diff options
Add basic 3d viewpoint rotations
-rw-r--r-- | ldc_3d_gl_interop.py | 67 |
1 files changed, 54 insertions, 13 deletions
diff --git a/ldc_3d_gl_interop.py b/ldc_3d_gl_interop.py index 7fb5d5c..cccc610 100644 --- a/ldc_3d_gl_interop.py +++ b/ldc_3d_gl_interop.py @@ -12,16 +12,16 @@ from OpenGL.GLUT import * from OpenGL.GL import shaders -from pyrr import matrix44 +from pyrr import matrix44, quaternion lattice_x = 64 lattice_y = 64 lattice_z = 64 updates_per_frame = 20 -particle_count = 10000 +particle_count = 50000 -lid_speed = 0.001 +lid_speed = 0.1 relaxation_time = 0.515 def get_cavity_material_map(geometry): @@ -36,18 +36,20 @@ def get_cavity_material_map(geometry): z == 0 or z == geometry.size_z-1, 0) # ghost cells ] -boundary = """ +boundary = Template(""" if ( m == 2 ) { u_0 = 0.0; u_1 = 0.0; u_2 = 0.0; } if ( m == 3 ) { - u_0 = 0.1; + u_0 = $lid_speed; u_1 = 0.0; u_2 = 0.0; } -""" +""").substitute({ + "lid_speed": lid_speed +}) def get_projection(width, height): world_width = lattice_x @@ -55,15 +57,33 @@ def get_projection(width, height): projection = matrix44.create_perspective_projection(45.0, width/height, 0.1, 1000.0) look = matrix44.create_look_at( - eye = [lattice_x/2, -2*lattice_y, 1.2*lattice_z], - target = [lattice_x/2, lattice_y/2, lattice_z/2], - up = [0, 0, 1]) - rotate = matrix44.create_from_axis_rotation(axis=[0,1,0], theta=0.2) + eye = [0, -2*lattice_y, 0], + target = [0, 0, 0], + up = [0, 0, -1]) point_size = 1 return numpy.matmul(look, projection), point_size +class Rotation: + def __init__(self, shift, x = 0.0, z = 0.0): + self.shift = shift + self.rotation_x = x + self.rotation_z = z + + def update(self, x, z): + self.rotation_x += x + self.rotation_z += z + + def get(self): + qx = quaternion.Quaternion(quaternion.create(1,0,0,self.rotation_x)) + qz = quaternion.Quaternion(quaternion.create(0,0,1,self.rotation_z)) + rotation = qz.cross(qx) + return numpy.matmul( + matrix44.create_from_translation(self.shift), + matrix44.create_from_quaternion(rotation) + ) + def glut_window(fullscreen = False): glutInit(sys.argv) glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH) @@ -88,6 +108,7 @@ layout (location=0) in vec4 particles; out vec3 color; uniform mat4 projection; +uniform mat4 rotation; vec3 fire(float x) { return mix( @@ -98,7 +119,7 @@ vec3 fire(float x) { } void main() { - gl_Position = projection * vec4( + gl_Position = projection * rotation * vec4( particles[0], particles[1], particles[2], @@ -115,9 +136,10 @@ layout (location=0) in vec4 vertex; out vec3 color; uniform mat4 projection; +uniform mat4 rotation; void main() { - gl_Position = projection * vertex; + gl_Position = projection * rotation * vertex; color = vec3(1.0,1.0,1.0); }""").substitute({}), GL_VERTEX_SHADER) @@ -132,6 +154,7 @@ void main(){ particle_program = shaders.compileProgram(particle_shader, fragment_shader) projection_id = shaders.glGetUniformLocation(particle_program, 'projection') +rotation_id = shaders.glGetUniformLocation(particle_program, 'rotation') geometry_program = shaders.compileProgram(vertex_shader, fragment_shader) @@ -158,6 +181,8 @@ particles = Particles( 8*lattice.geometry.size_z//10:9*lattice.geometry.size_z//10:10j, ].reshape(3,-1).T) +rotation = Rotation([-lattice_x/2, -lattice_y/2, -lattice_z/2]) + def on_display(): for i in range(0,updates_per_frame): lattice.evolve() @@ -176,13 +201,14 @@ def on_display(): shaders.glUseProgram(particle_program) glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection)) + glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) glVertexPointer(4, GL_FLOAT, 0, particles.gl_particles) glPointSize(point_size) - glEnable(GL_POINT_SMOOTH) glDrawArrays(GL_POINTS, 0, particles.count) shaders.glUseProgram(geometry_program) glUniformMatrix4fv(projection_id, 1, False, numpy.ascontiguousarray(projection)) + glUniformMatrix4fv(rotation_id, 1, False, numpy.ascontiguousarray(rotation.get())) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) glBegin(GL_POLYGON) glVertex3f(0,0,0) @@ -214,12 +240,27 @@ def on_reshape(width, height): glViewport(0,0,width,height) projection, point_size = get_projection(width, height) +def on_keyboard(key, x, y): + global rotation + + x = { + b'w': -numpy.pi/100, + b's': numpy.pi/100 + }.get(key, 0.0) + z = { + b'a': -numpy.pi/100, + b'd': numpy.pi/100 + }.get(key, 0.0) + + rotation.update(x,z) + def on_timer(t): glutTimerFunc(t, on_timer, t) glutPostRedisplay() glutDisplayFunc(on_display) glutReshapeFunc(on_reshape) +glutKeyboardFunc(on_keyboard) glutTimerFunc(10, on_timer, 10) glutMainLoop() |