Reorganized imports

This commit is contained in:
Thomas FORGIONE 2016-11-25 15:03:03 +01:00
parent c6537a8f8c
commit e953492280
4 changed files with 38 additions and 43 deletions

View File

@ -3,9 +3,8 @@
import argparse
import os
from d3.model.ply import PLYExporter
from d3.model.tools import convert
from functools import partial
import d3.model.tools as mt
import functools as fc
def check_path(path, should_exist):
""" Check that a path (file or folder) exists or not and return it.
@ -18,7 +17,7 @@ def check_path(path, should_exist):
def main(args):
output = args.output if args.output is not None else '.' + args.type
result = convert(args.input, output)
result = mt.convert(args.input, output)
if args.output is None:
print(result)
@ -31,7 +30,7 @@ if __name__ == '__main__':
parser.set_defaults(func=main)
parser.add_argument('-v', '--version', action='version', version='1.0')
parser.add_argument('-i', '--input', metavar='input',
type=partial(check_path, should_exist=True), default=None,
type=fc.partial(check_path, should_exist=True), default=None,
help='Input file (.obj)')
parser.add_argument('-o', '--output', metavar='output',
help='Output path')

View File

@ -3,10 +3,7 @@
from .geometry import Vector
import pygame
from OpenGL.GL import *
from OpenGL.GLU import *
import OpenGL.GL as gl
import math
class Controls:
@ -26,7 +23,7 @@ class TrackBallControls(Controls):
self.theta = 0
def apply(self):
glRotatef(self.theta * 180 / math.pi, self.vertex.x, self.vertex.y, self.vertex.z)
gl.glRotatef(self.theta * 180 / math.pi, self.vertex.x, self.vertex.y, self.vertex.z)
def update(self, time = 10):

View File

@ -1,6 +1,6 @@
#!/usr/bin/env python3
from math import sqrt
import math
class Vector:
def __init__(self, x = 0.0, y = 0.0, z = 0.0):
@ -27,7 +27,7 @@ class Vector:
return self.x * self.x + self.y * self.y + self.z * self.z
def norm(self):
return sqrt(self.norm2())
return math.sqrt(self.norm2())
def normalize(self):
norm = self.norm()

View File

@ -2,15 +2,14 @@
import sys
import ctypes
import pygame
import argparse
import os
import math
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GL.shaders import *
from OpenGL.GLU import *
import pygame as pg
import pygame.locals as pgl
import OpenGL.GL as gl
import OpenGL.GLU as glu
from d3.model.tools import load_model
from d3.geometry import Vector
@ -26,20 +25,20 @@ def main(args):
camera = Camera(Vector(0,0,5), Vector(0,0,0))
controls = TrackBallControls()
pygame.init()
pg.init()
display = (WINDOW_WIDTH, WINDOW_HEIGHT)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL)
pg.display.set_mode(display, pgl.DOUBLEBUF | pgl.OPENGL)
# OpenGL init
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, (WINDOW_WIDTH / WINDOW_HEIGHT), 0.1, 50.0)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
glu.gluPerspective(45, (WINDOW_WIDTH / WINDOW_HEIGHT), 0.1, 50.0)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glEnable(GL_BLEND)
glClearColor(0, 0, 0, 0)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_CULL_FACE)
gl.glEnable(gl.GL_BLEND)
gl.glClearColor(0, 0, 0, 0)
running = True
@ -49,40 +48,40 @@ def main(args):
shader = DefaultShader()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
quit()
elif event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE:
pygame.quit()
elif event.type == pg.KEYUP:
if event.key == pg.K_ESCAPE:
pg.quit()
quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
elif event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
pygame.mouse.get_rel()
pg.mouse.get_rel()
# Update physics
controls.update()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
camera.look()
glPushMatrix()
gl.glPushMatrix()
controls.apply()
shader.bind()
model.gl_draw()
shader.unbind()
glPopMatrix()
gl.glPopMatrix()
glFlush()
pygame.display.flip()
gl.glFlush()
pg.display.flip()
# Sleep
pygame.time.wait(10)
pg.time.wait(10)
if __name__ == '__main__':