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import numpy
from OpenGL.GL import glViewport
from pyrr import matrix44, quaternion
class Projection:
def __init__(self, distance):
self.distance = distance
self.ratio = 4./3.
self.update()
def update(self):
projection = matrix44.create_perspective_projection(20.0, self.ratio, 0.1, 1000.0)
look = matrix44.create_look_at(
eye = [0, -self.distance, 0],
target = [0, 0, 0],
up = [0, 0, -1])
self.matrix = numpy.matmul(look, projection)
def update_ratio(self, width, height, update_viewport = True):
if update_viewport:
glViewport(0,0,width,height)
self.ratio = width/height
self.update()
def update_distance(self, change):
self.distance += change
self.update()
def get(self):
return self.matrix
class Rotation:
def __init__(self, shift, x = numpy.pi, z = numpy.pi):
self.matrix = matrix44.create_from_translation(shift),
self.rotation_x = quaternion.Quaternion()
self.update(x,z)
def update(self, x, z):
rotation_x = quaternion.Quaternion(quaternion.create_from_eulers([x,0,0]))
rotation_z = self.rotation_x.conjugate.cross(
quaternion.Quaternion(quaternion.create_from_eulers([0,0,z])))
self.rotation_x = self.rotation_x.cross(rotation_x)
self.matrix = numpy.matmul(
self.matrix,
matrix44.create_from_quaternion(rotation_z.cross(self.rotation_x))
)
self.inverse_matrix = numpy.linalg.inv(self.matrix)
def get(self):
return self.matrix
def get_inverse(self):
return self.inverse_matrix
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