1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
|
import numpy
from OpenGL.GL import *
class Cylinder:
def __init__(self, x, y, z, r, h = 0, l = 0):
self.x = x
self.y = y
self.z = z
self.r = r
self.h = h
self.l = l
self.circle = []
for i in range(33):
alpha = 2 * numpy.pi * (i/32)
c0 = self.r * numpy.cos(alpha)
c1 = self.r * numpy.sin(alpha)
self.circle.append((c0, c1))
def indicator(self):
if self.h == 0:
return lambda x, y, z: (x - self.x)**2 + (z - self.z)**2 < self.r*self.r and y >= self.y and y <= self.y+self.l
else:
return lambda x, y, z: (x - self.x)**2 + (y - self.y)**2 < self.r*self.r and z >= self.z and z <= self.z+self.h
def draw(self):
glBegin(GL_TRIANGLE_FAN)
if self.h == 0:
glNormal(0,-1, 0)
glVertex(self.x, self.y, self.z)
for (c0, c1) in self.circle:
glNormal(0, -1, 0)
glVertex(self.x+c0, self.y, self.z+c1)
else:
glNormal(0, 0, -1)
glVertex(self.x, self.y, self.z)
for (c0, c1) in self.circle:
glVertex(self.x+c0, self.y+c1, self.z)
glEnd()
glBegin(GL_TRIANGLE_FAN)
if self.h == 0:
glNormal(0, 1, 0)
glVertex(self.x, self.y+self.l, self.z)
for (c0, c1) in self.circle:
glVertex(self.x+c0, self.y+self.l, self.z+c1)
else:
glNormal(0, 0, 1)
glVertex(self.x, self.y, self.z+self.h)
for (c0, c1) in self.circle:
glVertex(self.x+c0, self.y+c1, self.z+self.h)
glEnd()
glBegin(GL_TRIANGLE_STRIP)
if self.h == 0:
for (c0, c1) in self.circle:
glNormal(c0, 0, c1)
glVertex(self.x+c0, self.y, self.z+c1)
glVertex(self.x+c0, self.y + self.l, self.z+c1)
else:
for (c0, c1) in self.circle:
glNormal(c0, c1, 0)
glVertex(self.x+c0, self.y+c1, self.z)
glVertex(self.x+c0, self.y+c1, self.z+self.h)
glEnd()
|