Пример #1
0
def moveCamera():

    phi = controller.cameraPhi
    theta = controller.cameraTheta

    # Where to look
    atX = controller.xPos + np.cos(theta) * np.sin(phi)
    atY = controller.yPos + np.sin(theta) * np.sin(phi)
    atZ = 0.5 + np.cos(phi)

    viewPos = np.array([controller.xPos, controller.yPos, 0.5])
    viewUp = np.array([0, 0, 1])

    return tr.lookAt(viewPos, np.array([atX, atY, atZ]), viewUp), viewPos
Пример #2
0
def moveCamera():

    # Angles of a spherical system, determined by the controller
    phi = controller.cameraPhi
    theta = controller.cameraTheta

    # Zoom level of the camera, how far is from the center
    zoom = controller.cameraZoom

    # Camera position in cartesian coordinates
    camX = zoom * np.sin(phi) * np.cos(theta)
    camY = zoom * np.sin(phi) * np.sin(theta)
    camZ = zoom * np.cos(phi)

    # Phi direction in cartesian coordinates
    upX = -np.cos(phi) * np.cos(theta)
    upY = -np.cos(phi) * np.sin(theta)
    upZ = np.sin(phi)

    viewPos = np.array([camX, camY, camZ])
    viewUp = np.array([upX, upY, upZ])

    return tr.lookAt(viewPos, np.array([0, 0, 0.4]), viewUp), viewPos
    # 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
    cuboM, cuboC, cuboT,cuboN = crearCubos()
   

    # 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.lookAt(
            np.array([0.5,-3,3]),
            np.array([0,0,0]),
            np.array([0,0,1])
        )
    glUniformMatrix4fv(glGetUniformLocation(mvcPipeline.shaderProgram, "view"), 1, GL_TRUE, view)

    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 | 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:
Пример #4
0
        # Update camera values
        camera_theta -= 2.0*dt*(controller.right - controller.left)
        camera_phi -= 2.0*dt*(controller.up - controller.down)
        camera_phi = np.clip(camera_phi, 0+0.00001, np.pi/2) # view matrix is NaN when phi=0
        camera_r += 2.0*dt*(controller.zoomOut - controller.zoomIn)
        camera_r = np.clip(camera_r, 0.7, 3)

        cam_x = camera_r * np.sin(camera_phi) * np.sin(camera_theta)
        cam_y = camera_r * np.sin(camera_phi) * np.cos(camera_theta)
        cam_z = camera_r * np.cos(camera_phi)

        viewPos = np.array([cam_x,cam_y,cam_z])

        view = tr.lookAt(
            viewPos,
            np.array([0,0,0.5]),
            np.array([0,0,1])
        )

        # 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)

        if controller.showAxis:
            glUseProgram(mvpPipeline.shaderProgram)
            glUniformMatrix4fv(glGetUniformLocation(mvpPipeline.shaderProgram, "projection"), 1, GL_TRUE, projection)
				maHB = False
				controller.uno = False
				indiceKyJ = 0

			else: 
				indiceKyJ += 1



		x = controller.x 
		y = controller.y
		z = -controller.z

		view = tr.lookAt(
			np.array([0 + x,-0.0015 + y,7 + z]),
			np.array([x, y,0]),
			np.array([0,0,1])
		)

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

		nodoAnterior = sg.findNode(malla, "T" + cursoAnterior.codigo)
		tapaAnt = nodoAnterior.childs[1]
		nodoAnterior.childs = [cuboR, tapaAnt]

		nodoAnterior = sg.findNode(malla, cursoAnterior.codigo)
		nodoAnterior.transform = tr.scale(1,1,1)

		for requisitoAnt in cursoAnterior.requisitos:
Пример #6
0
        t0 = t1

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

        # Setting up the projection transform
        projection = tr.perspective(45, float(width) / float(height), 0.1, 100)

        # Setting up the view transform
        atX = -6 * mousePosX
        atZ = 5 * mousePosY

        atPos = np.array([atX, 0, atZ])

        view = tr.lookAt(np.array([0, 5, 2]), atPos, np.array([0, 0, 1]))

        # Setting up the model transform
        model = tr.identity()

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

        # The landscape is drawn with texture lighting
        glUseProgram(phongTexturePipeline.shaderProgram)
        glUniform3f(
            glGetUniformLocation(phongTexturePipeline.shaderProgram, "La"),
            1.0, 1.0, 1.0)
        glUniform3f(
            glGetUniformLocation(phongTexturePipeline.shaderProgram, "Ld"),
            1.0, 1.0, 1.0)
    glEnable(GL_DEPTH_TEST)

    # Creating shapes on GPU memory
    gpuAxis = es.toGPUShape(bs.createAxis(7))
    redCarNode = createCar(1,0,0)
    blueCarNode = createCar(0,0,1)

    blueCarNode.transform = np.matmul(tr.rotationZ(-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.lookAt(
            np.array([5,5,7]),
            np.array([0,0,0]),
            np.array([0,0,1])
        )
    glUniformMatrix4fv(glGetUniformLocation(mvcPipeline.shaderProgram, "view"), 1, GL_TRUE, view)

    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 | 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:
        # Acá ponemos la rotación de la cámara
        R = 10
        if camera_phi > np.pi/4:
            camera_phi = np.pi/4
        if camera_phi < -1*np.pi/4:
            camera_phi = -1*np.pi/4
        #print(camera_phi)
        camX = R * np.sin(camera_theta)
        camY = R * np.cos(camera_theta)
        camZ = R * camera_phi
        viewPos = np.array([camX, camY, camZ])

        # Eye and Look-At of the camera positioned to the carrot
        view = tr.lookAt(
            np.array([x_carrot + camX, y_carrot + camY, z_carrot + camZ]),
            np.array([x_carrot, y_carrot, z_carrot]),
            np.array([0, 0, 1])
        )

        # Setting up the projection transform
        projection = tr.perspective(60, float(width)/float(height), 0.1, 100)
        #projection = tr.ortho(0, 600, 0, 600, 0.1, 100)

        # 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)
Пример #9
0
def Amy_jump(estructura):
    if __name__ == "__main__":

        # Initialize glfw
        if not glfw.init():
            sys.exit()

        width = 700
        height = 700

        window = glfw.create_window(width, height, "Amy Jump", None, None)

        if not window:
            glfw.terminate()
            sys.exit()

        glfw.make_context_current(window)

        # Connecting the callback function 'on_key' to handle keyboard events
        glfw.set_key_callback(window, on_key)

        # Defining shader programs
        pipeline = ls.SimpleGouraudShaderProgram()
        texture_pipeline = es.SimpleTextureModelViewProjectionShaderProgram()
        color_pipeline = es.SimpleModelViewProjectionShaderProgram()
        tex_pipeline = es.SimpleTextureTransformShaderProgram()

        # Telling OpenGL to use our shader program
        glUseProgram(pipeline.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)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        # Creamos los objetos
        # Amy
        gpuAmy = es.toGPUShape(shape=readOBJ('amy.obj', (1, 0, 0.5)))

        # Anillo (trofeo)
        gpuAnillo = es.toGPUShape(shape=readOBJ('ring.obj', (0.9, 0.9, 0)))

        # Fondo
        fondo = Fondo()

        #Piso
        piso = bs.createTextureCube('piso.jpg')
        gpupiso = es.toGPUShape(piso, GL_REPEAT, GL_LINEAR)
        piso_transform = tr.matmul(
            [tr.uniformScale(24),
             tr.translate(0, 0, -0.53)])

        # Pantalla de inicio
        amyi = es.toGPUShape(bs.createTextureQuad("amy2.png", 1, 1), GL_REPEAT,
                             GL_LINEAR)

        # Pantala de perdida
        eggman = es.toGPUShape(bs.createTextureQuad("eggman.png", 1, 1),
                               GL_REPEAT, GL_LINEAR)

        # Pantalla de ganador
        amyf = es.toGPUShape(bs.createTextureQuad("am.png", 1, 1), GL_REPEAT,
                             GL_LINEAR)

        # Barras
        barras = CreateBarras()
        barras.create(estructura)

        #Revisamos el tiempo
        t0 = glfw.get_time()

        # Posiciones de Amy
        posX = 0
        posY = 0
        posZ = 0.5

        #Cuenta los fondo que ya se crearon
        count = 1

        # Indica hasta que altura se debe llegar al saltar
        alt = 0

        # Dice si se puede saltar o no
        salto = True

        #Indica cuando se "pierde" por saltar mal
        perder = False

        #Indica cuando se pierde por una flecha
        perder2 = False

        # Dice si se debe mandar una flecha de ataque
        arrow = True

        #Se crea la flecha con las posiciones hacia Amy
        flechas = Flecha(posX, posY, posZ)

        #Tamaño inicial de la imagen de partida, de perdida y de ganador
        ag = 2
        eg = 0
        af = 0

        # rotaciones de Amy
        rotz = np.pi
        rotx = np.pi / 2
        roty = 0

        #Indica si ya estuvo en una barra
        bt = False

        #Rotaciones y posiciones del aro
        ra = 0
        x = 0
        y = 0
        #Indica si gana o pierde
        ganar = False

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

            # Getting the time difference from the previous iteration
            t1 = glfw.get_time()
            dt = t1 - t0
            t0 = t1

            #Se define la vista "fija" del juego
            view = tr.lookAt(np.array([12, -5, 8 + (posZ - 0.5)]),
                             np.array([posX * 0.4, posY * 0.4, posZ]),
                             np.array([0, 0, 1]))

            #Cambia la vista mientras se mantengan apretadas las teclas

            if (glfw.get_key(window, glfw.KEY_B) == glfw.PRESS):
                view = tr.lookAt(np.array([0, 1, 17.5 + (posZ)]),
                                 np.array([0, 0, 0]), np.array([0, 0, 1]))
            if (glfw.get_key(window, glfw.KEY_N) == glfw.PRESS):
                view = tr.lookAt(np.array([-12, -5, 7.5 + posZ]),
                                 np.array([posX, posY, posZ]),
                                 np.array([0, 0, 1]))
            if (glfw.get_key(window, glfw.KEY_M) == glfw.PRESS):
                view = tr.lookAt(np.array([0, 10, -0.5 + posZ]),
                                 np.array([posX, posY, posZ]),
                                 np.array([0, 0, 1]))

            # Setting up the projection transform
            projection = tr.perspective(60,
                                        float(width) / float(height), 0.1, 100)

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

            #Dibujamos el fondo
            fondo.Draw(texture_pipeline, projection, view)

            # Revisamos si se debe crear otro fondo
            if posZ > 13 * count:
                fondoazul = FondoAzul(count, fondo)
                count += 1

            #Dibujamos el piso
            glUseProgram(texture_pipeline.shaderProgram)
            glUniformMatrix4fv(
                glGetUniformLocation(texture_pipeline.shaderProgram, "model"),
                1, GL_TRUE, piso_transform)
            glUniformMatrix4fv(
                glGetUniformLocation(texture_pipeline.shaderProgram,
                                     "projection"), 1, GL_TRUE, projection)
            glUniformMatrix4fv(
                glGetUniformLocation(texture_pipeline.shaderProgram, "view"),
                1, GL_TRUE, view)
            texture_pipeline.drawShape(gpupiso)

            # Luz
            glUseProgram(pipeline.shaderProgram)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "La"),
                        1.0, 1.0, 1.0)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ld"),
                        1.0, 1.0, 1.0)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ls"),
                        1.0, 1.0, 1.0)

            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ka"),
                        0.3, 0.3, 0.3)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Kd"),
                        0.9, 0.9, 0.9)
            glUniform3f(glGetUniformLocation(pipeline.shaderProgram, "Ks"),
                        0.2, 0.2, 0.2)

            glUniform3f(
                glGetUniformLocation(pipeline.shaderProgram, "lightPosition"),
                0, 0, posZ + 5)
            glUniform3f(
                glGetUniformLocation(pipeline.shaderProgram, "viewPosition"),
                0, 0, posZ + 5)
            glUniform1ui(
                glGetUniformLocation(pipeline.shaderProgram, "shininess"),
                1000)
            glUniform1f(
                glGetUniformLocation(pipeline.shaderProgram,
                                     "constantAttenuation"), 0.01)
            glUniform1f(
                glGetUniformLocation(pipeline.shaderProgram,
                                     "linearAttenuation"), 0.1)
            glUniform1f(
                glGetUniformLocation(pipeline.shaderProgram,
                                     "quadraticAttenuation"), 0.01)

            #Dibujamos a Amy
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "projection"), 1,
                GL_TRUE, projection)
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "view"), 1,
                GL_TRUE, view)
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "model"), 1,
                GL_TRUE,
                tr.matmul([
                    tr.translate(posX, posY, posZ),
                    tr.rotationZ(rotz),
                    tr.rotationX(rotx),
                    tr.rotationY(roty),
                    tr.uniformScale(0.4)
                ]))
            pipeline.drawShape(gpuAmy)

            #Dibujamos el anillo a la altura de la ultima barra
            glUniformMatrix4fv(
                glGetUniformLocation(pipeline.shaderProgram, "model"), 1,
                GL_TRUE,
                tr.matmul([
                    tr.translate(x, y, barras.altura * 2),
                    tr.rotationZ(ra),
                    tr.uniformScale(0.5)
                ]))
            pipeline.drawShape(gpuAnillo)

            # Dibujamos la pantalla inicial
            glUseProgram(tex_pipeline.shaderProgram)
            glUniformMatrix4fv(
                glGetUniformLocation(tex_pipeline.shaderProgram, "transform"),
                1, GL_TRUE,
                tr.matmul([tr.translate(0, 0, 0),
                           tr.uniformScale(ag)]))
            tex_pipeline.drawShape(amyi)

            # Dibujamos la pantalla de perdida
            glUniformMatrix4fv(
                glGetUniformLocation(tex_pipeline.shaderProgram, "transform"),
                1, GL_TRUE,
                tr.matmul([tr.translate(0, 0, 0),
                           tr.uniformScale(eg)]))
            tex_pipeline.drawShape(eggman)

            # Dibujamos la pantalla de ganador
            glUniformMatrix4fv(
                glGetUniformLocation(tex_pipeline.shaderProgram, "transform"),
                1, GL_TRUE,
                tr.matmul([tr.translate(0, 0, 0),
                           tr.uniformScale(af)]))
            tex_pipeline.drawShape(amyf)

            # Hace una copia de la lista de barras
            b = barras.barras

            #Indica que hay gravedad por lo cual amy va a caer mientras no este en una plataforma
            grav = True

            #Cambia el angulo de de rotación del aro
            ra -= 2 * dt

            #Revisa que la posición de las barras calza con Amy
            for i in range(len(b)):
                if posX <= 2 * b[i].posx + 1 and posX >= 2 * b[
                        i].posx - 1 and posY <= 2 * b[
                            i].posy + 1 and posY >= 2 * b[
                                i].posy - 1 and posZ <= b[
                                    i].posz * 0.3 + 1.4 and posZ >= b[
                                        i].posz * 0.3 + 1.25:
                    if b[i].real == False:  #Revisa si la barra es real, de serlo no la dibuja y no apaga la gravedad
                        b[i].dibujo = False
                    else:
                        grav = False  #si no, apaga la gravedad
                        bt = True  #indica que ya se subio una barra

            # Implementa la gravedad
            if posZ > 0.6 and grav == True:
                posZ -= 3 * dt

            #Mueve a Amy dependiendo de la tecla que se precione
            if (glfw.get_key(window, glfw.KEY_A) == glfw.PRESS):
                if posX > -6:
                    posX -= 5 * dt
            if (glfw.get_key(window, glfw.KEY_D) == glfw.PRESS):
                if posX < 6:
                    posX += 5 * dt
            if (glfw.get_key(window, glfw.KEY_W) == glfw.PRESS):
                if posY < 6:
                    posY += 5 * dt
            if (glfw.get_key(window, glfw.KEY_S) == glfw.PRESS):
                if posY > -6:
                    posY -= 5 * dt
            #Implementa los saltos
            if (glfw.get_key(window, glfw.KEY_SPACE) == glfw.PRESS):
                #si se puede saltar
                if salto == True:
                    salto = False  #se bloquea otro salto
                    alt = 2 + posZ  #calcula hasta donde debe llegar
                #si no pierde y no llega al limite de altura
                if alt >= posZ and perder == False:
                    posZ += 5 * dt  #salta
                #Si esta en una barra y aún no pierde
                if grav == False and perder2 == False:
                    salto = True  #Puede volver a saltar
                    perder = False  #aún no pierde
                #Inidica que perdio
                if alt < posZ + 0.01:
                    perder = True
            # Si es que se puede hacer una flecha
            if arrow == True:
                ti = t1  #Revisamos el tiempo actual
                arrow = False  #decimos que no se pueden hacer mas flechas
                flechas = Flecha(posX, posY,
                                 posZ)  #se indica las posicones de la flecha
            # Si ya pasa un tiempo especifico
            if ti + 3 < t1:
                arrow = True  # se puede hacer otra flecha
            #Revisamos que una flecha toca a Amy
            if flechas.posx <= posX + 0.1 and flechas.posx >= posX - 0.1 and flechas.posy <= -posY * 0.2 + 0.1 and flechas.posy >= -posY * 0.2 - 0.1 and flechas.posz <= posZ * 0.2 + 0.1 and flechas.posz >= posZ * 0.2 - 0.1:
                perder2 = True  #Pierde
            #Mueve las flechas a partir de un tiempo en especifico
            if t1 > 8:
                flechas.update(4 * dt)
                flechas.draw(pipeline, projection, view)
            #Hace el movimiento de la imagen inicial
            if t1 < 8:
                if ag > 0:
                    ag -= dt
            #Si pierde genera la imagen de game over y Amy empieza a rotar
            if ((posZ >= 0.5 and posZ <= 0.6 and grav and bt) or perder2 or
                (salto == False and posZ >= 0.5
                 and posZ <= 0.6)) and ganar == False:
                if eg < 2:
                    eg += 0.8 * dt
                rotx -= 2 * dt
                rotz -= 2 * dt
            #Indica cuando gana
            if barras.altura * 2 - posZ <= 0.5 and barras.altura * 2 - posZ >= 0 and grav == False:
                ganar = True
                #Mueve el aro a Amy
                if x < 1.7 * posX:
                    x += 5 * dt
                elif x >= 1.7 * posX:
                    x -= 5 * dt
                if y < 1 * posY:
                    y += 5 * dt
                elif y >= 1 * posY:
                    y -= 5 * dt
                #Hace el movimiento de la imagen de ganador
                if af < 2:
                    af += 0.8 * dt

            #Dibuja las barras
            barras.draw(color_pipeline, projection, view)

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

        glfw.terminate()
Пример #10
0
    # 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)
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

    # Using the same view and projection matrices in the whole application
    projection = tr.perspective(45, float(width) / float(height), 0.1, 100)

    # Generaremos diversas cámaras.
    static_view = tr.lookAt(
        np.array([10, 10, 5]),  # eye
        np.array([0, 0, 0]),  # at
        np.array([0, 0, 1])  # up
    )
    view = static_view

    skyBox = bs.createTextureCube('skybox.png')
    sun = model.generateSphereShapeNormals(20, 20)

    GPUsun = es.toGPUShape(sun)
    GPUSkyBox = es.toGPUShape(skyBox, GL_REPEAT, GL_LINEAR)

    skybox_transform = tr.uniformScale(20)

    t0 = glfw.get_time()
    while not glfw.window_should_close(window):
        # Using GLFW to check for input events