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#! /usr/bin/python
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import numpy
class Bug(object):
def __init__(self):
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutCreateWindow("Bug")
glutDisplayFunc(self.on_display)
glutReshapeFunc(self.on_reshape)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glClearColor(0.0, 0.0, 0.0, 0.0)
glShadeModel(GL_FLAT)
glMatrixMode(GL_MODELVIEW)
glLightfv(GL_LIGHT0, GL_POSITION, (40.0, 40, 100.0, 0.0))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.99, 0.99, 0.99, 1.0))
glEnable(GL_LIGHT0)
glEnable(GL_LIGHTING)
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE)
glEnable(GL_COLOR_MATERIAL)
self.quad = gluNewQuadric()
def on_reshape(self, width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
a = 9.0/min(width, height)
clipping_planes = (a*width, a*height)
glFrustum(-clipping_planes[0], clipping_planes[0], -clipping_planes[1], clipping_planes[1], 50.0, 150.0)
def on_display(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# BEGIN INTERESTING PART
# Set up the model view matrix
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
transf = numpy.identity(4, dtype=numpy.float32)
s = numpy.sin(0.1)
c = numpy.cos(0.1)
# A Given's rotation about the z-axis
transf[0,0] = c
transf[0,1] = s
transf[1,0] = -s
transf[1,1] = c
# A translation
transf[0,3] = 2.5
transf[2,3] = -80
print glGetFloatv(GL_MODELVIEW_MATRIX)
print transf.transpose()
# This doesn't work:
glMultMatrixf(transf.transpose())
# This does work:
#glMultMatrixf(transf.transpose().copy())
print glGetFloatv(GL_MODELVIEW_MATRIX)
# END INTERESTING PART
glColor3f(0.6, 0.8, 0.3)
gluSphere(self.quad, 10, 8, 8)
glutSwapBuffers()
if __name__ == '__main__':
glutInit(sys.argv)
Bug()
glutMainLoop ()
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