> "), lambda i: "do a flip"),
        (Display("Expected: `take <item>` or `move <direction>`"), noop)
    ]
    eff = step(initial_state)
    result = perform_sequence(expected_effects, eff)
    assert result == initial_state
Esempio n. 7
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def get(req):
    name = req.get.get('name')
    if not name:
        return render('error.html', {'message': "No name!"})
    name = name[0]

    # name = secure_filename(name)
    path = os.path.join('data', name)
    if not os.path.exists(path):
        return render('error.html', {'message': "Not Exists!"})

    handler = ContentHandler()
    xml.sax.parse(path, handler)
    context = dict(name=handler['name'],
                   descr=handler['description'],
                   data=handler['data'])

    return render('xml.html', context)
Esempio n. 8
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def test_quit_game():
    for exc in (KeyboardInterrupt(), EOFError()):
        expected_effects = [
            (Display(render(initial_state)), noop),
            (Prompt("> "), lambda i: raise_(exc)),
            (Display("\nThanks for playing!"), noop),
        ]
        eff = step(initial_state)
        with raises(SystemExit):
            perform_sequence(expected_effects, eff)
Esempio n. 9
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def step(state):
    yield display(render(state))
    try:
        user_input = yield Effect(Prompt("> "))
        cmd, arg = parse(user_input)
        result = dispatch(state, cmd, arg)
        yield display("Okay.")
        yield do_return(result)
    except (EOFError, KeyboardInterrupt):
        yield display("\nThanks for playing!")
        sys.exit(0)
    except Exception as e:
        yield display(str(e))
        yield do_return(state)
Esempio n. 10
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def get(req):
    name = req.get.get('name')
    if not name:
        return render('error.html', {'message': "No name!"})
    name = name[0]

    # name = secure_filename(name)
    path = os.path.join('data', name)
    if not os.path.exists(path):
        return render('error.html', {'message': "Not Exists!"})

    handler = ContentHandler()

    parser = xml.sax.make_parser()
    parser.setContentHandler(handler)
    parser.setFeature(xml.sax.handler.feature_external_ges, 0)
    parser.parse(path)

    context = dict(name=handler['name'],
                   descr=handler['description'],
                   data=handler['data'])

    return render('xml.html', context)
Esempio n. 11
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def main(resolution=(1920, 1080),
         bounds=(0, 0, 1920, 1080),
         vertex_code=None,
         fragment_code=None,
         filepath=None):
    raw_data = render(resolution, bounds, fragment_code=fragment_code)

    if filepath is None:
        buff = memoryview(raw_data).tobytes()
        sys.stdout.buffer.write(buff)
        sys.stdout.buffer.flush()
        quit()

    if not re.match(r"^(.+)\.buffer$", filepath):
        saveimg(raw_data, filepath)
    else:
        buff = memoryview(raw_data).tobytes()
        file = os.path.join(os.path.dirname(__file__), "temp/output.buffer")
        with open(file, "wb") as f:
            f.write(buff)
Esempio n. 12
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# Dragon
dragon = geometry.ObjMesh("dragon", "/Users/espennordahl/Downloads/dino1.obj")
dragon.scale(30, 30, 30)
dragon.rotateY(-15)
dragon.translate(280, 0, 280)

scene.append(dragon)

#material = shaders.MatteSurface(color(1,1,1))
#dragon.material = material

# Cube

cube = geometry.ObjMesh("cube", "/Users/espennordahl/Downloads/dino2.obj")
cube.scale(30, 30, 30)
cube.rotateY(-15)
cube.translate(280, 0, 280)

scene.append(cube)

# Cornell box
# [...]

# Light
#light = lights.SquareAreaLight(exposure = 5.75, color = color(1,1,1))
#light.translate(280, 548.7, 280)

#scene.append(light)

core.render(scene)
Esempio n. 13
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                bullets.append(player.shoot(scroll,display,sounds['shoot']))
        if move > 0:
            player.translate([player.speed*dt*1.5,0])
        elif move < 0:
            player.translate([-player.speed*dt,0])
        player.update(dt,sounds['jump'],boulders)
        for blt in bullets:
            blt.update(dt,boulders,tiles,sounds['hit'])
        for bder in boulders:
            bder.set_tiles(tiles)
            bder.update(dt)

    #---------------------------------------rendering---------------------------------------
        bg.render(display,scroll)
        #render_map(game_map_bg,display,bg_tileset,scroll,[],16)
        core.render(display,scroll)
        tiles = render_map(game_map,display,tileset,scroll,['1','2'])
        for bder in boulders:
            bder.render(display,scroll)
        for bullet in bullets:
            bullet.render(display,scroll)
        player.set_tiles(tiles)
        player.render(display,scroll)
        text = font1.render("Score :",True,(255,255,255))
        text2 = font2.render(str(score),True,(255,255,255))
        screen.blit(pygame.transform.scale(display,WINDOW_SIZE),(0,0))
        screen.blit(text,(screen.get_width()/2 - 40,0))
        screen.blit(text2,(screen.get_width()/2 + 50,0))
        pygame.display.update()
        clock.tick(60)
Esempio n. 14
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def index(req):
    return render("index.html")
Esempio n. 15
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def index(req):
    return render("index.html")