Reorganized imports
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				| @ -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') | ||||
|  | ||||
| @ -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): | ||||
| 
 | ||||
|  | ||||
| @ -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() | ||||
|  | ||||
							
								
								
									
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								viewer.py
									
									
									
									
									
								
							| @ -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__': | ||||
|  | ||||
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