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EnvironmentSphere.py
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EnvironmentSphere.py
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#!/usr/bin/python
from __future__ import absolute_import, division, print_function, unicode_literals
""" Wavefront obj model loading. Material properties set in mtl file.
Uses the import pi3d method to load *everything*
"""
import demo
import pi3d
from math import cos, sin, radians
# Setup display and initialise pi3d
DISPLAY = pi3d.Display.create(x=100, y=100,
background=(0.2, 0.4, 0.6, 1), frames_per_second=30)
shader = pi3d.Shader("uv_reflect")
matsh = pi3d.Shader("mat_reflect")
flatsh = pi3d.Shader('uv_flat')
#========================================
# this is a bit of a one off because the texture has transparent parts
# comment out and google to see why it's included here.
from pi3d import opengles, GL_CULL_FACE
opengles.glDisable(GL_CULL_FACE)
#========================================
# load bump and reflection textures
bumptex = pi3d.Texture("textures/floor_nm.jpg")
shinetex = pi3d.Texture("textures/photosphere.jpg")
# load model_loadmodel
mymodel = pi3d.Model(file_string='models/teapot.obj', name='teapot')
mymodel.set_shader(shader)
mymodel.set_normal_shine(bumptex, 0.0, shinetex, 0.4)
# create two material shaded spheres
sphere1 = pi3d.Sphere(radius=0.25, x=2.0)
sphere1.set_draw_details(matsh, [bumptex, shinetex], 4.0, 0.2)
sphere1.set_material((0.4, 0.3, 0.1))
sphere1.set_specular((0.6, 0.6, 0.8))
sphere2 = pi3d.Sphere(radius=0.25, z=2.0)
sphere2.set_draw_details(matsh, [bumptex, shinetex], 4.0, 0.3)
sphere2.set_material((0.2, 0.8, 0.6))
sphere2.set_specular((0.8, 0.8, 1.1))
# environment sphere
mysphere = pi3d.Sphere(radius=400.0, rx=180, ry=180, invert=True)
mysphere.set_draw_details(flatsh, [shinetex])
# Fetch key presses
mykeys = pi3d.Keyboard()
mymouse = pi3d.Mouse(restrict=False)
mymouse.start()
omx, omy = mymouse.position()
CAMERA = pi3d.Camera.instance()
dist = 4.0
rot = 0.0
tilt = 0.0
while DISPLAY.loop_running():
k = mykeys.read()
if k >-1:
if k==ord('w'):
dist += 0.02
if k==ord('s'):
dist -= 0.02
elif k==27:
mykeys.close()
DISPLAY.destroy()
break
mx, my = mymouse.position()
rot -= (mx - omx)*0.4
tilt += (my - omy)*0.4
omx = mx
omy = my
CAMERA.reset()
CAMERA.rotate(-tilt, rot, 0)
CAMERA.position((dist * sin(radians(rot)) * cos(radians(tilt)),
dist * sin(radians(tilt)),
-dist * cos(radians(rot)) * cos(radians(tilt))))
mymodel.draw()
sphere1.draw()
sphere2.draw()
mysphere.draw()
mymodel.rotateIncY(0.41)
mymodel.rotateIncZ(0.12)
mymodel.rotateIncX(0.23)