2016-11-25 10:27:05 +00:00
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#!/usr/bin/env python3
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2016-11-25 13:56:37 +00:00
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from .geometry import Vector
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2016-11-25 10:39:34 +00:00
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import pygame
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2016-11-25 14:03:03 +00:00
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import OpenGL.GL as gl
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2016-11-25 10:39:34 +00:00
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import math
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2016-11-25 10:27:05 +00:00
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class Controls:
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def __init__(self):
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pass
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def apply(self):
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pass
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def update(self, time = 10):
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pass
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class TrackBallControls(Controls):
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def __init__(self):
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2016-11-25 10:39:34 +00:00
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super().__init__()
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2016-11-25 13:56:37 +00:00
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self.vertex = Vector()
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2016-11-25 10:27:05 +00:00
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self.theta = 0
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def apply(self):
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2016-11-25 14:03:03 +00:00
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gl.glRotatef(self.theta * 180 / math.pi, self.vertex.x, self.vertex.y, self.vertex.z)
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2016-11-25 10:27:05 +00:00
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def update(self, time = 10):
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if not pygame.mouse.get_pressed()[0]:
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return
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coeff = 0.001
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move = pygame.mouse.get_rel()
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2016-11-25 13:56:37 +00:00
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dV = Vector(move[1] * time * coeff, move[0] * time * coeff, 0)
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2016-11-25 10:27:05 +00:00
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dTheta = dV.norm2()
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if abs(dTheta) < 0.00001:
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return
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dV.normalize()
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cosT2 = math.cos(self.theta / 2)
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sinT2 = math.sin(self.theta / 2)
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cosDT2 = math.cos(dTheta / 2)
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sinDT2 = math.sin(dTheta / 2)
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2016-11-25 13:56:37 +00:00
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A = cosT2 * sinDT2 * dV + cosDT2 * sinT2 * self.vertex + sinDT2 * sinT2 * Vector.cross_product(dV, self.vertex)
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2016-11-25 10:27:05 +00:00
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2016-11-25 13:56:37 +00:00
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self.theta = 2 * math.acos(cosT2 * cosDT2 - sinT2 * sinDT2 * Vector.dot(dV, self.vertex))
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2016-11-25 10:27:05 +00:00
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self.vertex = A
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self.vertex.normalize()
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2016-11-25 10:53:35 +00:00
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class OrbitControls(Controls):
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def __init__(self):
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super().__init__()
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self.phi = 0
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self.theta = 0
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2016-11-25 10:27:05 +00:00
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2016-11-25 14:41:52 +00:00
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def apply(self):
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gl.glRotatef(self.theta * 180 / math.pi, 1.0, 0.0, 0.0)
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gl.glRotatef(self.phi * 180 / math.pi, 0.0, 1.0, 0.0)
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def update(self, time = 10):
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if not pygame.mouse.get_pressed()[0]:
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return
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move = pygame.mouse.get_rel()
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self.theta += move[1] * 0.01
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self.phi += move[0] * 0.01
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self.theta = max(min(self.theta, math.pi / 2), -math.pi / 2)
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