#!/usr/bin/env python3 import sys import ctypes import pygame import argparse import os import math from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * from conv3d.loadmodel import load_model from conv3d.model import Vertex WINDOW_WIDTH = 1024 WINDOW_HEIGHT = 768 x = -0.5 y = 0.5 width = 1 height = 1 class TrackBallControls: def __init__(self): self.vertex = Vertex() self.theta = 0 def apply(self): glRotatef(self.theta * 180 / math.pi, self.vertex.x, self.vertex.y, self.vertex.z) def update(self, time = 10): if not pygame.mouse.get_pressed()[0]: return coeff = 0.001 move = pygame.mouse.get_rel() dV = Vertex(move[1] * time * coeff, move[0] * time * coeff, 0) dTheta = dV.norm2() print(dTheta) if abs(dTheta) < 0.00001: return dV.normalize() cosT2 = math.cos(self.theta / 2) sinT2 = math.sin(self.theta / 2) cosDT2 = math.cos(dTheta / 2) sinDT2 = math.sin(dTheta / 2) A = cosT2 * sinDT2 * dV + cosDT2 * sinT2 * self.vertex + sinDT2 * sinT2 * Vertex.cross_product(dV, self.vertex) self.theta = 2 * math.acos(cosT2 * cosDT2 - sinT2 * sinDT2 * Vertex.dot(dV, self.vertex)) self.vertex = A self.vertex.normalize() def init_frame(): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0,0,5,0,0,0,0,1,0) def main(args): controls = TrackBallControls() pygame.init() display = (WINDOW_WIDTH, WINDOW_HEIGHT) pygame.display.set_mode(display, DOUBLEBUF|OPENGL) # OpenGL init glMatrixMode(GL_PROJECTION) glLoadIdentity() 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) glLightfv(GL_LIGHT0, GL_POSITION, [10,5,7]) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) running = True model = load_model(args.input) # model.generate_vbo() while running: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() elif event.type == pygame.KEYUP: if event.key == pygame.K_ESCAPE: pygame.quit() quit() elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: pygame.mouse.get_rel() # Update physics controls.update() # Draw frame init_frame() glPushMatrix() controls.apply() model.gl_draw() glPopMatrix() glFlush() pygame.display.flip() # Sleep pygame.time.wait(10) if __name__ == '__main__': parser = argparse.ArgumentParser() parser.set_defaults(func=main) parser.add_argument('-v', '--version', action='version', version='1.0') parser.add_argument('-i', '--input', metavar='input', default=None, help='Input model') args = parser.parse_args() args.func(args)