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# PyEPL: hardware/vr/environment.pyx
#
# Copyright (C) 2003-2005 Michael J. Kahana
# Authors: Ian Schleifer, Per Sederberg, Aaron Geller, Josh Jacobs
# URL: http://memory.psych.upenn.edu/programming/pyepl
#
# Distributed under the terms of the GNU Lesser General Public License
# (LGPL). See the license.txt that came with this file.
from OpenGL.GL import glGenLists, glNewList, glEndList, glEnable, glDisable, glViewport, glMatrixMode, glLoadIdentity, glClear, glRotatef, glTranslatef, glCallLists, glBindTexture, glBegin, glTexCoord2f, glVertex3f, glEnd, GL_COMPILE, GL_TEXTURE_2D, GL_PROJECTION, GL_MODELVIEW, GL_DEPTH_BUFFER_BIT, GL_QUADS, glCallList, GL_DEPTH_TEST, GL_TRUE, glPushMatrix, glPopMatrix, glDeleteLists, GL_CULL_FACE, glCullFace, GL_FRONT, glGetFloatv, GL_MODELVIEW_MATRIX, GL_TRIANGLE_STRIP, glVertex2f, GL_BLEND, glBlendFunc, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, glFogi, glFogf, glFogfv, GL_FOG, GL_FOG_MODE, GL_FOG_DENSITY, GL_FOG_START, GL_FOG_END, GL_FOG_COLOR, GL_LINEAR, GL_EXP, GL_EXP2, glHint, GL_FOG_HINT, GL_NICEST, glColor4f, glTexParameteri, GL_TEXTURE_WRAP_S
from OpenGL.GLU import gluPerspective, gluSphere, gluNewQuadric, gluQuadricNormals, gluQuadricTexture, GLU_SMOOTH, gluQuadricOrientation, GLU_INSIDE
import ode
from pyepl.hardware.timing import universal_time
from numpy import reshape, asarray
from math import sqrt, ceil
cdef object collattrs
cdef float maxfacetlength
# OSX glLoadMatrixf fix
import OpenGL.GL
cdef object glLoadMatrixf
if hasattr(OpenGL.GL,"glLoadMatrixf"):
glLoadMatrixf = OpenGL.GL.glLoadMatrixf
else:
glLoadMatrixf = OpenGL.GL.glLoadMatrix
collattrs = [
("mu", "setMu", 0),
("mu2", "setMu2", ode.ContactMu2),
("bounce", "setBounce", ode.ContactBounce),
("bounce_vel", "setBounceVel", ode.ContactBounce),
("soft_erp", "setSoftERP", ode.ContactSoftERP),
("soft_cfm", "setSoftCFM", ode.ContactSoftCFM),
("motion1", "setMotion1", ode.ContactMotion1),
("motion2", "setMotion2", ode.ContactMotion2),
("slip1", "setSlip1", ode.ContactSlip1),
("slip2", "setSlip2", ode.ContactSlip2),
("contact_approx1_1", None, ode.ContactApprox1_1),
("contact_approx1_2", None, ode.ContactApprox1_2),
("contact_approx1", None, ode.ContactApprox1)
]
def setMaxFacetLength(float x):
global maxfacetlength
maxfacetlength = x
cdef class VREntity:
pass
cdef class VRShape(VREntity):
def getODEGeometries(self, world, space): # To be overridden
pass
cdef class VRVisible(VREntity):
def prepare(self): # To be overridden
pass
def construct(self): # To be overridden
pass
def clean(self): # To be overridden
pass
cdef class VRDynamic(VREntity):
def liveConstruct(self, float x, float y, float z, float yaw, float pitch, float roll, float fovy, float aspect, int width, int height): # To be overridden
pass
cdef class LowVEnvironment:
cdef object entities
cdef object gl_lists
cdef object gl_live_constructs
cdef object ode_geometries
cdef readonly object world
cdef object contactgroup
cdef readonly object space
cdef object ode_to_remove
cdef object ode_to_add
cdef object laststep
cdef int stepping
cdef int fogmode
cdef object fogcolor
cdef float fogfar
cdef float fognear
cdef float fogdensity
def __init__(self):
"""
"""
self.entities = {}
self.gl_lists = []
self.gl_live_constructs = []
self.fogmode = 0
# create ODE world...
self.world = ode.World()
self.contactgroup = ode.JointGroup()
self.space = ode.Space()
self.ode_to_remove = []
self.ode_to_add = []
self.laststep = None
self.stepping = 0
def __del__(self):
"""
"""
for entity in self.entities.keys():
self.removeEntity(entity)
def addEntity(self, entity):
"""
"""
if isinstance(entity, VRShape):
self.ode_to_add.append(entity)
geoms = []
if isinstance(entity, VRVisible):
listnum = glGenLists(1)
entity.prepare()
glNewList(listnum, GL_COMPILE)
entity.construct()
glEndList()
else:
listnum = None
if isinstance(entity, VRDynamic):
self.gl_live_constructs.append(entity)
self.entities[entity] = (listnum, geoms)
if not listnum is None:
self.gl_lists.append(listnum)
return entity
def removeEntity(self, entity):
"""
"""
listnum, geoms = self.entities.pop(entity)
if not listnum is None:
glDeleteLists(listnum, 1)
self.gl_lists.remove(listnum)
for geom in geoms:
self.ode_to_remove.append(geom)
if entity in self.gl_live_constructs:
self.gl_live_constructs.remove(entity)
def render(self, float x, float y, float z, float yaw, float pitch, float roll, float fovy, float aspect, float zNear, float zFar, int lowerleftx, int lowerlefty, int width, int height):
"""
"""
cdef object i
glEnable(GL_TEXTURE_2D)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
#glCullFace(GL_FRONT)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
if self.fogmode:
glFogi(GL_FOG_MODE, self.fogmode)
glFogf(GL_FOG_DENSITY, self.fogdensity)
glFogf(GL_FOG_START, self.fognear)
glFogf(GL_FOG_END, self.fogfar)
glFogfv(GL_FOG_COLOR, self.fogcolor)
glHint(GL_FOG_HINT, GL_NICEST)
glEnable(GL_FOG)
else:
glDisable(GL_FOG)
glViewport(lowerleftx, lowerlefty, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(fovy, aspect, zNear, zFar)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glClear(GL_DEPTH_BUFFER_BIT)
glRotatef(yaw, 0.0, -1.0, 0.0)
glRotatef(pitch, -1.0, 0.0, 0.0)
glRotatef(roll, 0.0, 0.0, -1.0)
glTranslatef(-x, -y, -z)
#for i in self.gl_lists:
# glCallList(i)
glCallLists(self.gl_lists)
for i in self.gl_live_constructs:
i.liveConstruct(x, y, z, yaw, pitch, roll, fovy, aspect, width, height)
def near_callback(self, args, geom1, geom2):
"""
"""
global collattrs
cdef object contacts
cdef object world
cdef object contactgroup
cdef long mode
cdef object x
cdef object attrname
cdef object setfuncname
cdef long modebit
contacts=ode.collide(geom1,geom2)
if not len(contacts):
return
# Callbacks:
try:
if hasattr(geom1, "callback"):
try:
cbargs = geom1.cbargs
except AttributeError:
cbargs = ()
geom1.callback(*cbargs)
if hasattr(geom2, "callback"):
try:
cbargs = geom2.cbargs
except AttributeError:
cbargs = ()
geom2.callback(*cbargs)
except:
import traceback
traceback.print_exc()
if (hasattr(geom1, "permeable") and geom1.permeable) or (hasattr(geom2, "permeable") and geom2.permeable):
return
#create the contact joints
world, contactgroup = args
for c in contacts:
mode = 0
for attrname, setfuncname, modebit in collattrs:
try:
x = getattr(geom1, attrname)
mode = mode | modebit
if setfuncname:
getattr(c, setfuncname)(x)
except AttributeError:
try:
x = getattr(geom2, attrname)
mode = mode | modebit
if setfuncname:
getattr(c, setfuncname)(x)
except AttributeError:
pass
c.setMode(mode)
j=ode.ContactJoint(world, contactgroup, c)
j.attach(geom1.getBody(), geom2.getBody())
cdef updateGeoms(self):
cdef object geoms
cdef object geom
cdef object x
for geom in self.ode_to_remove:
# this is ugly but necesssary if we're going to use
# plain PyODE
for key in ode._geom_c2py_lut.keys():
if ode._geom_c2py_lut[key]==geom:
del ode._geom_c2py_lut[key]
for x in self.ode_to_add:
geoms = x.getODEGeometries(self.world, self.space)
self.entities[x] = (self.entities[x][0], geoms)
self.ode_to_remove = []
self.ode_to_add = []
def dynamicStep(self, float substep):
"""
Update the dynamics simulation by the amount of time specified.
"""
cdef int x
cdef object steptime
cdef float milliseconds
if self.stepping:
return
self.stepping = 1
self.updateGeoms()
steptime = universal_time()
if self.laststep:
milliseconds = steptime - self.laststep
else:
milliseconds = 0.0
self.laststep = steptime
if milliseconds:
self.laststep = steptime
while milliseconds > 0.0:
self.space.collide((self.world, self.contactgroup), self.near_callback)
self.updateGeoms()
self.world.step(min(milliseconds, substep))
self.contactgroup.empty()
milliseconds = milliseconds - substep
self.stepping = 0
def setGravity(self, x, y, z):
"""
"""
self.world.setGravity((x, y, z))
def setFog(self, mode = None, color = (0.5, 0.5, 0.5), far = 1.0, near = 0.0, density = 1.0):
if mode is None:
mode = 0
elif mode == "linear":
mode = GL_LINEAR
elif mode == "exponential":
mode = GL_EXP
elif mode == "exponential^2":
mode = GL_EXP2
else:
raise ValueError, "Invalid fog mode: %r" % mode
self.fogmode = mode
self.fogcolor = color
self.fogfar = far
self.fognear = near
self.fogdensity = density
cdef class SphereGeom(VRShape):
"""
"""
cdef float x
cdef float y
cdef float z
cdef float radius
cdef object surface_options
def __init__(self, x, y, z, radius, **surface_options):
"""
"""
self.x = x
self.y = y
self.z = z
self.radius = radius
self.surface_options = surface_options
def getODEGeometries(self, world, space):
"""
"""
#make a geom box for collision detection
geom=ode.GeomSphere(space, self.radius)
geom.setBody(None)
geom.setPosition((self.x, self.y, self.z))
geom.setCategoryBits(0x00000001)
geom.setCollideBits(long('0xFFFFFFFE', 16))
for key, value in self.surface_options.iteritems():
setattr(geom, key, value)
return (geom,)
cdef class BoxGeom(VRShape):
"""
"""
cdef float x
cdef float y
cdef float z
cdef float xsize
cdef float ysize
cdef float zsize
cdef object surface_options
def __init__(self, x, y, z, xsize, ysize, zsize, **surface_options):
"""
"""
self.x = x
self.y = y
self.z = z
self.xsize = xsize
self.ysize = ysize
self.zsize = zsize
self.surface_options = surface_options
def getODEGeometries(self, world, space):
"""
"""
#make a geom box for collision detection
geom=ode.GeomBox(space, (self.xsize, self.ysize, self.zsize))
geom.setBody(None)
geom.setPosition((self.x, self.y, self.z))
geom.setCategoryBits(0x00000001)
geom.setCollideBits(long('0xFFFFFFFE', 16))
for key, value in self.surface_options.iteritems():
setattr(geom, key, value)
return (geom,)
cdef class PlaneGeom(VRShape):
"""
"""
cdef float a
cdef float b
cdef float c
cdef float d
cdef object surface_options
def __init__(self, a, b, c, d, **surface_options):
"""
"""
self.a = a
self.b = b
self.c = c
self.d = d
self.surface_options = surface_options
def getODEGeometries(self, world, space):
"""
"""
#make a geom box for collision detection
geom=ode.GeomPlane(space, (self.a, self.b, self.c), self.d)
geom.setCategoryBits(0x00000001)
geom.setCollideBits(long('0xFFFFFFFE', 16))
for key, value in self.surface_options.iteritems():
setattr(geom, key, value)
return (geom,)
cdef class Sphere(VRVisible):
"""
"""
cdef object image
cdef float radius
cdef int slices
cdef int stacks
cdef float x
cdef float y
cdef float z
def __init__(self, x, y, z, image, radius, slices = 16, stacks = 16):
self.image = image
self.radius = radius
self.slices = slices
self.stacks = stacks
self.x = x
self.y = y
self.z = z
def construct(self):
cdef object quad
quad = gluNewQuadric()
gluQuadricNormals(quad, GLU_SMOOTH)
gluQuadricTexture(quad, GL_TRUE)
gluQuadricOrientation(quad, GLU_INSIDE)
glPushMatrix()
glTranslatef(self.x, self.y, self.z)
glBindTexture(GL_TEXTURE_2D, self.image.gl_texture.texid)
gluSphere(quad, self.radius, self.slices, self.stacks)
glPopMatrix()
cdef class Sprite(VRDynamic):
"""
"""
cdef float x
cdef float y
cdef float z
cdef object texture
cdef object image
cdef float lowx
cdef float highx
cdef float lowy
cdef float highy
def __init__(self, float x, float y, float z, image, float xsize, float ysize):
"""
"""
self.x = x
self.y = y
self.z = z
self.image = image
self.texture = image.gl_texture.texid
self.highx = xsize / 2.0
self.highy = ysize / 2.0
lowx = -self.highx
lowy = -self.highy
def liveConstruct(self, float x, float y, float z, float yaw, float pitch, float roll, float fovy, float aspect, int width, int height):
"""
"""
cdef object modelview
cdef int i
cdef int j
glPushMatrix()
glTranslatef(self.x, self.y, self.z)
modelview = glGetFloatv(GL_MODELVIEW_MATRIX)
if isinstance(modelview, list):
modelview = asarray(modelview)
for i from 0 <= i < 3:
for j from 0 <= j < 3:
if i == j:
modelview[i, j] = 1.0
else:
modelview[i, j] = 0.0
glLoadMatrixf(reshape(modelview, (16,)))
glBindTexture(GL_TEXTURE_2D, self.texture)
glBegin(GL_QUADS)
glTexCoord2f(0.0, 1.0); glVertex2f(self.lowx, self.lowy)
glTexCoord2f(1.0, 1.0); glVertex2f(self.highx, self.lowy)
glTexCoord2f(1.0, 0.0); glVertex2f(self.highx, self.highy)
glTexCoord2f(0.0, 0.0); glVertex2f(self.lowx, self.highy)
glEnd()
glPopMatrix()
cdef gridQuad(
float Ax, float Ay, float Az, float Au, float Av,
float Bx, float By, float Bz, float Bu, float Bv,
float Cx, float Cy, float Cz, float Cu, float Cv,
float Dx, float Dy, float Dz, float Du, float Dv,
float maxfacet):
cdef float abLength
cdef float bcLength
cdef float cdLength
cdef float daLength
cdef int abFacets
cdef int bcFacets
cdef int abFacet
cdef int bcFacet
cdef float prop
cdef float comp
cdef float ab_cd_1a_x
cdef float ab_cd_1a_y
cdef float ab_cd_1a_z
cdef float ab_cd_1a_u
cdef float ab_cd_1a_v
cdef float ab_cd_1b_x
cdef float ab_cd_1b_y
cdef float ab_cd_1b_z
cdef float ab_cd_1b_u
cdef float ab_cd_1b_v
cdef float ab_cd_2a_x
cdef float ab_cd_2a_y
cdef float ab_cd_2a_z
cdef float ab_cd_2a_u
cdef float ab_cd_2a_v
cdef float ab_cd_2b_x
cdef float ab_cd_2b_y
cdef float ab_cd_2b_z
cdef float ab_cd_2b_u
cdef float ab_cd_2b_v
cdef float subAx
cdef float subAy
cdef float subAz
cdef float subAu
cdef float subAv
cdef float subBx
cdef float subBy
cdef float subBz
cdef float subBu
cdef float subBv
cdef float subCx
cdef float subCy
cdef float subCz
cdef float subCu
cdef float subCv
cdef float subDx
cdef float subDy
cdef float subDz
cdef float subDu
cdef float subDv
if maxfacet:
abLength = sqrt((Bx - Ax) ** 2 + (By - Ay) ** 2 + (Bz - Az) ** 2)
bcLength = sqrt((Cx - Bx) ** 2 + (Cy - By) ** 2 + (Cz - Bz) ** 2)
cdLength = sqrt((Dx - Cx) ** 2 + (Dy - Cy) ** 2 + (Dz - Cz) ** 2)
daLength = sqrt((Ax - Dx) ** 2 + (Ay - Dy) ** 2 + (Az - Dz) ** 2)
abFacets = int(ceil(max(abLength, cdLength) / maxfacet))
bcFacets = int(ceil(max(bcLength, daLength) / maxfacet))
else:
abFacets = 1
bcFacets = 1
for abFacet from 0 <= abFacet < abFacets:
prop = abFacet / float(abFacets)
comp = 1.0 - prop
ab_cd_1a_x = Ax * prop + Bx * comp
ab_cd_1a_y = Ay * prop + By * comp
ab_cd_1a_z = Az * prop + Bz * comp
ab_cd_1a_u = Au * prop + Bu * comp
ab_cd_1a_v = Av * prop + Bv * comp
ab_cd_1b_x = Dx * prop + Cx * comp
ab_cd_1b_y = Dy * prop + Cy * comp
ab_cd_1b_z = Dz * prop + Cz * comp
ab_cd_1b_u = Du * prop + Cu * comp
ab_cd_1b_v = Dv * prop + Cv * comp
prop = (abFacet + 1) / float(abFacets)
comp = 1.0 - prop
ab_cd_2a_x = Ax * prop + Bx * comp
ab_cd_2a_y = Ay * prop + By * comp
ab_cd_2a_z = Az * prop + Bz * comp
ab_cd_2a_u = Au * prop + Bu * comp
ab_cd_2a_v = Av * prop + Bv * comp
ab_cd_2b_x = Dx * prop + Cx * comp
ab_cd_2b_y = Dy * prop + Cy * comp
ab_cd_2b_z = Dz * prop + Cz * comp
ab_cd_2b_u = Du * prop + Cu * comp
ab_cd_2b_v = Dv * prop + Cv * comp
for bcFacet from 0 <= bcFacet < bcFacets:
prop = bcFacet / float(bcFacets)
comp = 1.0 - prop
subAx = ab_cd_1a_x * prop + ab_cd_1b_x * comp
subAy = ab_cd_1a_y * prop + ab_cd_1b_y * comp
subAz = ab_cd_1a_z * prop + ab_cd_1b_z * comp
subAu = ab_cd_1a_u * prop + ab_cd_1b_u * comp
subAv = ab_cd_1a_v * prop + ab_cd_1b_v * comp
subBx = ab_cd_2a_x * prop + ab_cd_2b_x * comp
subBy = ab_cd_2a_y * prop + ab_cd_2b_y * comp
subBz = ab_cd_2a_z * prop + ab_cd_2b_z * comp
subBu = ab_cd_2a_u * prop + ab_cd_2b_u * comp
subBv = ab_cd_2a_v * prop + ab_cd_2b_v * comp
prop = (bcFacet + 1) / float(bcFacets)
comp = 1.0 - prop
subDx = ab_cd_1a_x * prop + ab_cd_1b_x * comp
subDy = ab_cd_1a_y * prop + ab_cd_1b_y * comp
subDz = ab_cd_1a_z * prop + ab_cd_1b_z * comp
subDu = ab_cd_1a_u * prop + ab_cd_1b_u * comp
subDv = ab_cd_1a_v * prop + ab_cd_1b_v * comp
subCx = ab_cd_2a_x * prop + ab_cd_2b_x * comp
subCy = ab_cd_2a_y * prop + ab_cd_2b_y * comp
subCz = ab_cd_2a_z * prop + ab_cd_2b_z * comp
subCu = ab_cd_2a_u * prop + ab_cd_2b_u * comp
subCv = ab_cd_2a_v * prop + ab_cd_2b_v * comp
glTexCoord2f(subAu, subAv); glVertex3f(subAx, subAy, subAz)
glTexCoord2f(subBu, subBv); glVertex3f(subBx, subBy, subBz)
glTexCoord2f(subCu, subCv); glVertex3f(subCx, subCy, subCz)
glTexCoord2f(subDu, subDv); glVertex3f(subDx, subDy, subDz)
cdef class SkyBox(VRVisible):
"""
"""
cdef float x
cdef float y
cdef float z
cdef float xsize
cdef float ysize
cdef float zsize
cdef object imageFront
cdef object imageRear
cdef object imageLeft
cdef object imageRight
cdef float xwalltiletimesFront
cdef float ywalltiletimesFront
cdef float xwalltiletimesRear
cdef float ywalltiletimesRear
cdef float xwalltiletimesLeft
cdef float ywalltiletimesLeft
cdef float xwalltiletimesRight
cdef float ywalltiletimesRight
def __init__(self, imageFront, imageRear, imageLeft, imageRight, x = 0.0, y = 0.0, z = 0.0, xsize = 500.0, ysize = 500.0, zsize = 500.0, texlenFront = 500.0, texlenRear = 500.0, texlenLeft = 500.0, texlenRight = 500.0, xTileFactorFront = 1, xTileFactorRear = 1, xTileFactorLeft = 1, xTileFactorRight = 1, yTileFactorFront = 1, yTileFactorRear = 1, yTileFactorLeft = 1, yTileFactorRight = 1):
"""
"""
self.x = x
self.y = y
self.z = z
self.xsize = xsize
self.ysize = ysize
self.zsize = zsize
self.imageFront = imageFront
self.imageRear = imageRear
self.imageLeft = imageLeft
self.imageRight = imageRight
self.xwalltiletimesFront = (xsize / texlenFront)*xTileFactorFront
self.ywalltiletimesFront = (ysize / texlenFront)*yTileFactorFront
self.xwalltiletimesRear = (xsize / texlenRear)*xTileFactorRear
self.ywalltiletimesRear = (ysize / texlenRear)*yTileFactorRear
self.xwalltiletimesLeft = (xsize / texlenLeft)*xTileFactorLeft
self.ywalltiletimesLeft = (ysize / texlenLeft)*yTileFactorLeft
self.xwalltiletimesRight = (xsize / texlenRight)*xTileFactorRight
self.ywalltiletimesRight = (ysize / texlenRight)*yTileFactorRight
def construct(self):
global maxfacetlength
cdef float lowx
cdef float highx
cdef float lowy
cdef float highy
cdef float lowz
cdef float highz
cdef float halfxsize
cdef float halfzsize
halfxsize = self.xsize / 2.0
halfzsize = self.zsize / 2.0
lowx = self.x - halfxsize
highx = self.x + halfxsize
lowy = self.y
highy = self.y + self.ysize
lowz = self.z - halfzsize
highz = self.z + halfzsize
# don't use border color when filtering texture edges
GL_CLAMP_TO_EDGE = 0x812F
# Walls...
# Front face
glBindTexture(GL_TEXTURE_2D, self.imageFront.gl_texture.texid)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glBegin(GL_QUADS)
gridQuad(
highx, highy, lowz, 0, 0,
lowx, highy, lowz, self.xwalltiletimesFront, 0,
lowx, lowy, lowz, self.xwalltiletimesFront, self.ywalltiletimesFront,
highx, lowy, lowz, 0, self.ywalltiletimesFront,
maxfacetlength)
glEnd()
# Rear face
glBindTexture(GL_TEXTURE_2D, self.imageRear.gl_texture.texid)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glBegin(GL_QUADS)
gridQuad(
lowx, highy, highz, 0, 0,
highx, highy, highz, self.xwalltiletimesRear, 0,
highx, lowy, highz, self.xwalltiletimesRear, self.ywalltiletimesRear,
lowx, lowy, highz, 0, self.ywalltiletimesRear,
maxfacetlength)
glEnd()
# Left face
glBindTexture(GL_TEXTURE_2D, self.imageLeft.gl_texture.texid)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glBegin(GL_QUADS)
gridQuad(
lowx, highy, lowz, 0, 0,
lowx, highy, highz, self.xwalltiletimesLeft, 0,
lowx, lowy, highz, self.xwalltiletimesLeft, self.ywalltiletimesLeft,
lowx, lowy, lowz, 0, self.ywalltiletimesLeft,
maxfacetlength)
glEnd()
# Right face
glBindTexture(GL_TEXTURE_2D, self.imageRight.gl_texture.texid)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glBegin(GL_QUADS)
gridQuad(
highx, highy, highz, 0, 0,
highx, highy, lowz, self.xwalltiletimesRight, 0,
highx, lowy, lowz, self.xwalltiletimesRight, self.ywalltiletimesRight,
highx, lowy, highz, 0, self.ywalltiletimesRight,
maxfacetlength)
glEnd()
cdef class FloorBox(VRVisible):
"""
"""
cdef float x
cdef float y
cdef float z
cdef float xsize
cdef float ysize
cdef float zsize
cdef object floorimage
cdef float xfloortiletimes
cdef float yfloortiletimes
cdef object wallimageFront
cdef object wallimageRear
cdef object wallimageLeft
cdef object wallimageRight
cdef float xwallFrontTiletimes
cdef float ywallFrontTiletimes
cdef float xwallRearTiletimes
cdef float ywallRearTiletimes
cdef float xwallLeftTiletimes
cdef float ywallLeftTiletimes
cdef float xwallRightTiletimes
cdef float ywallRightTiletimes
def __init__(self, x, y, z, xsize, ysize, zsize, floorimage, floortexlen = None, wallimageFront = None, walltexlenFront = None, wallimageRear = None, walltexlenRear = None, wallimageLeft = None, walltexlenLeft = None, wallimageRight = None, walltexlenRight = None):
"""
"""
self.x = x
self.y = y
self.z = z
self.xsize = xsize
self.ysize = ysize
self.zsize = zsize
self.floorimage = floorimage
if floortexlen:
self.xfloortiletimes = xsize / floortexlen
self.yfloortiletimes = zsize / floortexlen
else:
self.xfloortiletimes = 1.0
self.yfloortiletimes = 1.0
self.wallimageFront = wallimageFront
self.wallimageRear = wallimageRear
self.wallimageLeft = wallimageLeft
self.wallimageRight = wallimageRight
self.xwallFrontTiletimes = 1.0
self.ywallFrontTiletimes = 1.0
self.xwallRearTiletimes = 1.0
self.ywallRearTiletimes = 1.0
self.xwallLeftTiletimes = 1.0
self.ywallLeftTiletimes = 1.0
self.xwallRightTiletimes = 1.0
self.ywallRightTiletimes = 1.0
if walltexlenFront:
self.xwallFrontTiletimes = (xsize / walltexlenFront)#/14.5
self.ywallFrontTiletimes = ysize / walltexlenFront
if walltexlenRear:
self.xwallRearTiletimes = (xsize / walltexlenRear)#/14.5
self.ywallRearTiletimes = ysize / walltexlenRear
if walltexlenLeft:
self.xwallLeftTiletimes = (xsize / walltexlenLeft)#/14.5
self.ywallLeftTiletimes = ysize / walltexlenLeft
if walltexlenRight:
self.xwallRightTiletimes = (xsize / walltexlenRight)#/14.5
self.ywallRightTiletimes = ysize / walltexlenRight
def construct(self):
global maxfacetlength
cdef float lowx
cdef float highx
cdef float lowy
cdef float highy
cdef float lowz
cdef float highz
cdef float halfxsize
cdef float halfzsize
cdef int x
cdef int y
halfxsize = self.xsize / 2.0
halfzsize = self.zsize / 2.0
lowx = self.x - halfxsize
highx = self.x + halfxsize
lowy = self.y
highy = self.y + self.ysize
lowz = self.z - halfzsize
highz = self.z + halfzsize
# Floor...
glBindTexture(GL_TEXTURE_2D, self.floorimage.gl_texture.texid)
glBegin(GL_QUADS)
gridQuad(
lowx, lowy, highz, 0, 0,
highx, lowy, highz, self.xfloortiletimes, 0,
highx, lowy, lowz, self.xfloortiletimes, self.yfloortiletimes,
lowx, lowy, lowz, 0, self.yfloortiletimes,
maxfacetlength)
glEnd()
# Walls...
if self.wallimageFront:
# Front face
glBindTexture(GL_TEXTURE_2D, self.wallimageFront.gl_texture.texid)
glBegin(GL_QUADS)
gridQuad(
highx, highy, lowz, 0, 0,
lowx, highy, lowz, self.xwallFrontTiletimes, 0,
lowx, lowy, lowz, self.xwallFrontTiletimes, self.ywallFrontTiletimes,
highx, lowy, lowz, 0, self.ywallFrontTiletimes,
maxfacetlength)
if self.wallimageRear:
# Rear face
glEnd()
glBindTexture(GL_TEXTURE_2D, self.wallimageRear.gl_texture.texid)
glBegin(GL_QUADS)
gridQuad(
lowx, highy, highz, 0, 0,
highx, highy, highz, self.xwallRearTiletimes, 0,
highx, lowy, highz, self.xwallRearTiletimes, self.ywallRearTiletimes,
lowx, lowy, highz, 0, self.ywallRearTiletimes,
maxfacetlength)
glEnd()
if self.wallimageLeft:
glBindTexture(GL_TEXTURE_2D, self.wallimageLeft.gl_texture.texid)
glBegin(GL_QUADS)
# Left face
gridQuad(
lowx, highy, lowz, 0, 0,
lowx, highy, highz, self.xwallLeftTiletimes, 0,
lowx, lowy, highz, self.xwallLeftTiletimes, self.ywallLeftTiletimes,
lowx, lowy, lowz, 0, self.ywallLeftTiletimes,
maxfacetlength)
# Right face
glEnd()
if self.wallimageRight:
glBindTexture(GL_TEXTURE_2D, self.wallimageRight.gl_texture.texid)
glBegin(GL_QUADS)
gridQuad(
highx, highy, highz, 0, 0,
highx, highy, lowz, self.xwallRightTiletimes, 0,
highx, lowy, lowz, self.xwallRightTiletimes, self.ywallRightTiletimes,
highx, lowy, highz, 0, self.ywallRightTiletimes,
maxfacetlength)
glEnd()
cdef class BuildingBox(VRVisible):
"""
"""
cdef float x
cdef float y
cdef float z
cdef object image
cdef float width
cdef float height
cdef object roofimage
cdef float xrooftiletimes
cdef float xtiletimes
cdef float yrooftiletimes
cdef float ytiletimes
def __init__(self, x, y, z, image, width, height, roofimage = None, rooftexlen = None, texlen = None):
"""
"""
self.x = x
self.y = y
self.z = z
self.image = image
self.width = width
self.height = height
self.roofimage = roofimage
if rooftexlen:
self.xrooftiletimes = width / rooftexlen
self.yrooftiletimes = width / rooftexlen
else:
self.xrooftiletimes = 1.0
self.yrooftiletimes = 1.0
if texlen:
self.xtiletimes = height / texlen
self.ytiletimes = height / texlen
else:
self.xtiletimes = 1.0
self.ytiletimes = 1.0
def construct(self):
cdef float lowx
cdef float highx
cdef float lowy
cdef float highy
cdef float lowz
cdef float highz
cdef float halfwidth
halfwidth = self.width / 2.0
lowx = self.x - halfwidth
highx = self.x + halfwidth
lowy = self.y
highy = self.y + self.height
lowz = self.z - halfwidth
highz = self.z + halfwidth
# Walls...
glBindTexture(GL_TEXTURE_2D, self.image.gl_texture.texid)
glBegin(GL_QUADS)
# Front face
gridQuad(
lowx, highy, lowz, self.xtiletimes, 0,
highx, highy, lowz, 0, 0,
highx, lowy, lowz, 0, self.ytiletimes,
lowx, lowy, lowz, self.xtiletimes, self.ytiletimes,
maxfacetlength)
# Rear face
gridQuad(
highx, highy, highz, self.xtiletimes, 0,
lowx, highy, highz, 0, 0,
lowx, lowy, highz, 0, self.ytiletimes,
highx, lowy, highz, self.xtiletimes, self.ytiletimes,
maxfacetlength)
# Left face
gridQuad(
lowx, highy, highz, self.xtiletimes, 0,
lowx, highy, lowz, 0, 0,
lowx, lowy, lowz, 0, self.ytiletimes,
lowx, lowy, highz, self.xtiletimes, self.ytiletimes,
maxfacetlength)
# Right face
gridQuad(
highx, highy, lowz, self.xtiletimes, 0,
highx, highy, highz, 0, 0,
highx, lowy, highz, 0, self.ytiletimes,
highx, lowy, lowz, self.xtiletimes, self.ytiletimes,
maxfacetlength)
glEnd()
# Roof...
if self.roofimage:
glBindTexture(GL_TEXTURE_2D, self.roofimage.gl_texture.texid)
glBegin(GL_QUADS)
gridQuad(
lowx, highy, highz, 0, 0,
highx, highy, highz, self.xrooftiletimes, 0,
highx, highy, lowz, self.xrooftiletimes, self.yrooftiletimes,
lowx, highy, lowz, 0, self.yrooftiletimes,
maxfacetlength)
glEnd()
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