예제 #1
0
        np.ascontiguousarray(ms.getCurrentMatrix(ms.MatrixStack.projection).T))

    # note - opengl matricies use degrees
    ms.translate(ms.MatrixStack.view, 0.0, 0.0, -moving_camera_r)
    ms.rotate_x(ms.MatrixStack.view, moving_camera_rot_x)
    ms.rotate_y(ms.MatrixStack.view, -moving_camera_rot_y)

    glMatrixMode(GL_MODELVIEW)
    draw_ground()
    if animation_time < 5.0 or (animation_time > 40.0
                                and animation_time < 45.0):
        draw_axises()
    else:
        draw_axises(grayed_out=True)

    with ms.PushMatrix(ms.MatrixStack.model):

        if animation_time > 5.0:
            # draw paddle 1
            ms.translate(
                ms.MatrixStack.model,
                paddle1.offset_x * min(1.0, (animation_time - 5.0) / 5.0),
                paddle1.offset_y * min(1.0, (animation_time - 5.0) / 5.0), 0.0)

        if animation_time > 10.0:
            ms.translate(
                ms.MatrixStack.model, paddle1.global_position[0] *
                min(1.0, (animation_time - 10.0) / 5.0),
                paddle1.global_position[1] *
                min(1.0, (animation_time - 10.0) / 5.0), 0.0)
        if (animation_time > 15.0):
예제 #2
0
def handle_inputs() -> None:
    global rotation_around_paddle1
    if glfw.get_key(window, glfw.KEY_E) == glfw.PRESS:
        rotation_around_paddle1 += 0.1

    global square_rotation
    if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
        square_rotation += 0.1

    global camera

    move_multiple = 15.0
    if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
        camera.rot_y -= 0.03
    if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
        camera.rot_y += 0.03
    if glfw.get_key(window, glfw.KEY_PAGE_UP) == glfw.PRESS:
        camera.rot_x += 0.03
    if glfw.get_key(window, glfw.KEY_PAGE_DOWN) == glfw.PRESS:
        camera.rot_x -= 0.03

    # NEW -- reason about moving in 3D space just like placing
    # objects.  If the up button is pressed
    if glfw.get_key(window, glfw.KEY_UP) == glfw.PRESS:
        # describe the vector to move forwards.
        # -1 unit in the z direction is forwards
        #
        # Although we have not covered linear algebra and
        # matrix multiplication in depth, all coordinates
        # in OpenGL are in 4D space, (x,y,z,w),
        # where to convert to NDC, use (x/w,y/w,z/w)
        #
        # For most purposes, by setting w to 1, we can
        # think in normal 3D space
        #
        forwards = np.array([0.0, 0.0, -1.0, 1.0])
        # push matrix on the view stack, as we are going
        # to use the view matrix to determine the new position,
        # but then will reset the value of the view matrix
        with ms.PushMatrix(ms.MatrixStack.view):
            ms.translate(ms.MatrixStack.view, camera.x, camera.y, camera.z)
            ms.rotate_y(ms.MatrixStack.view, camera.rot_y)
            ms.scale(ms.MatrixStack.view, 5.0, 5.0, 5.0)
            camera.x, camera.y, camera.z, _ = (
                ms.getCurrentMatrix(ms.MatrixStack.view) @ forwards)
    if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
        backwards = np.array([0.0, 0.0, 1.0, 1.0])
        with ms.PushMatrix(ms.MatrixStack.view):
            ms.translate(ms.MatrixStack.view, camera.x, camera.y, camera.z)
            ms.rotate_y(ms.MatrixStack.view, camera.rot_y)
            ms.scale(ms.MatrixStack.view, 5.0, 5.0, 5.0)
            camera.x, camera.y, camera.z, _ = (
                ms.getCurrentMatrix(ms.MatrixStack.view) @ backwards)

    global paddle1, paddle2

    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
        paddle1.position[1] -= 10.0
    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
        paddle1.position[1] += 10.0
    if glfw.get_key(window, glfw.KEY_K) == glfw.PRESS:
        paddle2.position[1] -= 10.0
    if glfw.get_key(window, glfw.KEY_I) == glfw.PRESS:
        paddle2.position[1] += 10.0

    global paddle_1_rotation, paddle_2_rotation

    if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS:
        paddle1.rotation += 0.1
    if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS:
        paddle1.rotation -= 0.1
    if glfw.get_key(window, glfw.KEY_J) == glfw.PRESS:
        paddle2.rotation += 0.1
    if glfw.get_key(window, glfw.KEY_L) == glfw.PRESS:
        paddle2.rotation -= 0.1