from pyglet.gl import * from pyglet.gl.gl import * from pyglet.gl.glu import * import numpy as np IS_PERSPECTIVE = True # 透视投影 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 SCALE_K = np.array([1.0, 1.0, 1.0]) # 模型缩放比例 EYE = np.array([0.0, 0.0, 2.0]) # 眼睛的位置(默认z轴的正方向) 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) 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) WIN_W, WIN_H = 640, 480 # 保存窗口宽度和高度的变量 LEFT_IS_DOWNED = False # 鼠标左键被按下 MOUSE_X, MOUSE_Y = 0, 0 # 考察鼠标位移量时保存的起始位置 def getposture(): global EYE, LOOK_AT dist = np.sqrt(np.power((EYE-LOOK_AT), 2).sum()) if dist > 0: phi = np.arcsin((EYE[1]-LOOK_AT[1])/dist) theta = np.arcsin((EYE[0]-LOOK_AT[0])/(dist*np.cos(phi))) else: phi = 0.0 theta = 0.0 return dist, phi, theta DIST, PHI, THETA = getposture() # 眼睛与观察目标之间的距离、仰角、方位角 def init(): 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 glEnable(GL_DEPTH_TEST) # 开启深度测试,实现遮挡关系 glDepthFunc(GL_LEQUAL) # 设置深度测试函数(GL_LEQUAL只是选项之一) def draw(): global IS_PERSPECTIVE, VIEW global EYE, LOOK_AT, EYE_UP global SCALE_K global WIN_W, WIN_H # 清除屏幕及深度缓存 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # 设置投影(透视投影) glMatrixMode(GL_PROJECTION) glLoadIdentity() if WIN_W > WIN_H: if IS_PERSPECTIVE: glFrustum(VIEW[0]*WIN_W/WIN_H, VIEW[1]*WIN_W/WIN_H, VIEW[2], VIEW[3], VIEW[4], VIEW[5]) else: glOrtho(VIEW[0]*WIN_W/WIN_H, VIEW[1]*WIN_W/WIN_H, VIEW[2], VIEW[3], VIEW[4], VIEW[5]) else: if IS_PERSPECTIVE: 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