Some cleaning
This commit is contained in:
parent
7e7ad309c7
commit
cfe9f7e913
|
@ -1,6 +1,6 @@
|
||||||
#!/usr/bin/env python3
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
from ..conv.model import Vertex
|
from .conv.model import Vertex
|
||||||
|
|
||||||
from OpenGL.GL import *
|
from OpenGL.GL import *
|
||||||
from OpenGL.GLU import *
|
from OpenGL.GLU import *
|
|
@ -1,6 +1,6 @@
|
||||||
#!/usr/bin/env python3
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
from ..conv.model import Vertex
|
from .conv.model import Vertex
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
|
|
|
@ -2,58 +2,9 @@
|
||||||
|
|
||||||
from math import sqrt
|
from math import sqrt
|
||||||
|
|
||||||
class Vertex:
|
from ..geometry import Vector
|
||||||
def __init__(self, x = 0.0, y = 0.0, z = 0.0):
|
|
||||||
self.x = x
|
|
||||||
self.y = y
|
|
||||||
self.z = z
|
|
||||||
|
|
||||||
def from_array(self, arr):
|
|
||||||
self.x = float(arr[0]) if len(arr) > 0 else None
|
|
||||||
self.y = float(arr[1]) if len(arr) > 1 else None
|
|
||||||
self.z = float(arr[2]) if len(arr) > 2 else None
|
|
||||||
return self
|
|
||||||
|
|
||||||
def __add__(self, other):
|
|
||||||
return Vertex(self.x + other.x, self.y + other.y, self.z + other.z)
|
|
||||||
|
|
||||||
def __mul__(self, other):
|
|
||||||
return Vertex(self.x * other, self.y * other, self.z * other)
|
|
||||||
|
|
||||||
def __rmul__(self, other):
|
|
||||||
return self.__mul__(other)
|
|
||||||
|
|
||||||
def norm2(self):
|
|
||||||
return self.x * self.x + self.y * self.y + self.z * self.z
|
|
||||||
|
|
||||||
def norm(self):
|
|
||||||
return sqrt(self.norm2())
|
|
||||||
|
|
||||||
def normalize(self):
|
|
||||||
norm = self.norm()
|
|
||||||
if abs(norm) > 0.0001:
|
|
||||||
self.x /= norm
|
|
||||||
self.y /= norm
|
|
||||||
self.z /= norm
|
|
||||||
|
|
||||||
def cross_product(v1, v2):
|
|
||||||
return Vertex(
|
|
||||||
v1.y * v2.z - v1.z * v2.y,
|
|
||||||
v1.z * v2.x - v1.x * v2.z,
|
|
||||||
v1.x * v2.y - v1.y * v2.x)
|
|
||||||
|
|
||||||
def from_points(v1, v2):
|
|
||||||
return Vertex(
|
|
||||||
v2.x - v1.x,
|
|
||||||
v2.y - v1.y,
|
|
||||||
v2.z - v1.z)
|
|
||||||
|
|
||||||
def __str__(self):
|
|
||||||
return '(' + ", ".join([str(self.x), str(self.y), str(self.z)]) + ")"
|
|
||||||
|
|
||||||
def dot(self, other):
|
|
||||||
return self.x * other.x + self.y * other.y + self.z * other.z
|
|
||||||
|
|
||||||
|
Vertex = Vector
|
||||||
Normal = Vertex
|
Normal = Vertex
|
||||||
TexCoord = Vertex
|
TexCoord = Vertex
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,57 @@
|
||||||
|
#!/usr/bin/env python3
|
||||||
|
|
||||||
|
from math import sqrt
|
||||||
|
|
||||||
|
class Vector:
|
||||||
|
def __init__(self, x = 0.0, y = 0.0, z = 0.0):
|
||||||
|
self.x = x
|
||||||
|
self.y = y
|
||||||
|
self.z = z
|
||||||
|
|
||||||
|
def from_array(self, arr):
|
||||||
|
self.x = float(arr[0]) if len(arr) > 0 else None
|
||||||
|
self.y = float(arr[1]) if len(arr) > 1 else None
|
||||||
|
self.z = float(arr[2]) if len(arr) > 2 else None
|
||||||
|
return self
|
||||||
|
|
||||||
|
def __add__(self, other):
|
||||||
|
return Vector(self.x + other.x, self.y + other.y, self.z + other.z)
|
||||||
|
|
||||||
|
def __mul__(self, other):
|
||||||
|
return Vector(self.x * other, self.y * other, self.z * other)
|
||||||
|
|
||||||
|
def __rmul__(self, other):
|
||||||
|
return self.__mul__(other)
|
||||||
|
|
||||||
|
def norm2(self):
|
||||||
|
return self.x * self.x + self.y * self.y + self.z * self.z
|
||||||
|
|
||||||
|
def norm(self):
|
||||||
|
return sqrt(self.norm2())
|
||||||
|
|
||||||
|
def normalize(self):
|
||||||
|
norm = self.norm()
|
||||||
|
if abs(norm) > 0.0001:
|
||||||
|
self.x /= norm
|
||||||
|
self.y /= norm
|
||||||
|
self.z /= norm
|
||||||
|
|
||||||
|
def cross_product(v1, v2):
|
||||||
|
return Vector(
|
||||||
|
v1.y * v2.z - v1.z * v2.y,
|
||||||
|
v1.z * v2.x - v1.x * v2.z,
|
||||||
|
v1.x * v2.y - v1.y * v2.x)
|
||||||
|
|
||||||
|
def from_points(v1, v2):
|
||||||
|
return Vector(
|
||||||
|
v2.x - v1.x,
|
||||||
|
v2.y - v1.y,
|
||||||
|
v2.z - v1.z)
|
||||||
|
|
||||||
|
def __str__(self):
|
||||||
|
return '(' + ", ".join([str(self.x), str(self.y), str(self.z)]) + ")"
|
||||||
|
|
||||||
|
def dot(self, other):
|
||||||
|
return self.x * other.x + self.y * other.y + self.z * other.z
|
||||||
|
|
||||||
|
|
|
@ -14,8 +14,8 @@ from OpenGL.GLU import *
|
||||||
|
|
||||||
from d3.conv.loadmodel import load_model
|
from d3.conv.loadmodel import load_model
|
||||||
from d3.conv.model import Vertex
|
from d3.conv.model import Vertex
|
||||||
from d3.controls.controls import TrackBallControls
|
from d3.controls import TrackBallControls
|
||||||
from d3.cameras.camera import Camera
|
from d3.camera import Camera
|
||||||
|
|
||||||
WINDOW_WIDTH = 1024
|
WINDOW_WIDTH = 1024
|
||||||
WINDOW_HEIGHT = 768
|
WINDOW_HEIGHT = 768
|
||||||
|
@ -53,9 +53,9 @@ def main(args):
|
||||||
|
|
||||||
VERTEX_SHADER = None
|
VERTEX_SHADER = None
|
||||||
FRAGMENT_SHADER = None
|
FRAGMENT_SHADER = None
|
||||||
with open('shaders/shader.vert') as f:
|
with open('assets/shaders/shader.vert') as f:
|
||||||
VERTEX_SHADER = compileShader(f.read(), GL_VERTEX_SHADER)
|
VERTEX_SHADER = compileShader(f.read(), GL_VERTEX_SHADER)
|
||||||
with open('shaders/shader.frag') as f:
|
with open('assets/shaders/shader.frag') as f:
|
||||||
FRAGMENT_SHADER = compileShader(f.read(), GL_FRAGMENT_SHADER)
|
FRAGMENT_SHADER = compileShader(f.read(), GL_FRAGMENT_SHADER)
|
||||||
|
|
||||||
SHADER = compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
|
SHADER = compileProgram(VERTEX_SHADER, FRAGMENT_SHADER)
|
||||||
|
|
Loading…
Reference in New Issue