V0.5.2 commit
not done
This commit is contained in:
parent
ec6b76197c
commit
515e476657
@ -32,6 +32,7 @@ if __name__ == '__main__':
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print(hi)
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try:
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from Difficult_Rocket import main
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from Difficult_Rocket import crash
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game = main.Game()
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game.start()
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@ -39,13 +40,11 @@ if __name__ == '__main__':
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print('the game has error , now outputting error message')
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error = traceback.format_exc()
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print(error)
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from Difficult_Rocket import crash
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from Difficult_Rocket.api import thread
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crash_thread = threading.Thread(target=crash.create_crash_report, args=(error,), name='Crash report thread')
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crash_thread = thread.Threads(target=crash.create_crash_report, args=(error,), name='Crash report thread')
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crash_thread.start()
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crash_thread.join()
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print(crash_thread.__str__())
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else:
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for thread in threading.enumerate():
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if thread == threading.main_thread(): continue
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print(thread.__str__())
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crash.record_thread = False
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print(crash.all_thread)
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@ -1,7 +1,16 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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# import folders
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# import in this folder
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@ -1,8 +1,17 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import threading
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@ -1,3 +1,9 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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@ -5,6 +11,8 @@ github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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from .api import *
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__all__ = [
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@ -1,3 +1,9 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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@ -6,6 +12,7 @@ gitee: @shenjackyuanjie
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"""
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class Error(Exception):
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"""基础 Exception"""
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pass
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@ -1,3 +1,9 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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@ -5,6 +11,7 @@ github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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from .Exp import TexturesError, LanguageError
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from .delivery import Delivery
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from .new_thread import new_thread
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@ -1,9 +1,18 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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class Delivery:
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def __init__(self):
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# bool
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@ -3,6 +3,7 @@ import inspect
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import threading
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import time
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from typing import Optional, Callable
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from Difficult_Rocket.api import thread
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"""
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This part of code come from MCDReforged(https://github.com/Fallen_Breath/MCDReforged)
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@ -21,9 +22,9 @@ def new_thread(thread_name: Optional[str or Callable] = None):
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def wrapper(func):
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@functools.wraps(func) # to preserve the origin function information
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def wrap(*args, **kwargs):
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thread = threading.Thread(target=func, args=args, kwargs=kwargs, name=thread_name)
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thread.setDaemon(False)
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thread.start()
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thread_ = thread.Threads(target=func, args=args, kwargs=kwargs, name=thread_name)
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thread_.setDaemon(False)
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thread_.start()
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return thread
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# bring the signature of the func to the wrap function
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23
Difficult_Rocket/api/thread.py
Normal file
23
Difficult_Rocket/api/thread.py
Normal file
@ -0,0 +1,23 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import threading
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from Difficult_Rocket import crash
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class Threads(threading.Thread):
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def run(self) -> None:
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if crash.record_thread:
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crash.all_thread[self.name] = self
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super(Threads, self).run()
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@ -1,9 +1,17 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import configparser
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import decimal
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import logging
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@ -1,3 +1,9 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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@ -1,7 +1,16 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import configparser
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import logging
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import os
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@ -12,11 +21,10 @@ if __name__ == '__main__': # been start will not run this
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sys.path.append('/bin/libs')
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sys.path.append('/bin')
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from Difficult_Rocket.libs import pyglet
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from Difficult_Rocket.libs.pyglet.window import key, mouse
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from Difficult_Rocket.api import Exp, tools, config
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from drag_sprite import DragSprite
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from api.new_thread import new_thread
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import pyglet
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from pyglet.window import key, mouse
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from Difficult_Rocket.drag_sprite import DragSprite
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from Difficult_Rocket.api import Exp, tools, config, new_thread
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class Client:
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@ -90,17 +98,16 @@ class ClientWindow(pyglet.window.Window):
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self.label_batch = pyglet.graphics.Batch()
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# frame
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self.frame = pyglet.gui.Frame(self)
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self.logger.info(self.lang['setup.done'])
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# setup
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self.setup()
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self.info_label = pyglet.text.Label(x=10, y=self.height - 10,
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anchor_x='left', anchor_y='top',
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batch=self.label_batch)
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self.fps_display = pyglet.window.FPSDisplay(self)
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pyglet.clock.schedule_interval(self.update, self.SPF)
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self.times.append(time.time())
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self.times.append(self.times[1] - self.times[0])
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self.logger.debug(self.times[2])
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self.logger.info(self.lang['setup.done'])
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@new_thread('client_load_environment')
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def load_environment(self) -> None:
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@ -157,7 +164,6 @@ class ClientWindow(pyglet.window.Window):
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def draw_batch(self):
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self.part_batch.draw()
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self.label_batch.draw()
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self.fps_display.draw()
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"""
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keyboard and mouse input
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@ -1,8 +1,17 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import decimal
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import logging
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# import re
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@ -1,3 +1,9 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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@ -5,6 +11,7 @@ github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import os
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import threading
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import time
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@ -26,22 +33,8 @@ Thread_message = """## Thread info
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System_message = """## System info
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"""
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def thread_crash_check() -> None:
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"""
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Need to run in a new thread
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will raise error when any thread raise error
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maybe will create a crash report
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"""
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all_thread = {}
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thread_local = threading.local()
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for thread in threading.enumerate():
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if thread not in all_thread:
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all_thread[thread.name] = thread
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for any_thread in all_thread:
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if not all_thread[any_thread].is_alive():
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pass
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# if all_thread[any_thread].exitcode
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all_thread = {threading.main_thread().name: threading.main_thread()}
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record_thread = True
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def crash_info_handler(info: str = None) -> str:
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@ -71,7 +64,7 @@ def create_crash_report(info: str = None) -> None:
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crash_file.write(Head_message) # 开头信息
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crash_file.write(crash_info)
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crash_file.write(Thread_message)
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for thread in threading.enumerate():
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for thread in all_thread:
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crash_file.write(markdown_line_handler(thread.name, code=True))
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crash_file.write(markdown_line_handler(f'Ident: {thread.ident}', level=2))
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crash_file.write(markdown_line_handler(f'Daemon: {thread.isDaemon()}', level=2))
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@ -1,8 +1,17 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import logging
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import os
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import sys
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@ -14,7 +23,7 @@ if __name__ == '__main__': # been start will not run this
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sys.path.append('/bin')
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from Difficult_Rocket import client, server
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from Difficult_Rocket.libs import pyglet
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from libs import pyglet
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from Difficult_Rocket.api import tools
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@ -1,7 +1,17 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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import logging
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import os
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import sys
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@ -1,12 +1,18 @@
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# -------------------------------
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# Difficult Rocket
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# Copyright © 2021 by shenjackyuanjie
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# All rights reserved
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# -------------------------------
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"""
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writen by shenjackyuanjie
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mail: 3695888@qq.com
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mail: 3695888@qq.com
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github: @shenjackyuanjie
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gitee: @shenjackyuanjie
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"""
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try:
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from bin import tools
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except (ModuleNotFoundError, ImportError, ImportWarning):
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import tools
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from Difficult_Rocket.api import tools
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import os
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import PIL.Image
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|
352
tests/openGL_test.py
Normal file
352
tests/openGL_test.py
Normal file
@ -0,0 +1,352 @@
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from pyglet.gl import *
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from pyglet.gl.gl import *
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from pyglet.gl.glu import *
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import numpy as np
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IS_PERSPECTIVE = True # 透视投影
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VIEW = np.array([-0.8, 0.8, -0.8, 0.8, 1.0, 20.0]) # 视景体的left/right/bottom/top/near/far六个面
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SCALE_K = np.array([1.0, 1.0, 1.0]) # 模型缩放比例
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EYE = np.array([0.0, 0.0, 2.0]) # 眼睛的位置(默认z轴的正方向)
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LOOK_AT = np.array([0.0, 0.0, 0.0]) # 瞄准方向的参考点(默认在坐标原点)
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EYE_UP = np.array([0.0, 1.0, 0.0]) # 定义对观察者而言的上方(默认y轴的正方向)
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WIN_W, WIN_H = 640, 480 # 保存窗口宽度和高度的变量
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LEFT_IS_DOWNED = False # 鼠标左键被按下
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MOUSE_X, MOUSE_Y = 0, 0 # 考察鼠标位移量时保存的起始位置
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def getposture():
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global EYE, LOOK_AT
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dist = np.sqrt(np.power((EYE-LOOK_AT), 2).sum())
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if dist > 0:
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phi = np.arcsin((EYE[1]-LOOK_AT[1])/dist)
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theta = np.arcsin((EYE[0]-LOOK_AT[0])/(dist*np.cos(phi)))
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else:
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phi = 0.0
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theta = 0.0
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return dist, phi, theta
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DIST, PHI, THETA = getposture() # 眼睛与观察目标之间的距离、仰角、方位角
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def init():
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glClearColor(0.0, 0.0, 0.0, 1.0) # 设置画布背景色。注意:这里必须是4个参数
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glEnable(GL_DEPTH_TEST) # 开启深度测试,实现遮挡关系
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glDepthFunc(GL_LEQUAL) # 设置深度测试函数(GL_LEQUAL只是选项之一)
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def draw():
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global IS_PERSPECTIVE, VIEW
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global EYE, LOOK_AT, EYE_UP
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global SCALE_K
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global WIN_W, WIN_H
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# 清除屏幕及深度缓存
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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# 设置投影(透视投影)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity()
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if WIN_W > WIN_H:
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if IS_PERSPECTIVE:
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glFrustum(VIEW[0]*WIN_W/WIN_H, VIEW[1]*WIN_W/WIN_H, VIEW[2], VIEW[3], VIEW[4], VIEW[5])
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else:
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glOrtho(VIEW[0]*WIN_W/WIN_H, VIEW[1]*WIN_W/WIN_H, VIEW[2], VIEW[3], VIEW[4], VIEW[5])
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else:
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if IS_PERSPECTIVE:
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|
||||
glFrustum(VIEW[0], VIEW[1], VIEW[2]*WIN_H/WIN_W, VIEW[3]*WIN_H/WIN_W, VIEW[4], VIEW[5])
|
||||
|
||||
else:
|
||||
|
||||
glOrtho(VIEW[0], VIEW[1], VIEW[2]*WIN_H/WIN_W, VIEW[3]*WIN_H/WIN_W, VIEW[4], VIEW[5])
|
||||
|
||||
|
||||
# 设置模型视图
|
||||
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
|
||||
glLoadIdentity()
|
||||
|
||||
# 几何变换
|
||||
|
||||
glScaled(SCALE_K[0], SCALE_K[1], SCALE_K[2])
|
||||
|
||||
# 设置视点
|
||||
|
||||
gluLookAt(
|
||||
|
||||
EYE[0], EYE[1], EYE[2],
|
||||
|
||||
LOOK_AT[0], LOOK_AT[1], LOOK_AT[2],
|
||||
|
||||
EYE_UP[0], EYE_UP[1], EYE_UP[2]
|
||||
|
||||
)
|
||||
|
||||
# 设置视口
|
||||
|
||||
glViewport(0, 0, WIN_W, WIN_H)
|
||||
|
||||
# ---------------------------------------------------------------
|
||||
glBegin(GL_LINES) # 开始绘制线段(世界坐标系)
|
||||
# 以红色绘制x轴
|
||||
|
||||
glColor4f(1.0, 0.0, 0.0, 1.0) # 设置当前颜色为红色不透明
|
||||
|
||||
glVertex3f(-0.8, 0.0, 0.0) # 设置x轴顶点(x轴负方向)
|
||||
|
||||
glVertex3f(0.8, 0.0, 0.0) # 设置x轴顶点(x轴正方向)
|
||||
|
||||
# 以绿色绘制y轴
|
||||
|
||||
glColor4f(0.0, 1.0, 0.0, 1.0) # 设置当前颜色为绿色不透明
|
||||
|
||||
glVertex3f(0.0, -0.8, 0.0) # 设置y轴顶点(y轴负方向)
|
||||
|
||||
glVertex3f(0.0, 0.8, 0.0) # 设置y轴顶点(y轴正方向)
|
||||
|
||||
# 以蓝色绘制z轴
|
||||
|
||||
glColor4f(0.0, 0.0, 1.0, 1.0) # 设置当前颜色为蓝色不透明
|
||||
|
||||
glVertex3f(0.0, 0.0, -0.8) # 设置z轴顶点(z轴负方向)
|
||||
|
||||
glVertex3f(0.0, 0.0, 0.8) # 设置z轴顶点(z轴正方向)
|
||||
|
||||
glEnd() # 结束绘制线段
|
||||
# ---------------------------------------------------------------
|
||||
glBegin(GL_TRIANGLES) # 开始绘制三角形(z轴负半区)
|
||||
|
||||
glColor4f(1.0, 0.0, 0.0, 1.0) # 设置当前颜色为红色不透明
|
||||
|
||||
glVertex3f(-0.5, -0.366, -0.5) # 设置三角形顶点
|
||||
|
||||
glColor4f(0.0, 1.0, 0.0, 1.0) # 设置当前颜色为绿色不透明
|
||||
|
||||
glVertex3f(0.5, -0.366, -0.5) # 设置三角形顶点
|
||||
|
||||
glColor4f(0.0, 0.0, 1.0, 1.0) # 设置当前颜色为蓝色不透明
|
||||
|
||||
glVertex3f(0.0, 0.5, -0.5) # 设置三角形顶点
|
||||
|
||||
glEnd() # 结束绘制三角形
|
||||
# ---------------------------------------------------------------
|
||||
glBegin(GL_TRIANGLES) # 开始绘制三角形(z轴正半区)
|
||||
glColor4f(1.0, 0.0, 0.0, 1.0) # 设置当前颜色为红色不透明
|
||||
|
||||
glVertex3f(-0.5, 0.5, 0.5) # 设置三角形顶点
|
||||
|
||||
glColor4f(0.0, 1.0, 0.0, 1.0) # 设置当前颜色为绿色不透明
|
||||
|
||||
glVertex3f(0.5, 0.5, 0.5) # 设置三角形顶点
|
||||
|
||||
glColor4f(0.0, 0.0, 1.0, 1.0) # 设置当前颜色为蓝色不透明
|
||||
|
||||
glVertex3f(0.0, -0.366, 0.5) # 设置三角形顶点
|
||||
|
||||
glEnd() # 结束绘制三角形
|
||||
|
||||
# ---------------------------------------------------------------
|
||||
|
||||
# glutSwapBuffers() # 切换缓冲区,以显示绘制内容
|
||||
|
||||
def reshape(width, height):
|
||||
|
||||
global WIN_W, WIN_H
|
||||
|
||||
WIN_W, WIN_H = width, height
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
def mouseclick(button, state, x, y):
|
||||
|
||||
global SCALE_K
|
||||
|
||||
global LEFT_IS_DOWNED
|
||||
|
||||
global MOUSE_X, MOUSE_Y
|
||||
|
||||
MOUSE_X, MOUSE_Y = x, y
|
||||
|
||||
if button == GLUT_LEFT_BUTTON:
|
||||
|
||||
LEFT_IS_DOWNED = state==GLUT_DOWN
|
||||
|
||||
elif button == 3:
|
||||
|
||||
SCALE_K *= 1.05
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
elif button == 4:
|
||||
|
||||
SCALE_K *= 0.95
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
def mousemotion(x, y):
|
||||
|
||||
global LEFT_IS_DOWNED
|
||||
|
||||
global EYE, EYE_UP
|
||||
|
||||
global MOUSE_X, MOUSE_Y
|
||||
|
||||
global DIST, PHI, THETA
|
||||
|
||||
global WIN_W, WIN_H
|
||||
|
||||
if LEFT_IS_DOWNED:
|
||||
|
||||
dx = MOUSE_X - x
|
||||
|
||||
dy = y - MOUSE_Y
|
||||
|
||||
MOUSE_X, MOUSE_Y = x, y
|
||||
|
||||
PHI += 2*np.pi*dy/WIN_H
|
||||
|
||||
PHI %= 2*np.pi
|
||||
|
||||
THETA += 2*np.pi*dx/WIN_W
|
||||
|
||||
THETA %= 2*np.pi
|
||||
|
||||
r = DIST*np.cos(PHI)
|
||||
|
||||
EYE[1] = DIST*np.sin(PHI)
|
||||
|
||||
EYE[0] = r*np.sin(THETA)
|
||||
|
||||
EYE[2] = r*np.cos(THETA)
|
||||
|
||||
if 0.5*np.pi < PHI < 1.5*np.pi:
|
||||
|
||||
EYE_UP[1] = -1.0
|
||||
|
||||
else:
|
||||
|
||||
EYE_UP[1] = 1.0
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
def keydown(key, x, y):
|
||||
|
||||
global DIST, PHI, THETA
|
||||
|
||||
global EYE, LOOK_AT, EYE_UP
|
||||
|
||||
global IS_PERSPECTIVE, VIEW
|
||||
|
||||
if key in [b'x', b'X', b'y', b'Y', b'z', b'Z']:
|
||||
|
||||
if key == b'x': # 瞄准参考点 x 减小
|
||||
|
||||
LOOK_AT[0] -= 0.01
|
||||
|
||||
elif key == b'X': # 瞄准参考 x 增大
|
||||
|
||||
LOOK_AT[0] += 0.01
|
||||
|
||||
elif key == b'y': # 瞄准参考点 y 减小
|
||||
|
||||
LOOK_AT[1] -= 0.01
|
||||
|
||||
elif key == b'Y': # 瞄准参考点 y 增大
|
||||
|
||||
LOOK_AT[1] += 0.01
|
||||
|
||||
elif key == b'z': # 瞄准参考点 z 减小
|
||||
|
||||
LOOK_AT[2] -= 0.01
|
||||
|
||||
elif key == b'Z': # 瞄准参考点 z 增大
|
||||
|
||||
LOOK_AT[2] += 0.01
|
||||
|
||||
DIST, PHI, THETA = getposture()
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
elif key == b'\r': # 回车键,视点前进
|
||||
|
||||
EYE = LOOK_AT + (EYE - LOOK_AT) * 0.9
|
||||
|
||||
DIST, PHI, THETA = getposture()
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
elif key == b'\x08': # 退格键,视点后退
|
||||
|
||||
EYE = LOOK_AT + (EYE - LOOK_AT) * 1.1
|
||||
|
||||
DIST, PHI, THETA = getposture()
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
elif key == b' ': # 空格键,切换投影模式
|
||||
|
||||
IS_PERSPECTIVE = not IS_PERSPECTIVE
|
||||
|
||||
glutPostRedisplay()
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
glutInit()
|
||||
|
||||
displayMode = GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH
|
||||
|
||||
glutInitDisplayMode(displayMode)
|
||||
|
||||
glutInitWindowSize(WIN_W, WIN_H)
|
||||
|
||||
glutInitWindowPosition(300, 200)
|
||||
|
||||
glutCreateWindow('Quidam Of OpenGL')
|
||||
|
||||
init() # 初始化画布
|
||||
|
||||
glutDisplayFunc(draw) # 注册回调函数draw()
|
||||
|
||||
glutReshapeFunc(reshape) # 注册响应窗口改变的函数reshape()
|
||||
|
||||
glutMouseFunc(mouseclick) # 注册响应鼠标点击的函数mouseclick()
|
||||
|
||||
glutMotionFunc(mousemotion) # 注册响应鼠标拖拽的函数mousemotion()
|
||||
|
||||
glutKeyboardFunc(keydown) # 注册键盘输入的函数keydown()
|
||||
|
||||
glutMainLoop() # 进入glut主循环
|
@ -1,5 +0,0 @@
|
||||
import re
|
||||
|
||||
ipv4 = re.compile('[0-9]{1,3}.[0-9]{1,3}.[0-9]{1,3}.[0-9]{1,3}')
|
||||
|
||||
print(re.match(ipv4, '1.2.3.2'))
|
70
tests/奇怪的东西.py
Normal file
70
tests/奇怪的东西.py
Normal file
@ -0,0 +1,70 @@
|
||||
from math import sin, cos, sqrt
|
||||
import pyglet
|
||||
from pyglet.gl import *
|
||||
|
||||
|
||||
def vec(*args):
|
||||
return (GLfloat * len(args))(*args)
|
||||
|
||||
|
||||
class GameEventHandler(object): # 这里用GameEventHandler把事件包装了一下
|
||||
rx, ry = 0, 0
|
||||
track = []
|
||||
|
||||
def on_draw(self):
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
|
||||
# glLoadIdentity()
|
||||
position = (sin(integral_drift[0] / 2) / sqrt(integral_drift[0]),
|
||||
cos(integral_drift[1] / 2) / sqrt(integral_drift[1]))
|
||||
self.track.append(position)
|
||||
|
||||
|
||||
glColor3f(1, 1, 1)
|
||||
glBegin(GL_LINE_STRIP)
|
||||
for v in self.track:
|
||||
glVertex3f(v[0], v[1], 0)
|
||||
glEnd()
|
||||
|
||||
@staticmethod
|
||||
def on_resize(width, height):
|
||||
return pyglet.event.EVENT_HANDLED
|
||||
|
||||
|
||||
def scene_init():
|
||||
# One-time GL setup
|
||||
glClearColor(0, 0, 0, 1)
|
||||
glEnable(GL_DEPTH_TEST)
|
||||
glEnable(GL_CULL_FACE)
|
||||
glEnable(GL_BLEND) # 启用混合功能,将图形颜色同周围颜色相混合
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
glEnable(GL_POLYGON_SMOOTH) # 多边形抗锯齿
|
||||
# glHint(GL_POLYGON_SMOOTH, GL_NICEST)
|
||||
|
||||
glEnable(GL_LINE_SMOOTH) # 线抗锯齿
|
||||
# glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)
|
||||
|
||||
glEnable(GL_POINT_SMOOTH) # 点抗锯齿
|
||||
# glHint(GL_POINT_SMOOTH, GL_NICEST)
|
||||
|
||||
pass
|
||||
|
||||
|
||||
def update(dt):
|
||||
delta_x = 5 * dt
|
||||
delta_y = 5 * dt
|
||||
delta_z = 5 * dt
|
||||
integral_drift[0] += delta_x
|
||||
integral_drift[1] += delta_y
|
||||
integral_drift[2] += delta_z
|
||||
pass
|
||||
|
||||
|
||||
window = pyglet.window.Window(resizable=True)
|
||||
scene_init()
|
||||
integral_drift = [0.1, 0.1, 0.1] # 位移的总和
|
||||
game_event = GameEventHandler()
|
||||
window.push_handlers(game_event.on_draw)
|
||||
pyglet.app.event_loop.clock.schedule(update) # 单位时间触发update
|
||||
pyglet.app.run()
|
Loading…
Reference in New Issue
Block a user