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Copy pathbilliards.py
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225 lines (191 loc) · 6.16 KB
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import math
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
# Constants
Dt = 33
Coeff_Of_Restitution = 0.5
Frame_Counter_Max = 50
Table_Width = 1.27
Table_Height = 2.54
Ball_Radius = 0.04
Image_Width = 256
Image_Height = 256
startStopFlag = None
texImage = [[[[], [], []] for j in range(Image_Width)] for i in range(Image_Height)]
# Class CBall
class CBall:
def set(self, x, y, z, radius, theta, velocity):
self.x = x
self.y = y
self.z = z
self.radius = radius
self.theta = math.radians(theta)
self.velocity = velocity
self.ambient = [1.0, 0.0, 0.0, 1.0]
self.diffuse = [0.6, 0.1, 0.1, 1.0]
self.specular = [1.0, 1.0, 1.0, 1.0]
self.shininess = 128.0
def step(self):
c = 0.0005
self.x -= c * Dt * self.velocity * math.sin(self.theta)
self.z -= c * Dt * self.velocity * math.cos(self.theta)
def draw(self):
glMaterialfv(GL_FRONT, GL_AMBIENT, self.ambient)
glMaterialfv(GL_FRONT, GL_DIFFUSE, self.diffuse)
glMaterialfv(GL_FRONT, GL_SPECULAR, self.specular)
glMaterialf(GL_FRONT, GL_SHININESS, self.shininess)
glPushMatrix()
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glTranslated(self.x, self.y, self.z)
glutSolidSphere(self.radius, 20, 20)
glDisable(GL_LIGHTING)
glDisable(GL_DEPTH_TEST)
glPopMatrix()
def checkForCollision():
global ball1, ball2
dx = ball1.x - ball2.x
dz = ball1.z - ball2.z
d = math.sqrt(dx * dx + dz * dz)
if d <= (ball1.radius + ball2.radius):
ball2.theta = math.asin(ball1.x / (2 * ball1.radius))
ball1.theta = ball2.theta - math.pi / 2
ball2.velocity = 0.5 * ball1.velocity * (1.0 + Coeff_Of_Restitution)
ball1.velocity = 0.5 * ball1.velocity * (1.0 - Coeff_Of_Restitution)
def mySetUpBall():
global ball1, ball2
ball1 = CBall()
ball1.set(0.04, Ball_Radius, -0.1, Ball_Radius, 0.0, 2.0)
ball2 = CBall()
ball2.set(0.0, Ball_Radius, -0.5, Ball_Radius, 0.0, 0.0)
ball2.diffuse = [0.0, 0.0, 0.2, 1.0]
def readPPMImage(filename):
with open(filename, 'rb') as fp:
for i in range(4):
while True:
ch = fp.read(1)
if ch != b'#':
break
fp.readline()
while ch.isspace():
ch = fp.read(1)
while not ch.isspace():
ch = fp.read(1)
if i < 3:
while ch.isspace():
ch = fp.read(1)
fp.readinto(texImage)
def mySetUpTexture():
texGreenSheet = "texGreenSheet.ppm"
readPPMImage(texGreenSheet)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, Image_Width, Image_Height, 0, GL_RGB, GL_UNSIGNED_BYTE, texImage)
def greenCloth():
p0 = [-(Table_Width / 2.0), 0.0, 0.0]
p1 = [(Table_Width / 2.0), 0.0, 0.0]
p2 = [(Table_Width / 2.0), 0.0, -Table_Height]
p3 = [-(Table_Width / 2.0), 0.0, -Table_Height]
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL)
glBegin(GL_QUADS)
glTexCoord2f(0.0, 0.0)
glVertex3fv(p0)
glTexCoord2f(2.0, 0.0)
glVertex3fv(p1)
glTexCoord2f(2.0, 2.0)
glVertex3fv(p2)
glTexCoord2f(0.0, 2.0)
glVertex3fv(p3)
glEnd()
def myDisplay():
global ball1, ball2
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glEnable(GL_TEXTURE_2D)
greenCloth()
glDisable(GL_TEXTURE_2D)
glPushMatrix()
ball1.step()
ball2.step()
checkForCollision()
ball1.draw()
ball2.draw()
glPopMatrix()
glutSwapBuffers()
glDisable(GL_LIGHTING)
glDisable(GL_DEPTH_TEST)
def myReshape(width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60.0, width / height, 0.1, 20.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0.0, 0.4, 0.5, 0.0, 0.0, -0.6, 0.0, 1.0, 0.0)
def myTimer(value):
if value == 1:
glutTimerFunc(Dt, myTimer, 1)
if startStopFlag:
glutPostRedisplay()
global frameCounter
frameCounter += 1
if frameCounter >= Frame_Counter_Max:
startStopFlag = 0
def myKeyboard(key, x, y):
global startStopFlag
if key == b'g':
startStopFlag = 1
elif key == b'\x1b':
exit(0)
def mySetLight():
lightPos0 = [0.0, 1.0, -0.2, 0.0]
diffuse0 = [0.5, 0.5, 0.5, 1.0]
specular0 = [0.2, 0.2, 0.2, 1.0]
lightPos = [0.0, 1.0, -0.2, 1.0]
spotDir = [0.0, -1.0, -0.5]
ambient = [0.2, 0.2, 0.2, 1.0]
diffuse = [1.0, 1.0, 1.0, 1.0]
specular = [1.0, 1.0, 1.0, 1.0]
glLightfv(GL_LIGHT1, GL_POSITION, lightPos0)
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0)
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0)
glLightfv(GL_LIGHT1, GL_POSITION, lightPos)
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spotDir)
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient)
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse)
glLightfv(GL_LIGHT1, GL_SPECULAR, specular)
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 30.0)
glLightf(GL_LIGHT1, GL_SPOT_EXPONENT, 2.0)
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT1)
def myInit(progname):
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH)
glutInitWindowSize(500, 500)
glutInitWindowPosition(0, 0)
glutCreateWindow(progname)
glClearColor(0.0, 0.0, 0.0, 1.0)
glShadeModel(GL_SMOOTH)
glEnable(GL_NORMALIZE)
glEnable(GL_AUTO_NORMAL)
def main():
global startStopFlag, frameCounter
startStopFlag = 0
frameCounter = 0
glutInit(sys.argv)
myInit(b"Billiard")
glutKeyboardFunc(myKeyboard)
glutTimerFunc(Dt, myTimer, 1)
glutReshapeFunc(myReshape)
glutDisplayFunc(myDisplay)
mySetLight()
mySetUpBall()
mySetUpTexture()
glutMainLoop()
if __name__ == "__main__":
main()