dkl9 commited on 2025-170 10:42:16
Showing 5 changed files, with 271 additions and 0 deletions.
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+from libs import * |
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+ |
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+# https://iquilezles.org/articles/intersectors/ |
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+def intersect_tri(ro, rd, tv): |
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+ e1 = tv[1] - tv[0] |
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+ e2 = tv[2] - tv[0] |
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+ to = ro - tv[0] |
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+ n = np.cross(e1, e2) |
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+ q = np.cross(to, rd) |
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+ d = 1.0 / np.dot(rd, n) |
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+ u = d * np.dot(-q, e2) |
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+ v = d * np.dot(q, e1) |
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+ t = d * np.dot(-n, to) |
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+ if u > 0.0 and v > 0.0 and u + v < 1.0 and t > 1e-3: |
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+ return t |
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+ |
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+class Camera: |
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+ def __init__(self, **kwargs): |
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+ self.pos = vec([0, 0, 0]) |
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+ self.theta = 0 |
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+ self.phi = 0 |
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+ self.fovy = kwargs.get("fovy", 90)
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+ self.aspect = 1 |
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+ |
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+ def looking(self): |
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+ return vec([ |
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+ np.cos(self.phi) * np.sin(self.theta), |
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+ np.sin(self.phi), |
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+ np.cos(self.phi) * np.cos(self.theta) |
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+ ]) |
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+ |
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+ def up(self): |
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+ return vec([0, 1, 0]) |
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+ |
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+ def view_mat(self): |
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+ f = normalize(self.looking()) |
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+ s = normalize(np.cross(f, self.up())) |
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+ u = np.cross(s, f) |
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+ m = np.identity(4, dtype=FLOAT) |
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+ m[:3, :3] = [s, u, -f] |
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+ m[:3, 3] = [-np.dot(s, self.pos), -np.dot(u, self.pos), np.dot(f, self.pos)] |
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+ return m |
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+ |
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+ def persp_mat(self): |
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+ near = 0.1 |
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+ far = 100 |
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+ f = 1.0 / np.tan(np.radians(self.fovy) / 2) |
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+ depth = near - far |
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+ return vec([ |
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+ [f / self.aspect, 0, 0, 0], |
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+ [0, f, 0, 0], |
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+ [0, 0, (near + far) / depth, (2 * near * far) / depth], |
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+ [0, 0, -1, 0] |
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+ ]) |
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+ |
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+ def mvp(self, ent): |
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+ return self.persp_mat() @ self.view_mat() @ ent.translate() @ ent.orient |
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+ |
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+ def draw(self, ent, loc_mvp, loc_col): |
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+ if not ent.vao: |
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+ ent.build_vao() |
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+ glUniformMatrix4fv(loc_mvp, 1, GL_TRUE, self.mvp(ent)) |
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+ glUniform4fv(loc_col, 1, ent.col) |
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+ glBindVertexArray(ent.vao) |
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+ glDrawArrays(ent.draw_mode, 0, len(ent.verts)) |
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+ |
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+ def target(self, scene): |
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+ l = self.looking() |
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+ d, c = None, None |
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+ for ent in scene: |
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+ if ent.draw_mode == GL_TRIANGLE_STRIP: |
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+ tl = (ent.verts[i:i + 3] for i in range(len(ent.verts) - 2)) |
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+ elif ent.draw_mode == GL_TRIANGLES: |
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+ tl = (ent.verts[3 * i:3 * (i + 1)] for i in range(len(ent.verts) // 3)) |
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+ else: |
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+ raise NotImplementedError |
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+ for t in tl: |
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+ r = intersect_tri(self.pos, l, ent.pos + np.dot(ent.orient[:3, :3].T, t)) |
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+ if r and (d is None or r < d): |
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+ d, c = r, ent |
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+ return c |
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+from libs import * |
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+ |
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+class Entity: |
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+ def __init__(self, verts, col, pos, mode=GL_TRIANGLE_STRIP): |
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+ self.verts = vec(verts) |
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+ self.col = vec(col) |
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+ self.pos = vec(pos) |
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+ self.draw_mode = mode |
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+ self.orient = np.identity(4, dtype=FLOAT) |
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+ self.vao = None |
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+ self.onclick = lambda s, b: print(f"clicked {s} with button {b}")
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+ |
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+ def build_vao(self): |
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+ self.vao = glGenVertexArrays(1) |
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+ glBindVertexArray(self.vao) |
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+ vbo = glGenBuffers(1) |
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+ glBindBuffer(GL_ARRAY_BUFFER, vbo) |
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+ glBufferData(GL_ARRAY_BUFFER, self.verts.nbytes, self.verts, GL_STATIC_DRAW) |
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+ glEnableVertexAttribArray(0) |
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+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None) |
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+ |
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+ def translate(self): |
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+ m = np.identity(4, dtype=FLOAT) |
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+ m[:3, 3] = self.pos |
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+ return m |
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+ |
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+ def rotate(self, theta, axis): |
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+ x, y, z = axis |
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+ c, s = np.cos(theta), np.sin(theta) |
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+ t = 1 - c |
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+ self.orient = vec([ |
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+ [t*x*x + c, t*x*y - s*z, t*x*z + s*y, 0], |
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+ [t*x*y + s*z, t*y*y + c, t*y*z - s*x, 0], |
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+ [t*x*z - s*y, t*y*z + s*x, t*z*z + c, 0], |
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+ [0, 0, 0, 1] |
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+ ]) @ self.orient |
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+ |
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+ def click(self, button): |
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+ self.onclick(self, button) |
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+from OpenGL.GL import shaders |
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+from libs import * |
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+from player import Player |
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+from entity import Entity |
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+ |
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+VS = """ |
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+#version 120 |
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+attribute vec3 position; |
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+uniform mat4 MVP; |
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+void main() {
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+ gl_Position = MVP * vec4(position, 1.0); |
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+} |
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+""" |
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+ |
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+FS = """ |
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+#version 120 |
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+uniform vec4 matCol; |
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+void main() {
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+ gl_FragColor = matCol; |
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+} |
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+""" |
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+ |
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+def weaken(self, button): |
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+ if button == 1: |
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+ self.col *= 0.9 |
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+ |
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+def toggle_spin(self, button): |
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+ if button == 3: |
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+ self.spin = not self.spin |
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+ |
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+def build_scene(): |
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+ ot = Entity( |
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+ [[-0.5, -0.5, 0.0], [0.5, -0.5, 0.0], [0.0, 0.5, 0.0]], |
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+ [1.0, 0.5, 0.2, 1.0], |
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+ [0.0, 0.0, 3.0] |
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+ ) |
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+ ot.spin = True |
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+ ot.onclick = toggle_spin |
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+ cr = Entity( |
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+ [[-0.8, -0.4, 0.0], [-0.8, 0.4, 0.0], [0.8, -0.4, 0.0], [0.8, 0.4, 0.0]], |
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+ [0.2, 0.5, 1.0, 1.0], |
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+ [3.0, -0.5, 0.0] |
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+ ) |
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+ cr.rotate(np.radians(90), [0.0, 1.0, 0.0]) |
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+ cr.onclick = weaken |
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+ return [ot, cr] |
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+ |
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+def main(): |
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+ pygame.init() |
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+ pygame.display.set_mode((640, 480), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) |
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+ pygame.display.set_caption("OpenGL!")
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+ sp = shaders.compileProgram( |
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+ shaders.compileShader(VS, GL_VERTEX_SHADER), |
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+ shaders.compileShader(FS, GL_FRAGMENT_SHADER) |
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+ ) |
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+ glUseProgram(sp) |
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+ glEnable(GL_DEPTH_TEST) |
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+ loc_mvp = glGetUniformLocation(sp, "MVP") |
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+ loc_matcol = glGetUniformLocation(sp, "matCol") |
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+ glClearColor(0.1, 0.1, 0.1, 1.0) |
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+ scene = build_scene() |
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+ clock = pygame.time.Clock() |
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+ cam = Player() |
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+ cam.set_focus(True) |
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+ while True: |
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+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) |
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+ for ent in scene: |
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+ cam.draw(ent, loc_mvp, loc_matcol) |
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+ for ev in pygame.event.get(): |
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+ if ev.type == pygame.QUIT or ev.type == pygame.KEYUP and ev.unicode == "q": |
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+ pygame.quit() |
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+ return |
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+ cam.handle_event(ev, scene) |
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+ cam.update_pos() |
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+ if scene[0].spin: |
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+ scene[0].rotate(0.03 / np.linalg.norm(scene[0].pos - cam.pos) ** 2, [0.0, 1.0, 0.0]) |
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+ pygame.display.flip() |
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+ clock.tick(60) |
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+ |
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+main() |
| ... | ... |
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+from libs import * |
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+import camera |
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+ |
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+ARROWS = [pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT, pygame.K_RIGHT] |
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+ |
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+def reshape(w, h): |
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+ glViewport(0, 0, w, h) |
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+ return w / h |
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+ |
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+class Player(camera.Camera): |
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+ def __init__(self, **kwargs): |
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+ super().__init__(**kwargs) |
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+ self.sensitivity = kwargs.get("sensitivity", 0.005)
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+ self.rv = vec([0, 0, 0]) |
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+ self.speed = kwargs.get("speed", 0.05)
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+ |
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+ def set_focus(self, f): |
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+ pygame.event.set_grab(f) |
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+ pygame.mouse.set_visible(not f) |
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+ |
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+ def get_focus(self): |
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+ return not pygame.mouse.get_visible() |
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+ |
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+ def mouse_move(self, dx, dy): |
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+ self.theta = (self.theta - self.sensitivity * dx) % (2 * np.pi) |
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+ self.phi = min(np.pi / 2, max(-np.pi / 2, self.phi + self.sensitivity * dy)) |
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+ |
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+ def update_motion(self, pk): |
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+ self.rv[0] = pk[pygame.K_RIGHT] - pk[pygame.K_LEFT] |
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+ self.rv[2] = pk[pygame.K_UP] - pk[pygame.K_DOWN] |
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+ |
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+ def vdof(self): |
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+ l = self.looking() |
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+ l[1] = 0 |
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+ u = self.up() |
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+ return vec([np.cross(l, u), u, l]) |
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+ |
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+ def update_pos(self): |
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+ self.pos += self.speed * self.vdof() @ self.rv.T |
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+ |
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+ def handle_event(self, ev, scene): |
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+ match ev.type: |
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+ case pygame.KEYUP | pygame.KEYDOWN: |
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+ if ev.unicode == "\x1b" and ev.type == pygame.KEYUP: |
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+ self.set_focus(False) |
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+ elif ev.key in ARROWS: |
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+ self.update_motion(pygame.key.get_pressed()) |
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+ case pygame.MOUSEMOTION: |
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+ if self.get_focus(): |
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+ self.mouse_move(ev.rel[0], -ev.rel[1]) |
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+ case pygame.MOUSEBUTTONUP: |
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+ if ev.button == 1: |
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+ self.set_focus(True) |
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+ case pygame.MOUSEBUTTONDOWN: |
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+ t = self.target(scene) |
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+ if t: |
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+ t.onclick(ev.button) |
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+ case pygame.WINDOWSIZECHANGED | pygame.WINDOWRESIZED: |
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+ self.aspect = reshape(ev.x, ev.y) |
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