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- import pyglet
- import pyglet.gl as pgl
- from pyglet.window import key
- import math
- win = pyglet.window.Window(1300, 1000, resizable=True)
- WINDOW = 1000
- tr = 90
- INCREMENT = 5
- transparant = False
- xRotation = -70
- zRotation = -30
- yRotation = 180
- zoom = 1
- far = 100
- dist = 35
- x = -180
- y = 70
- z = 0
- light = False
- param = 0
- t_prev = -5
- start_loop = False
- run_loop = False
- def run_loop(dt):
- on_draw()
- def draw_figure():
- angle = 0
- t = 0
- x = y = z = 0
- a = 50
- b = 100
- if not transparant:
- pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
- else:
- pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_LINE)
- pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
- for i in range(0, tr + 1):
- pgl.glColor3ub(0, 0, 0)
- if i >= 1:
- t1 = a1
- t2 = a2
- t3 = a3
- a1 = x + a * math.cos(i * 2 * math.pi / tr)
- a2 = y + b * math.sin(i * 2 * math.pi / tr)
- a3 = z + 8
- pgl.glVertex3f(a1, a2, a3)
- if i >= 1:
- pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
- (b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
- b1 = x
- b2 = y
- b3 = z + 8
- pgl.glVertex3f(b1, b2, b3)
- pgl.glEnd()
- for j in range(1, 27):
- pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
- pgl.glColor3ub(0, 0, 0)
- x1 = a * math.cos(0)
- y1 = b * math.sin(0)
- a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
- a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
- a3 = z + j * 8
- pgl.glVertex3f(a1, a2, a3)
- x1 = a * math.cos(0)
- y1 = b * math.sin(0)
- b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
- b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
- b3 = z + j * 8 + 8
- pgl.glVertex3f(b1, b2, b3)
- for i in range(1, tr + 1):
- pgl.glColor3ub(0, 0, 0)
- x1 = a * math.cos(i * 2 * math.pi / tr)
- y1 = b * math.sin(i * 2 * math.pi / tr)
- t1 = a1
- t2 = a2
- t3 = a3
- a1 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
- a2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
- a3 = z + j * 8
- pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
- (b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
- pgl.glVertex3f(a1, a2, a3)
- x1 = a * math.cos(i * 2 * math.pi / tr)
- y1 = b * math.sin(i * 2 * math.pi / tr)
- b1 = x1 * math.cos((t + 16) * math.pi / 360) + y1 * math.sin((t + 16) * math.pi / 360)
- b2 = - x1 * math.sin((t + 16) * math.pi / 360) + y1 * math.cos((t + 16) * math.pi / 360)
- b3 = z + j * 8 + 8
- pgl.glVertex3f(b1, b2, b3)
- t = t + 16
- pgl.glEnd()
- pgl.glBegin(pgl.GL_TRIANGLE_STRIP)
- t = 416
- z = z + 144
- angle = angle + t
- for i in range(0, tr + 1):
- pgl.glColor3ub(0, 0, 0)
- x1 = x + a * math.cos(i * 2 * math.pi / tr)
- y1 = y + b * math.sin(i * 2 * math.pi / tr)
- x2 = x1 * math.cos(t * math.pi / 360) + y1 * math.sin(t * math.pi / 360)
- y2 = - x1 * math.sin(t * math.pi / 360) + y1 * math.cos(t * math.pi / 360)
- if i >= 1:
- t1 = a1
- t2 = a2
- t3 = a3
- a1 = x2
- a2 = y2
- a3 = z + 72
- pgl.glVertex3f(a1, a2, a3)
- if i >= 1:
- pgl.glNormal3f((b2 - t2) * (a3 - b3) - (b3 - t3) * (a2 - b2), (b3 - t3) * (a1 - b1) - (b1 - t1) * (a3 - b3),
- (b1 - t1) * (a2 - b2) - (b2 - t2) * (a1 - b1))
- b1 = x
- b2 = y
- b3 = z + 72
- pgl.glVertex3f(b1, b2, b3)
- angle = angle + i
- pgl.glEnd()
- @win.event
- def on_draw():
- global x, y, z, start_loop, run_loop, param, t_prev, zRotation
- pgl.glClearColor(0.3, 0.3, 0.3, 0.0)
- pgl.glEnable(pgl.GL_DEPTH_TEST)
- if light:
- pgl.glEnable(pgl.GL_LIGHTING)
- pgl.glLightModelf(pgl.GL_LIGHT_MODEL_TWO_SIDE, pgl.GL_TRUE)
- pgl.glEnable(pgl.GL_NORMALIZE)
- pgl.glClear(pgl.GL_COLOR_BUFFER_BIT | pgl.GL_DEPTH_BUFFER_BIT)
- pgl.glLoadIdentity()
- pgl.glViewport(0, 0, 1300, 1000)
- pgl.glMatrixMode(pgl.GL_PROJECTION)
- pgl.glLoadIdentity()
- pgl.glOrtho(-1300 / 4, 1300 / 4, -1000 / 4, 1000 / 4, -400, 600)
- pgl.glMatrixMode(pgl.GL_MODELVIEW)
- pgl.glLoadIdentity()
- if light:
- material_diffuse = [1.0, 1.0, 1.0, 1.0]
- pgl.glMaterialfv(pgl.GL_FRONT_AND_BACK, pgl.GL_DIFFUSE,
- (pgl.GLfloat * len(material_diffuse))(*material_diffuse))
- light5_diffuse = [1.0, 0.0, 0.0];
- light5_position = [0.5, 0.5, 1.0, 0];
- pgl.glEnable(pgl.GL_LIGHT5);
- pgl.glLightfv(pgl.GL_LIGHT5, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light5_diffuse))(*light5_diffuse));
- pgl.glLightfv(pgl.GL_LIGHT5, pgl.GL_POSITION, (pgl.GLfloat * len(light5_position))(*light5_position));
- pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_CONSTANT_ATTENUATION, 0.0);
- pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_LINEAR_ATTENUATION, 0.4);
- pgl.glLightf(pgl.GL_LIGHT5, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
- light6_diffuse = [0.0, 1.0, 0.0];
- light6_position = [0.5 * math.cos(2 * math.pi / 3), 0.5 * math.sin(2 * math.pi / 3), 1.0, 0];
- pgl.glEnable(pgl.GL_LIGHT6);
- pgl.glLightfv(pgl.GL_LIGHT6, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light6_diffuse))(*light6_diffuse));
- pgl.glLightfv(pgl.GL_LIGHT6, pgl.GL_POSITION, (pgl.GLfloat * len(light6_position))(*light6_position));
- pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_CONSTANT_ATTENUATION, 0.0);
- pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_LINEAR_ATTENUATION, 0.4);
- pgl.glLightf(pgl.GL_LIGHT6, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
- light7_diffuse = [0.0, 0.0, 1.0];
- light7_position = [0.5 * math.cos(4 * math.pi / 3), 0.5 * math.sin(4 * math.pi / 3), 1.0, 0];
- pgl.glEnable(pgl.GL_LIGHT7);
- pgl.glLightfv(pgl.GL_LIGHT7, pgl.GL_DIFFUSE, (pgl.GLfloat * len(light7_diffuse))(*light7_diffuse));
- pgl.glLightfv(pgl.GL_LIGHT7, pgl.GL_POSITION, (pgl.GLfloat * len(light7_position))(*light7_position));
- pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_CONSTANT_ATTENUATION, 0.0);
- pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_LINEAR_ATTENUATION, 0.4);
- pgl.glLightf(pgl.GL_LIGHT7, pgl.GL_QUADRATIC_ATTENUATION, 0.8);
- pgl.glPolygonMode(pgl.GL_FRONT_AND_BACK, pgl.GL_FILL)
- pgl.glPushMatrix()
- pgl.glTranslatef(x, y, z)
- pgl.glRotatef(xRotation, 1, 0, 0)
- pgl.glRotatef(yRotation, 0, 1, 0)
- pgl.glRotatef(zRotation, 0, 0, 1)
- pgl.glScalef(zoom, zoom, zoom)
- draw_figure()
- if start_loop:
- start_loop = False
- run_loop = True
- x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
- (param / 100) ** 2) * (
- 1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
- y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
- (param / 100) ** 2) * (
- 1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
- 70)
- z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
- (param / 100) ** 2) * (
- 1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
- 0)
- elif run_loop:
- if param < 100 and param > t_prev:
- zRotation += INCREMENT
- param = param + 1
- t_prev = t_prev + 1
- if (param == 100):
- t_prev = 105
- x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
- (param / 100) ** 2) * (1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
- y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
- (param / 100) ** 2) * (1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
- 70)
- z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
- (param / 100) ** 2) * (1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
- 0)
- print(param)
- print("плюс")
- if param > 0 and param < t_prev:
- zRotation -= INCREMENT
- param = param - 1
- t_prev = t_prev - 1
- if (param == 0):
- t_prev = -5
- x = ((1 - (param / 100)) ** 3) * (-180) + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
- (param / 100) ** 2) * (1 - (param / 100)) * (0) + ((param / 100) ** 3) * (200)
- y = ((1 - (param / 100)) ** 3) * 70 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (140) + 3 * (
- (param / 100) ** 2) * (1 - (param / 100)) * (140) + ((param / 100) ** 3) * (
- 70)
- z = ((1 - (param / 100)) ** 3) * 0 + 3 * (param / 100) * ((1 - (param / 100)) ** 2) * (100) + 3 * (
- (param / 100) ** 2) * (1 - (param / 100)) * (100) + ((param / 100) ** 3) * (
- 0)
- print(param)
- print("минус")
- pgl.glPopMatrix()
- @win.event
- def on_text_motion(motion):
- global xRotation, yRotation, INCREMENT
- if motion == key.UP:
- xRotation -= INCREMENT
- elif motion == key.DOWN:
- xRotation += INCREMENT
- elif motion == key.LEFT:
- yRotation -= INCREMENT
- elif motion == key.RIGHT:
- yRotation += INCREMENT
- @win.event
- def on_key_press(symbol, modifiers):
- global transparant, dist, tr, x, y, z, INCREMENT, zRotation, light, t, start_loop, run_loop
- if symbol == key.T and not transparant:
- transparant = True
- elif symbol == key.T and transparant:
- transparant = False
- elif symbol == key.W:
- x += 2.5
- elif symbol == key.S:
- x -= 2.5
- elif symbol == key.A:
- y -= 2.5
- elif symbol == key.D:
- y += 2.5
- elif symbol == key.Q:
- z -= 2.5
- elif symbol == key.E:
- z += 2.5
- elif symbol == key.L:
- light = not light
- elif symbol == key.Z:
- zRotation += INCREMENT
- elif symbol == key.X:
- zRotation -= INCREMENT
- elif symbol == key.ESCAPE:
- pyglet.app.exit()
- elif symbol == key.P:
- tr += 5
- elif symbol == key.O:
- if tr > 5:
- tr -= 5
- elif symbol == key.SPACE:
- if not run_loop:
- start_loop = True
- else:
- run_loop = False
- @win.event
- def on_mouse_scroll(x, y, scroll_x, scroll_y):
- global zoom
- if scroll_y < 0:
- zoom += 0.1
- elif scroll_y > 0 and zoom - 0.1 > 0:
- zoom -= 0.1
- @win.event
- def on_mouse_press(x, y, button, modifiers):
- if button == pyglet.window.mouse.LEFT:
- print(x, y)
- pyglet.clock.schedule_interval(run_loop, 0.1)
- pyglet.app.run()
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