def drawFunc():
    # Gets called in a loop
    glClearColor(1.0, 1.0, 1.0, 0.0)
    # Set clear color to white
    glClearDepth(1.0)

    glPointSize(5)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    # FOV, AspectRatio, near, far
    projection = glm.perspective(glm.radians(camera.zoom),
                                 SCR_WIDTH * 1.0 / SCR_HEIGHT, 0.1, 200)

    view = camera.get_view_matrix()

    robot_program.use()
    # Load matrices in shader through set_matrix function
    robot_program.set_matrix("projection", glm.value_ptr(projection))
    robot_program.set_matrix("view", glm.value_ptr(view))

    m = glm.mat4(1.0)
    m = glm.rotate(m, glm.radians(-90), glm.vec3(1, 0, 0))
    m = glm.rotate(m, glm.radians(30), glm.vec3(0, 0, 1))
    robot_program.set_matrix("model", glm.value_ptr(m))

    robot_program.un_use()

    time0 = glfw.get_time()
    human_model.animation(robot_program, speed)
    time1 = glfw.get_time()

    delta_time = (time1 - time0)
    if delta_time < 16:
        time.sleep((16 - delta_time) / 1000)
Exemplo n.º 2
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    def updateUniformBuffers(self):
        # see https://matthewwellings.com/blog/the-new-vulkan-coordinate-system/
        #vulk=glm.mat4((1,0,0,0),(0,-1,0,0),(0,0,0.5,0),(0,0,0.5,1))
        #self.uboVS['projectionMatrix'] = vulk*glm.perspective(glm.radians(60.0), self.width / self.height, 0.1, 256.0)
        #self.uboVS['projectionMatrix'] = glm.perspectiveRH_ZO(glm.radians(60.0), self.width / self.height, 0.1, 256.0)
        self.uboVS['projectionMatrix'] = glm.transpose(
            glm.perspectiveRH_ZO(glm.radians(60.0), self.width / self.height,
                                 0.1, 256.0))
        self.uboVS['viewMatrix'] = glm.transpose(
            glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, self.zoom)))
        self.uboVS['modelMatrix'] = glm.mat4(1.0)
        self.uboVS['modelMatrix'] = glm.rotate(self.uboVS['modelMatrix'],
                                               glm.radians(self.rotation.x),
                                               glm.vec3(1.0, 0.0, 0.0))
        self.uboVS['modelMatrix'] = glm.rotate(self.uboVS['modelMatrix'],
                                               glm.radians(self.rotation.y),
                                               glm.vec3(0.0, 1.0, 0.0))
        self.uboVS['modelMatrix'] = glm.rotate(self.uboVS['modelMatrix'],
                                               glm.radians(self.rotation.z),
                                               glm.vec3(0.0, 0.0, 1.0))

        uboVSSize = sum([glm.sizeof(ubo) for ubo in self.uboVS.values()])
        uboVSBuffer = np.concatenate(
            (np.array(self.uboVS['projectionMatrix']).flatten(order='C'),
             np.array(self.uboVS['modelMatrix']).flatten(order='C'),
             np.array(self.uboVS['viewMatrix']).flatten(order='C')))
        data = vk.vkMapMemory(self.device, self.uniformBufferVS['memory'], 0,
                              uboVSSize, 0)
        datawrapper = np.array(data, copy=False)
        np.copyto(datawrapper, uboVSBuffer.view(dtype=np.uint8), casting='no')
        vk.vkUnmapMemory(self.device, self.uniformBufferVS['memory'])
Exemplo n.º 3
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    def getViewMat(self) -> glm.mat4:
        mat = glm.mat4(1)
        mat = glm.rotate(mat, glm.radians(self.__degrees.x), glm.vec3(1, 0, 0))
        mat = glm.rotate(mat, glm.radians(self.__degrees.y), glm.vec3(0, 1, 0))
        mat = glm.translate(mat, -self.pos.getVec())

        return mat
Exemplo n.º 4
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def mouse_event(window, xpos, ypos):
    global firstMouse, cameraFront, yaw, pitch, lastX, lastY
    if firstMouse:
        lastX = xpos
        lastY = ypos
        firstMouse = False

    xoffset = xpos - lastX
    yoffset = lastY - ypos
    lastX = xpos
    lastY = ypos

    sensitivity = 0.3
    xoffset *= sensitivity
    yoffset *= sensitivity

    yaw += xoffset
    pitch += yoffset

    if pitch >= 90.0: pitch = 90.0
    if pitch <= -90.0: pitch = -90.0

    front = glm.vec3()
    front.x = math.cos(glm.radians(yaw)) * math.cos(glm.radians(pitch))
    front.y = math.sin(glm.radians(pitch))
    front.z = math.sin(glm.radians(yaw)) * math.cos(glm.radians(pitch))
    cameraFront = glm.normalize(front)
Exemplo n.º 5
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    def __init__(self, screen):
        self.screen = screen
        _, _, self.width, self.height = screen.get_rect()

        #Gl Enable as Depth and Create our Viewport
        glEnable(GL_DEPTH_TEST)
        glViewport(0, 0, self.width, self.height)

        self.modelShow = 0

        self.modelList = []
        # Perspective Projection Matrix
        self.projection = glm.perspective(glm.radians(60),
                                          self.width / self.height, 0.1, 1000)
        #Cam pos, cube pos and cam rotation
        self.camPos = glm.vec3(0, 0, 3)
        self.cubePos = glm.vec3(0, 0, 0)
        self.yawCam = 0
        self.pitchCam = 0
        self.rollCam = 0

        # Light
        self.pointLight = glm.vec4(0, 0, 0, 0)

        # Perspective Projection Matrix
        self.projection = glm.perspective(glm.radians(60),
                                          self.width / self.height, 0.1, 1000)
Exemplo n.º 6
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def display():
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
    
    elapsed_ms = glutGet(GLUT_ELAPSED_TIME)

    projection = glm.perspective(glm.radians(60), aspect, 0.1, 20.0)
    view = glm.lookAt(glm.vec3(-1, -8, 4), glm.vec3(-1, 0, -1), glm.vec3(0, 0, 1))
    angle = 0#elapsed_ms * math.pi * 2 / 10000.0
    model = glm.rotate(glm.mat4(1), glm.radians(-30), glm.vec3(0, 0, 1))
    model = glm.rotate(model, angle, glm.vec3(0, 1, 0))
    model = glm.scale(model, glm.vec3(1, 5, 0.2))
    
    glUniformMatrix4fv(0, 1, GL_FALSE, glm.value_ptr(projection))
    glUniformMatrix4fv(1, 1, GL_FALSE, glm.value_ptr(view))
    glUniformMatrix4fv(2, 1, GL_FALSE, glm.value_ptr(model))

    glUniform3f(10, 50/255, 40/255, 30/255)
    glUniform3f(11, 200/255, 150/255, 100/255)
    glUniform1f(12, 1.0) # frequency
    glUniform1f(13, 10.0) # noiseScale
    glUniform1f(14, 0.1) # ringScale
    glUniform1f(15, 1.0) # contrast

    glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, None)

    glutSwapBuffers()
    glutPostRedisplay()
Exemplo n.º 7
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 def update_camera_vectors(self):
     front = glm.vec3(x=np.cos(glm.radians(self.yaw)) * np.cos(glm.radians(self.pitch)),
                      y=np.sin(glm.radians(self.pitch)),
                      z=np.sin(glm.radians(self.yaw)) * np.cos(glm.radians(self.pitch)))
     self.front = glm.normalize(front)
     self.right = glm.normalize(np.cross(self.front, self.world_up))
     self.up = glm.normalize(np.cross(self.right, self.front))
Exemplo n.º 8
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    def on_mouse_move(self, event):
        x_pos = event.pos[0]
        y_pos = event.pos[1]

        if self.first_mouse:
            self.first_mouse = False
            self.last_x = x_pos
            self.last_y = y_pos

        x_offset = x_pos - self.last_x
        y_offset = y_pos - self.last_y
        self.last_x = x_pos
        self.last_y = y_pos

        sensitivity = 0.05
        x_offset *= sensitivity
        y_offset *= sensitivity

        self.yaw += x_offset
        self.pitch += y_offset

        if self.pitch > 89:
            self.pitch = 89
        if self.pitch < -89:
            self.pitch = -89

        direction = glm.vec3(1)
        direction.x = cos(glm.radians(self.yaw) * cos(glm.radians(self.pitch)))
        direction.y = sin(-glm.radians(self.pitch))
        direction.z = sin(glm.radians(self.yaw)) * cos(glm.radians(self.pitch))
        self.cameraFront = glm.normalize(direction)

        self.update()
Exemplo n.º 9
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    def on_draw(self, event):

        self.model = glm.mat4(1.0)
        self.model = glm.rotate(self.model, glm.radians(-55.0), glm.vec3(1, 0, 0))

        self.view = glm.mat4(1.0)
        self.view = glm.translate(self.view, glm.vec3(0.0, 0.0, -3.0))

        self.projection = glm.mat4(1.0)
        self.projection = glm.perspective(glm.radians(45.0), builtins.width/builtins.height, 0.1, 100.0)

        # vispy takes numpy array in m * n matrix form
        self.model = (np.array(self.model.to_list()).astype(np.float32))
        self.view = (np.array(self.view.to_list()).astype(np.float32))
        self.projection = (np.array(self.projection.to_list()).astype(np.float32))

        # reshaping to (m, n) to (1, m*n) to support data input in vispy
        self.model = self.model.reshape((1, self.model.shape[0] * self.model.shape[1]))
        self.view = self.view.reshape((1, self.view.shape[0] * self.view.shape[1]))
        self.projection = self.projection.reshape((1, self.projection.shape[0] * self.projection.shape[1]))

        gloo.clear([0.2, 0.3, 0.3, 1.0])

        self.program['model'] = self.model
        self.program['view'] = self.view
        self.program['projection'] = self.projection

        self.program.draw('triangles', self.indices)

        self.update()
Exemplo n.º 10
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def make_env_with_best_settings(envName):
  env = gym.make(envName)
  env.env.advancedLevel = True
  env.env.advancedLevelRandom = False
  env.env.randomInitDir = True
  env.env.addObstacles = False
  env.env.ActionIsAngles = True
  env.env.ActionIsAnglesType = 2
  env.env.ActionsIsAdditive = False
  env.env.inputsSpace = 0
  env.env.actionsSpace = 0
  env.env.simRewardOnly = False

  env.env.maxAnglesPerSec = 90.0

  env.env.maxDesiredTargetSpeed = 0.25
  env.env.speedInTargetDir = True


  env.env.targetDesired_episode_from = 0
  env.env.targetDesired_episode_to = 10000
  env.env.targetDesired_angleFrom = np.pi/2.0
  env.env.targetDesired_angleTo = np.pi/2.0

  env.env.spawnYawMultiplier = 0.0
  env.env.targetDesiredYawMultiplier = 0.0
  
  env.env.analyticReward = False
  env.env.analyticRewardType = 1

  env.env.anglesRewardMultiplier = 0.0

  env.env.check90Angles = False

  env.env.goalRandomTargetDirClamp = glm.radians(40.0)
  env.env.goalRandomChassisDirClamp = glm.radians(40.0)

  env.env.progressDirChassisMultiplier = 0.6
  env.env.progressDirTargetMultiplier = 0.6
  env.env.progressMultiplier = 1.0

  env.env.aliveMultiplier = 1.0
  env.env.aliveMultiplierClampMax = 0.0

  env.env.yawRewardMultiplier = 0.0

  env.env.holdingTorqueMultiplier=0.0

  env.env.energyCostMultiplier = 0.0

  env.env.useLegsHeightReward = True

  env.env.angleLimitszFromMp2ToP2 = False

  env.env.ground_pos_random_x = 0.5
  env.env.ground_pos_random_y = 0.5

  env = MaxAndSkipEnv(env,max_and_skip,False)
  env = FrameStack(env,frames_stack,True)
  return env
Exemplo n.º 11
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    def updateUniformBuffers(self):
        self.uboVS['projection'] = glm.transpose(
            glm.perspectiveRH_ZO(glm.radians(60.0), self.width / self.height,
                                 0.001, 256.0))
        view = glm.transpose(
            glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, self.zoom)))
        self.uboVS['model'] = view * glm.translate(glm.mat4(1.0),
                                                   self.cameraPos)
        self.uboVS['model'] = glm.rotate(self.uboVS['model'],
                                         glm.radians(self.rotation.x),
                                         glm.vec3(1.0, 0.0, 0.0))
        self.uboVS['model'] = glm.rotate(self.uboVS['model'],
                                         glm.radians(self.rotation.y),
                                         glm.vec3(0.0, 1.0, 0.0))
        self.uboVS['model'] = glm.rotate(self.uboVS['model'],
                                         glm.radians(self.rotation.z),
                                         glm.vec3(0.0, 0.0, 1.0))
        self.uboVS['viewPos'] = glm.vec4(0.0, 0.0, -self.zoom, 0.0)

        uboVSSize = sum([glm.sizeof(ubo) for ubo in self.uboVS.values()])
        uboVSBuffer = np.concatenate(
            (np.array(self.uboVS['projection']).flatten(order='C'),
             np.array(self.uboVS['model']).flatten(order='C'),
             np.array(self.uboVS['viewPos']).flatten(order='C'),
             np.array(self.uboVS['lodBias']).flatten(order='C')))
        self.uniformBufferVS.map()
        self.uniformBufferVS.copyTo(uboVSBuffer, uboVSSize)
        self.uniformBufferVS.unmap()
Exemplo n.º 12
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 def draw(self, view, projection, light, view_position):
     this_mesh_renderer: Optional[MeshRenderer] = self.get_component(
         MeshRenderer)
     this_mesh_filter: Optional[MeshFilter] = self.get_component(MeshFilter)
     if this_mesh_renderer is not None:
         this_mesh_renderer.use()
         m = glm.translate(glm.mat4(1), self.transform.position)
         for c in self.draw_rotate:
             if c == 'x':
                 m = glm.rotate(m, glm.radians(self.transform.rotation.x),
                                glm.vec3(1, 0, 0))
             elif c == 'y':
                 m = glm.rotate(m, glm.radians(self.transform.rotation.y),
                                glm.vec3(0, 1, 0))
             elif c == 'z':
                 m = glm.rotate(m, glm.radians(self.transform.rotation.z),
                                glm.vec3(0, 0, 1))
         m = glm.scale(m, self.transform.scale)
         model, view, projection = self.renderer(model=m,
                                                 view=view,
                                                 projection=projection)
         this_mesh_renderer.set_matrix('model', glm.value_ptr(model))
         this_mesh_renderer.set_matrix('view', glm.value_ptr(view))
         this_mesh_renderer.set_matrix('projection',
                                       glm.value_ptr(projection))
         this_mesh_renderer.draw(light_tuple=light,
                                 view_position=view_position)
         # this_mesh_renderer.un_use()
     if this_mesh_filter is not None:
         this_mesh_filter.draw()
Exemplo n.º 13
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def mouse_callback2(win, mouse_x, mouse_y):
    global last_mouse_x, last_mouse_y
    global yaw, pitch
    global camera_front
    global first_mouse

    if first_mouse:
        first_mouse = False
        last_mouse_x = mouse_x
        last_mouse_y = mouse_y

    offset_x = mouse_x - last_mouse_x
    offset_y = last_mouse_y - mouse_y  # invert y
    last_mouse_x = mouse_x
    last_mouse_y = mouse_y

    sensitivity = 0.2
    offset_x *= sensitivity
    offset_y *= sensitivity

    yaw += offset_x
    pitch += offset_y
    # print(yaw, pitch)

    if pitch > 89.0:
        pitch =  89.0
    if pitch < -89.0:
        pitch = -89.0

    front = glm.vec3(x=np.cos(glm.radians(yaw)) * np.cos(glm.radians(pitch)),
                     y=np.sin(glm.radians(pitch)),
                     z=np.sin(glm.radians(yaw)) * np.cos(glm.radians(pitch)))
    camera_front = glm.normalize(front)
Exemplo n.º 14
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    def render(self, shadersDict):
        for entity in shadersDict:
            shadersDict[entity][0].use()

            e = entity
            model = entity.model
            glBindVertexArray(model.vao)

            transform = glm.identity(glm.mat4x4)
            transform = glm.translate(transform,
                                      glm.vec3(e.pos.x, e.pos.y, e.pos.z))
            transform = glm.rotate(transform, glm.radians(e.angle_x),
                                   glm.vec3(1, 0, 0))  # x-axis
            transform = glm.rotate(transform, glm.radians(e.angle_y),
                                   glm.vec3(0, 1, 0))  # y-axis
            transform = glm.rotate(transform, glm.radians(e.angle_z),
                                   glm.vec3(0, 0, 1))  # z-axis
            transform = glm.scale(transform,
                                  glm.vec3(e.scale.x, e.scale.y, e.scale.z))

            shadersDict[entity][0].setMatrix4f("mat_transform", transform)

            if shadersDict[entity][1]:
                glDrawElements(GL_TRIANGLES, model.indices_len,
                               GL_UNSIGNED_INT, None)
            else:
                glDrawArrays(GL_TRIANGLES, 0, model.vertex_count)
Exemplo n.º 15
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def init_test_object():
    global _test_object, _child1, _child2, _child3, _child4
    color = np.array(
        [[1.0, 0.0, 0.0, 1.0], [0.5, 0.0, 0.0, 1.0], [0.0, 1.0, 0.0, 1.0],
         [0.0, 0.5, 0.0, 1.0], [0.0, 0.0, 1.0, 1.0], [0.0, 0.0, 0.5, 1.0]],
        c_float)
    long_rect = RectPrismMesh(0.5, 0.1, 0.1, face_colors=color)
    _child1 = WorldObject(long_rect)
    _child2 = WorldObject(long_rect)
    _child3 = WorldObject(long_rect)
    _child4 = WorldObject(long_rect)
    _child1.set_local_position((1.25, 0.0, 0.0))
    _child2.set_local_position((0.0, 1.25, 0.0))
    _child3.set_local_position((-1.25, 0.0, 0.0))
    _child4.set_local_position((0.0, -1.25, 0.0))
    _child1.set_local_rotation((0.0, 0.0, 0.0))
    _child2.set_local_rotation((0.0, 0.0, glm.radians(90.0)))
    _child3.set_local_rotation((0.0, 0.0, glm.radians(180.0)))
    _child4.set_local_rotation((0.0, 0.0, glm.radians(270.0)))
    cube = RectPrismMesh(0.5, 0.5, 0.5, face_colors=color)
    _test_object = WorldObject(cube)
    _test_object.set_render_mode(gl.GL_LINE_LOOP)
    _test_object.add_child(_child1)
    _test_object.add_child(_child2)
    _test_object.add_child(_child3)
    _test_object.add_child(_child4)
Exemplo n.º 16
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    def getModelMat(self):
        mat = glm.mat4(1.0)

        mat = glm.rotate(mat, glm.radians(self.__z), (0.0, 0.0, 1.0))
        mat = glm.rotate(mat, glm.radians(self.__y), (0.0, 1.0, 0.0))
        mat = glm.rotate(mat, glm.radians(self.__x), (1.0, 0.0, 0.0))

        return mat
Exemplo n.º 17
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    def updateCameraVectors(self):
        front_x = np.cos(glm.radians(self.yaw) * np.cos(glm.radians(self.pitch)))
        front_y = np.sin(glm.radians(self.pitch))
        front_z = np.sin(glm.radians(self.yaw) * np.cos(glm.radians(self.pitch)))
        self.front = glm.normalize(glm.vec3(front_x, front_y, front_z))

        self.right = glm.normalize(glm.cross(self.front, self.world_up))
        self.up = glm.normalize(glm.cross(self.right, self.front))
Exemplo n.º 18
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 def UpdateCameraVectors(self):
     front = glm.vec3(1)
     front.x = cos(glm.radians(self.Yaw)) * cos(glm.radians(self.Pitch))
     front.y = sin(-glm.radians(self.Pitch))
     front.z = sin(glm.radians(self.Yaw)) * cos(glm.radians(self.Pitch))
     self.Front = glm.normalize(front)
     self.Right = glm.normalize(glm.cross(self.Front, self.WorldUp))
     self.Up = glm.normalize(glm.cross(self.Right, self.Front))
Exemplo n.º 19
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    def getView(self):
        m = glm.mat4(1.0)
        m = glm.translate(m, self.offset)
        m = glm.rotate(m, glm.radians(self.pitch), (1, 0, 0))
        m = glm.rotate(m, glm.radians(self.yaw), (0, 1, 0))
        m = glm.translate(m, self.pos)

        return m
Exemplo n.º 20
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 def getView(self): 
     self.viewMatrix = glm.identity(glm.mat4x4)
     self.viewMatrix = glm.rotate(self.viewMatrix, glm.radians(self.pitch), glm.vec3(1, 0, 0)) # x-axis
     self.viewMatrix = glm.rotate(self.viewMatrix, glm.radians(self.yaw), glm.vec3(0, 1, 0)) # y-axis
     self.viewMatrix = glm.rotate(self.viewMatrix, glm.radians(self.roll), glm.vec3(0, 0, 1)) # z-axis
     self.offsetCamera = glm.vec3(-self.x, -self.y, -self.z)
     self.viewMatrix = glm.translate(self.viewMatrix, self.offsetCamera)
     return self.viewMatrix
Exemplo n.º 21
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    def __update_camera_vectors(self):
        front = glm.vec3(0)
        front.x = np.cos(glm.radians(self.yaw)) * np.cos(glm.radians(self.pitch))
        front.y = np.sin(glm.radians(self.pitch))
        front.z = np.sin(glm.radians(self.yaw)) * np.cos(glm.radians(self.pitch))
        self.front = glm.normalize(front)

        self.right = glm.normalize(glm.cross(self.front, self.world_up))
Exemplo n.º 22
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 def getViewMatrix(self):
     i = glm.mat4(1)
     camTranslate = glm.translate(i, self.camPosition)
     camPitch = glm.rotate(i, glm.radians( self.camRotation.x ), glm.vec3(1,0,0))
     camYaw   = glm.rotate(i, glm.radians( self.camRotation.y ), glm.vec3(0,1,0))
     camRoll  = glm.rotate(i, glm.radians( self.camRotation.z ), glm.vec3(0,0,1))
     camRotate = camPitch * camYaw * camRoll
     return glm.inverse( camTranslate * camRotate )
Exemplo n.º 23
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    def getDirVec(self):
        vec = glm.vec4(0, 0, -1, 0)
        vec = glm.rotate(glm.mat4(1), glm.radians(-self.__degrees.x),
                         (1, 0, 0)) * vec
        vec = glm.rotate(glm.mat4(1), glm.radians(-self.__degrees.y),
                         (0, 1, 0)) * vec

        return glm.normalize(vec)
def render():
    glClearColor(0, 0, 0, 0.0)
    glClearDepth(1.0)
    glPointSize(5)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    projection = glm.perspective(
        glm.radians(camera.zoom),
        window.window_width * 1.0 / window.window_height, 0.1, 1000)
    view = camera.get_view_matrix()

    #
    # draw grid
    shader_program.use()
    shader_program.set_matrix("projection", glm.value_ptr(projection))
    shader_program.set_matrix("view", glm.value_ptr(view))

    m = glm.mat4(1.0)
    m = glm.translate(m, grid_position[2])
    m = glm.rotate(m, glm.radians(90), grid_position[1][1])
    m = glm.scale(m, glm.vec3(5))
    shader_program.set_matrix("model", glm.value_ptr(m))

    shader_program.un_use()
    grid_model.draw(shader_program, draw_type=GL_LINES)
    #
    # draw hand
    hand_shader_program.use()
    hand_shader_program.set_matrix("projection", glm.value_ptr(projection))
    hand_shader_program.set_matrix("view", glm.value_ptr(view))
    m = glm.mat4(1.0)
    m = glm.translate(m, glm.vec3(0, 6, 0))
    m = glm.rotate(m, glm.radians(-90), glm.vec3(1, 0, 0))
    # m = glm.rotate(m, glm.radians(model_position[1][1][0]), model_position[1][1][1])
    # m = glm.rotate(m, glm.radians(model_position[1][2][0]), model_position[1][2][1])
    m = glm.scale(m, glm.vec3(0.02, 0.02, 0.02))
    hand_shader_program.set_matrix("model", glm.value_ptr(m))
    hand_shader_program.set_uniform_3f("lightColor", light_color)
    hand_shader_program.set_uniform_3f("lightPos", light_position)
    hand_shader_program.set_uniform_3f("handColor", hand_color)
    hand_shader_program.un_use()

    hand_model.draw(hand_shader_program, draw_type=GL_TRIANGLES)

    #
    # draw light cube
    light_shader_program.use()
    light_shader_program.set_matrix("projection", glm.value_ptr(projection))
    light_shader_program.set_matrix("view", glm.value_ptr(view))
    m = glm.mat4(1.0)
    m = glm.translate(
        m, glm.vec3(light_position[0], light_position[1], light_position[2]))
    m = glm.scale(m, glm.vec3(1, 1, 1))
    light_shader_program.set_matrix("model", glm.value_ptr(m))
    light_shader_program.set_uniform_3f("lightColor", light_color)
    light_shader_program.un_use()

    light_cube.draw(light_shader_program, draw_type=GL_TRIANGLES)
Exemplo n.º 25
0
 def getMatrix(self):
     i = glm.mat4(1)
     translate = glm.translate(i, self.position)
     pitch = glm.rotate(i, glm.radians(self.rotation.x), glm.vec3(1, 0, 0))
     yaw = glm.rotate(i, glm.radians(self.rotation.y), glm.vec3(0, 1, 0))
     roll = glm.rotate(i, glm.radians(self.rotation.z), glm.vec3(0, 0, 1))
     rotate = pitch * yaw * roll
     scale = glm.scale(i, self.scale)
     return translate * rotate * scale
Exemplo n.º 26
0
        def get_mvp():
            fov = glm.radians(45.0)
            aspect = self.u_width / self.u_height
            near, far = 0.2, 20.0
            p = glm.perspective(fov, aspect, near, far)
            v = glm.rotate(glm.mat4(1.0), glm.radians(-180.0), glm.vec3(0.0, 1.0, 0.0))
            m = glm.translate(glm.mat4(1.0), glm.vec3(0.0, 0.0, 2.0))

            return m, v, p, p * v * m
Exemplo n.º 27
0
    def _update_cam_unit_pos(self):
        self._pitch = max(-89., min(89., self._pitch))

        pitch = glm.radians(self._pitch)
        yaw = glm.radians(self._yaw)

        self._cam_unit_pos = glm.normalize(glm.vec3(glm.cos(yaw) * glm.cos(pitch),
                                                    glm.sin(pitch),
                                                    glm.sin(yaw) * glm.cos(pitch)))
Exemplo n.º 28
0
def createTheMatrix(counter):
  translate = glm.translate(i, glm.vec3(0, 0, 0))
  rotate = glm.rotate(i, glm.radians(counter), glm.vec3(0, 1, 0))
  scale = glm.scale(i, glm.vec3(1, 1, 1))

  model = translate * rotate * scale
  view = glm.lookAt(glm.vec3(0, 0, 200), glm.vec3(0, 0, 0), glm.vec3(0, 1, 0))
  projection = glm.perspective(glm.radians(45), 800/600, 0.1, 1000)

  return projection * view * model
Exemplo n.º 29
0
    def updateCameraVectors(self):
        self.front.x = glm.cos(glm.radians(self.yaw)) * glm.cos(
            glm.radians(self.pitch))
        self.front.y = glm.sin(glm.radians(self.pitch))
        self.front.z = glm.sin(glm.radians(self.yaw)) * glm.cos(
            glm.radians(self.pitch))
        self.front = glm.normalize(self.front)

        self.right = glm.normalize(glm.cross(self.front, self.worldUp))
        self.up = glm.normalize(glm.cross(self.right, self.front))
Exemplo n.º 30
0
 def getMatrix(self, camera_pos, projection, camera_rot):
     i = glm.mat4(1)
     translate = glm.translate(i, glm.vec3(0, 0, 0))
     pitch = glm.rotate(i, glm.radians(self.rotation.x), glm.vec3(1, 0, 0))
     yaw = glm.rotate(i, glm.radians(self.rotation.y), glm.vec3(0, 1, 0))
     roll = glm.rotate(i, glm.radians(self.rotation.z), glm.vec3(0, 0, 1))
     rotate = pitch * yaw * roll
     scale = glm.scale(i, self.scale)
     view = glm.lookAt(camera_pos, self.position, glm.vec3(0, 1, 0))
     return translate * rotate * scale
Exemplo n.º 31
0
 def update(self):
     self.model_matrix = glm.mat4(1.0)
     self.model_matrix = glm.translate(self.model_matrix, self.pos)
     self.model_matrix = glm.scale(self.model_matrix, self.scale)
     self.model_matrix = glm.rotate(self.model_matrix,\
          glm.radians(self.angle.x), glm.vec3(1.0, 0.0, 0.0))
     self.model_matrix = glm.rotate(self.model_matrix,\
          glm.radians(self.angle.y), glm.vec3(0.0, 1.0, 0.0))
     self.model_matrix = glm.rotate(self.model_matrix,\
          glm.radians(self.angle.z), glm.vec3(0.0, 0.0, 1.0))
def drawFunc():
    glClearColor(1.0, 1.0, 1.0, 0.0)
    glClearDepth(1.0)
    glPointSize(5)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

    current_frame = glutGet(GLUT_ELAPSED_TIME)

    projection = glm.perspective(glm.radians(camera.zoom), SCR_WIDTH * 1.0 / SCR_HEIGHT, 0.1, 200)

    view = camera.get_view_matrix()

    shader_program.use()
    shader_program.set_matrix("projection", glm.value_ptr(projection))
    shader_program.set_matrix("view", glm.value_ptr(view))

    m = glm.mat4(1.0)
    m = glm.translate(m, grid_position[2])
    m = glm.rotate(m, glm.radians(90), grid_position[1][1])
    m = glm.scale(m, glm.vec3(5))
    shader_program.set_matrix("model", glm.value_ptr(m))

    shader_program.un_use()

    grid_model.draw(shader_program, draw_type=GL_LINES)

    robot_program.use()
    robot_program.set_matrix("projection", glm.value_ptr(projection))
    robot_program.set_matrix("view", glm.value_ptr(view))

    m = glm.mat4(1.0)
    m = glm.rotate(m, glm.radians(-90), glm.vec3(1, 0, 0))
    robot_program.set_matrix("model", glm.value_ptr(m))

    robot_program.un_use()

    human_model.animation(robot_program)

    #
    global last_frame
    last_frame = glutGet(GLUT_ELAPSED_TIME)
    global delta_time
    delta_time = (last_frame - current_frame)
    camera.process_keyboard(delta_time / 1000)
    if delta_time < 16:
        time.sleep((16 - delta_time) / 1000)
    calculate_FPS()
    global fps_count
    if fps_count == 100:
        fps_count = 0
        print('fps: %.2f' % _fps)
    fps_count += 1
    glutSwapBuffers()
    glutPostRedisplay()