def create_cars(n):
    """
    Create cars.

    :param n: Number of cars
    :return:
    """

    # First we scale a car
    scaled_car = sg.SceneGraphNode('traslated_car')
    scaled_car.transform = tr.uniform_scale(0.15)
    scaled_car.childs += [create_car()]  # Re-using the previous function

    _cars = sg.SceneGraphNode('cars')

    base_name = 'scaled_car'
    for i in range(n):
        # A new node is only locating a scaled_car in the scene depending on index i
        new_node = sg.SceneGraphNode(base_name + str(i))
        new_node.transform = tr.translate(0.4 * i - 0.9, 0.9 - 0.4 * i, 0)
        new_node.childs += [scaled_car]

        # Now this car is added to the 'cars' scene graph
        _cars.childs += [new_node]

    return _cars
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    def get_center_translation(self):
        """
        Returns center as a translation.

        :return: Translation matrix
        """
        return tr.translate(self.get_center_x(), self.get_center_y(), self.get_center_z())
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    def translate(self, tx=0, ty=0, tz=0):
        """
        Translate model.

        :param tx:
        :param ty:
        :param tz:
        :return:
        """
        self._model = _tr.matmul([_tr.translate(tx, ty, tz), self._model])
def create_car():
    """
    Create car object.

    :return:
    """

    gpu_black_quad = es.to_gpu_shape(shapes.create_color_quad(0, 0, 0))
    gpu_red_quad = es.to_gpu_shape(shapes.create_color_quad(1, 0, 0))

    # Cheating a single wheel
    wheel = sg.SceneGraphNode('wheel')
    wheel.transform = tr.uniform_scale(0.2)
    wheel.childs += [gpu_black_quad]

    wheel_rotation = sg.SceneGraphNode('wheel_rotation')
    wheel_rotation.childs += [wheel]

    # Instanciating 2 wheels, for the front and back parts
    front_wheel = sg.SceneGraphNode('front_wheel')
    front_wheel.transform = tr.translate(0.3, -0.3, 0)
    front_wheel.childs += [wheel_rotation]

    back_wheel = sg.SceneGraphNode('back_wheel')
    back_wheel.transform = tr.translate(-0.3, -0.3, 0)
    back_wheel.childs += [wheel_rotation]

    # Creating the chasis of the car
    chasis = sg.SceneGraphNode('chasis')
    chasis.transform = tr.scale(1, 0.5, 1)
    chasis.childs += [gpu_red_quad]

    car = sg.SceneGraphNode('car')
    car.childs += [chasis]
    car.childs += [front_wheel]
    car.childs += [back_wheel]

    traslated_car = sg.SceneGraphNode('traslated_car')
    traslated_car.transform = tr.translate(0, 0.3, 0)
    traslated_car.childs += [car]

    return traslated_car
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def create_car(r, g, b):
    """
    Create car model.

    :param r:
    :param g:
    :param b:
    :return:
    """
    gpu_black_quad = es.to_gpu_shape(shapes.create_color_cube(0, 0, 0))
    gpu_chasis_quad = es.to_gpu_shape(shapes.create_color_cube(r, g, b))

    # Cheating a single wheel
    wheel = sg.SceneGraphNode('wheel')
    wheel.transform = tr.scale(0.2, 0.8, 0.2)
    wheel.childs += [gpu_black_quad]

    wheel_rotation = sg.SceneGraphNode('wheel_rotation')
    wheel_rotation.childs += [wheel]

    # Instanciating 2 wheels, for the front and back parts
    front_wheel = sg.SceneGraphNode('front_wheel')
    front_wheel.transform = tr.translate(0.3, 0, -0.3)
    front_wheel.childs += [wheel_rotation]

    back_wheel = sg.SceneGraphNode('back_wheel')
    back_wheel.transform = tr.translate(-0.3, 0, -0.3)
    back_wheel.childs += [wheel_rotation]

    # Creating the chasis of the car
    chasis = sg.SceneGraphNode('chasis')
    chasis.transform = tr.scale(1, 0.7, 0.5)
    chasis.childs += [gpu_chasis_quad]

    # All pieces together
    car = sg.SceneGraphNode('car')
    car.childs += [chasis]
    car.childs += [front_wheel]
    car.childs += [back_wheel]

    return car
Esempio n. 6
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        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

        # Clearing the screen in both, color and depth
        glClear(GL_COLOR_BUFFER_BIT)

        theta = glfw.get_time()
        tx = 0.7 * np.sin(0.5 * theta)
        ty = 0.2 * np.sin(5 * theta)

        # Derivative of tx give us the direction
        dtx = 0.7 * 0.5 * np.cos(0.5 * theta)
        if dtx > 0:
            reflex = tr.scale(-1, 1, 1)
        else:
            reflex = tr.identity()

        # Create booObj transformation
        booT = tr.matmul(
            [tr.translate(tx, ty, 0),
             tr.scale(0.5, 0.5, 1.0), reflex])
        obj_boo.apply_temporal_transform(booT)

        # Draw shapes
        obj_boo.draw()
        obj_question.draw()

        # Once the render is done, buffers are swapped, showing only the complete scene.
        glfw.swap_buffers(window)

    glfw.terminate()
    )
    glUniformMatrix4fv(glGetUniformLocation(pipeline.shaderProgram, 'view'), 1, GL_TRUE, view)

    # Mainloop
    while not glfw.window_should_close(window):
        # Using GLFW to check for input events
        glfw.poll_events()

        # Clearing the screen in both, color and depth
        glClear(GL_COLOR_BUFFER_BIT)

        # Modifying only a specific node in the scene graph
        wheelRotationNode = sg.find_node(cars, 'wheel_rotation')
        theta = -10 * glfw.get_time()
        wheelRotationNode.transform = tr.rotation_z(theta)

        # Modifying only car 3
        car3 = sg.find_node(cars, 'scaled_car3')
        car3.transform = tr.translate(0.3, 0.5 * np.sin(0.1 * theta), 0)

        # Uncomment to see the position of scaledCar_3, it will fill your terminal
        # print('car3_position =', sg.find_position(cars, 'scaled_car3'))

        # Drawing the Car
        sg.draw_scene_graph_node(cars, pipeline)

        # Once the render is done, buffers are swapped, showing only the complete scene.
        glfw.swap_buffers(window)

    glfw.terminate()
Esempio n. 8
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            glGetUniformLocation(pipeline.shaderProgram, 'projection'), 1,
            GL_TRUE, projection)

        # Clearing the screen in both, color and depth
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Filling or not the shapes depending on the controller state
        if controller.fillPolygon:
            glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
        else:
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # Drawing shapes with different model transformations
        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(5, 0, 0))
        pipeline.draw_shape(gpuRedCube)
        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(-5, 0, 0))
        pipeline.draw_shape(gpuGreenCube)

        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(0, 5, 0))
        pipeline.draw_shape(gpuBlueCube)
        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, 'model'), 1, GL_TRUE,
            tr2.translate(0, -5, 0))
        pipeline.draw_shape(gpuYellowCube)
Esempio n. 9
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            controller.theta += 4 * dt
            if controller.theta >= 2 * np.pi:
                controller.theta -= 2 * np.pi

        # Drawing the rotating red quad
        obj_quad_red.apply_temporal_transform(tr.rotation_z(controller.theta))
        obj_quad_red.draw()

        # Getting the mouse location in opengl coordinates
        mousePosX = 2 * (controller.mousePos[0] - width / 2) / width
        mousePosY = 2 * (height / 2 - controller.mousePos[1]) / height

        # Draw green quad
        obj_quad_green.apply_temporal_transform(
            np.matmul(tr.uniform_scale(0.5),
                      tr.translate(mousePosX, mousePosY, 0)))
        obj_quad_green.draw()

        # This is another way to work with keyboard inputs
        # Here we request the state of a given key
        if glfw.get_key(window, glfw.KEY_LEFT_CONTROL) == glfw.PRESS:
            obj_quad_blue.apply_temporal_transform(
                np.matmul(tr.uniform_scale(0.2), tr.translate(-0.6, 0.4, 0.0)))
            obj_quad_blue.draw()

        # All "non-pressed" keys are in release state
        if glfw.get_key(window, glfw.KEY_LEFT_CONTROL) == glfw.RELEASE:
            obj_quad_yellow.apply_temporal_transform(
                np.matmul(tr.uniform_scale(0.2), tr.translate(-0.6, 0.6, 0.0)))
            obj_quad_yellow.draw()
Esempio n. 10
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        else:
            glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)

        # Clearing the screen in both, color and depth
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # Create projection
        # projection = tr2.ortho(-1, 1, -1, 1, 0.1, 100)
        projection = tr2.perspective(45,
                                     float(width) / float(height), 0.1, 100)

        # Get camera view matrix
        view = camera.get_view()

        # Update target cube object
        t = tr2.translate(camera.get_center_x(), camera.get_center_y(),
                          camera.get_center_z())
        obj_camTarget.apply_temporal_transform(t)

        # Draw objects
        obj_axis.draw(view, projection, mode=GL_LINES)
        obj_camTarget.draw(view, projection)
        obj_planeL.draw(view, projection)
        obj_planeR.draw(view, projection)
        obj_planeS.draw(view, projection)
        obj_planeB.draw(view, projection)

        # Once the drawing is rendered, buffers are swap so an uncomplete drawing is never seen
        glfw.swap_buffers(window)

    glfw.terminate()
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    glUseProgram(mvcPipeline.shaderProgram)

    # Setting up the clear screen color
    glClearColor(0.85, 0.85, 0.85, 1.0)

    # As we work in 3D, we need to check which part is in front,
    # and which one is at the back
    glEnable(GL_DEPTH_TEST)

    # Creating shapes on GPU memory
    gpuAxis = es.to_gpu_shape(shapes.create_axis(7))
    redCarNode = create_car(1, 0, 0)
    blueCarNode = create_car(0, 0, 1)

    blueCarNode.transform = np.matmul(tr.rotation_z(-np.pi / 4),
                                      tr.translate(3.0, 0, 0.5))

    # Using the same view and projection matrices in the whole application
    projection = tr.perspective(45, float(width) / float(height), 0.1, 100)
    glUniformMatrix4fv(
        glGetUniformLocation(mvcPipeline.shaderProgram, "projection"), 1,
        GL_TRUE, projection)

    view = tr.look_at(np.array([5, 5, 7]), np.array([0, 0, 0]),
                      np.array([0, 0, 1]))
    glUniformMatrix4fv(glGetUniformLocation(mvcPipeline.shaderProgram, 'view'),
                       1, GL_TRUE, view)

    # Mainloop
    while not glfw.window_should_close(window):