Some cleaning
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@ -1,6 +1,6 @@
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#!/usr/bin/env python3
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from ..conv.model import Vertex
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from .conv.model import Vertex
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from OpenGL.GL import *
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from OpenGL.GLU import *
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@ -1,6 +1,6 @@
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#!/usr/bin/env python3
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from ..conv.model import Vertex
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from .conv.model import Vertex
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import pygame
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@ -2,58 +2,9 @@
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from math import sqrt
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class Vertex:
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def __init__(self, x = 0.0, y = 0.0, z = 0.0):
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self.x = x
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self.y = y
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self.z = z
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def from_array(self, arr):
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self.x = float(arr[0]) if len(arr) > 0 else None
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self.y = float(arr[1]) if len(arr) > 1 else None
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self.z = float(arr[2]) if len(arr) > 2 else None
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return self
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def __add__(self, other):
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return Vertex(self.x + other.x, self.y + other.y, self.z + other.z)
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def __mul__(self, other):
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return Vertex(self.x * other, self.y * other, self.z * other)
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def __rmul__(self, other):
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return self.__mul__(other)
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def norm2(self):
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return self.x * self.x + self.y * self.y + self.z * self.z
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def norm(self):
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return sqrt(self.norm2())
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def normalize(self):
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norm = self.norm()
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if abs(norm) > 0.0001:
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self.x /= norm
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self.y /= norm
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self.z /= norm
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def cross_product(v1, v2):
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return Vertex(
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v1.y * v2.z - v1.z * v2.y,
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v1.z * v2.x - v1.x * v2.z,
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v1.x * v2.y - v1.y * v2.x)
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def from_points(v1, v2):
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return Vertex(
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v2.x - v1.x,
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v2.y - v1.y,
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v2.z - v1.z)
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def __str__(self):
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return '(' + ", ".join([str(self.x), str(self.y), str(self.z)]) + ")"
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def dot(self, other):
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return self.x * other.x + self.y * other.y + self.z * other.z
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from ..geometry import Vector
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Vertex = Vector
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Normal = Vertex
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TexCoord = Vertex
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@ -0,0 +1,57 @@
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#!/usr/bin/env python3
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from math import sqrt
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class Vector:
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def __init__(self, x = 0.0, y = 0.0, z = 0.0):
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self.x = x
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self.y = y
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self.z = z
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def from_array(self, arr):
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self.x = float(arr[0]) if len(arr) > 0 else None
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self.y = float(arr[1]) if len(arr) > 1 else None
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self.z = float(arr[2]) if len(arr) > 2 else None
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return self
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def __add__(self, other):
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return Vector(self.x + other.x, self.y + other.y, self.z + other.z)
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def __mul__(self, other):
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return Vector(self.x * other, self.y * other, self.z * other)
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def __rmul__(self, other):
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return self.__mul__(other)
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def norm2(self):
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return self.x * self.x + self.y * self.y + self.z * self.z
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def norm(self):
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return sqrt(self.norm2())
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def normalize(self):
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norm = self.norm()
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if abs(norm) > 0.0001:
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self.x /= norm
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self.y /= norm
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self.z /= norm
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def cross_product(v1, v2):
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return Vector(
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v1.y * v2.z - v1.z * v2.y,
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v1.z * v2.x - v1.x * v2.z,
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v1.x * v2.y - v1.y * v2.x)
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def from_points(v1, v2):
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return Vector(
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v2.x - v1.x,
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v2.y - v1.y,
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v2.z - v1.z)
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def __str__(self):
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return '(' + ", ".join([str(self.x), str(self.y), str(self.z)]) + ")"
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def dot(self, other):
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return self.x * other.x + self.y * other.y + self.z * other.z
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@ -14,8 +14,8 @@ from OpenGL.GLU import *
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from d3.conv.loadmodel import load_model
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from d3.conv.model import Vertex
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from d3.controls.controls import TrackBallControls
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from d3.cameras.camera import Camera
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from d3.controls import TrackBallControls
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from d3.camera import Camera
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WINDOW_WIDTH = 1024
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WINDOW_HEIGHT = 768
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@ -53,9 +53,9 @@ def main(args):
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VERTEX_SHADER = None
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FRAGMENT_SHADER = None
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with open('shaders/shader.vert') as f:
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with open('assets/shaders/shader.vert') as f:
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VERTEX_SHADER = compileShader(f.read(), GL_VERTEX_SHADER)
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with open('shaders/shader.frag') as f:
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with open('assets/shaders/shader.frag') as f:
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FRAGMENT_SHADER = compileShader(f.read(), GL_FRAGMENT_SHADER)
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SHADER = compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
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