325 lines
7.9 KiB
Python
325 lines
7.9 KiB
Python
#!/usr/bin/python
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""" projection variable d'un hypercube"""
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# pour l'interaction avec le système
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# pour sqrt() et pow()
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import math
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# pour les nombres aléatoires
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from random import randint
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import pygame as pg
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from pygame.locals import *
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# importe tout ce qui est contenu dans le package OpenGL
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from OpenGL.GL import *
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# GLU première couche au dessus d'OpenGL
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from OpenGL.GLU import *
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# couche supérieure, ressemble à la SDL, permet la gestion simplifiée de la configuration,
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# des entrées (clavier souris) et des fonctions de plus haut niveau
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from OpenGL.GLUT import *
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##
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# Constantes
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##
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MIN_INC = -100
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MAX_INC = 100
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FPS = 60
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##
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# Variables globales
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##
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# points de l'hypercube dans l'hyperespace
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hp = [0, 0, 0, 0,
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1, 0, 0, 0,
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0, 1, 0, 0,
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1, 1, 0, 0,
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0, 0, 1, 0,
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1, 0, 1, 0,
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0, 1, 1, 0,
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1, 1, 1, 0,
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0, 0, 0, 1,
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1, 0, 0, 1,
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0, 1, 0, 1,
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1, 1, 0, 1,
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0, 0, 1, 1,
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1, 0, 1, 1,
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0, 1, 1, 1,
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1, 1, 1, 1]
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# flags
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frepere = 0
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flagsAnim = [1, 1, 1, 1]
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fullscreen = 0
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## coordonnées
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# position
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x = 0.0
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y = 0.0
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z = 3.0
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# vue
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cx = 0.0
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cy = 0.0
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cz = 0.0
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# variables pour l'animation sur les coordonnées de l'espace de projection
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# varAnim = [ -100, -33, 33, 100 ]
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# variables de départ aléatoires
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varAnim = [randint(-100, 100),
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randint(-100, 100),
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randint(-100, 100),
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randint(-100, 100)]
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# incAnim = [0.1, 0.1, 0.1, 0.1]
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# incAnim = [0.05, 0.05, 0.05, 0.05]
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incAnim = [1.0, 1.0, 1.0, 1.0]
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# fonction d'affichage principale
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def draw():
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""" fonction d'affichage principale appelée par GlutMainLoop"""
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global x, y, z
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global cx, cy, cz
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global varAnime
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global flagsAnime
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global incAnime
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global frepere
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# couleur par défaut (le fond entre autre)
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glClearColor(0.0, 0.0, 0.0, 0.0)
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
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if frepere == 1:
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draw_repere()
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# animation
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for i in range(0, 3):
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if flagsAnim[i]:
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varAnim[i] += incAnim[i]
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if (varAnim[i] > MAX_INC) or (varAnim[i] < MIN_INC):
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incAnim[i] *= -1
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draw_hypercube(varAnim[0], varAnim[1], varAnim[2], varAnim[3])
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# gestion du clavier
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def keyboard(key):
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""" gère les touches normales"""
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global frepere
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global flagsAnim
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global fullscreen
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global cx, cy, cz
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if key == K_ESCAPE:
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pg.quit()
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quit()
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if key == K_f:
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pass
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fullscreen = 1 - fullscreen
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if key == K_a:
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frepere = 1 - frepere
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if key == K_u:
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flagsAnim[0] = 1 - flagsAnim[0]
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if key == K_i:
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flagsAnim[1] = 1 - flagsAnim[1]
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if key == K_o:
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flagsAnim[2] = 1 - flagsAnim[2]
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if key == K_p:
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flagsAnim[3] = 1 - flagsAnim[3]
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if key == K_LEFT:
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cx = cx - 1
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elif key == K_RIGHT:
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cx = cx + 1
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elif key == K_UP:
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cy = cy + 1
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elif key == K_DOWN:
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cy = cy - 1
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def draw_line(x1, y1, z1, x2, y2, z2):
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""" dessine une ligne"""
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glBegin(GL_LINES)
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glVertex3f(x1, y1, z1)
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glVertex3f(x2, y2, z2)
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glEnd()
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def draw_repere():
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""" dessine le repère orthogonal"""
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glBegin(GL_LINES)
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glColor3f(1.0, 0.0, 0.0)
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glVertex2i(0, 0)
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glVertex2i(0, 1)
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glColor3f(0.0, 1.0, 0.0)
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glVertex2i(0, 0)
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glVertex2i(1, 0)
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glColor3f(0.0, 0.0, 1.0)
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glVertex2i(0, 0)
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glVertex3i(0, 0, 1)
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glEnd()
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def draw_hypercube(a1, b1, c1, d1):
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"""dessine l'hypercube """
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global hp
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# normalisation
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a = a1 / math.sqrt(pow(a1, 2) + pow(b1, 2) + pow(c1, 2) + pow(d1, 2))
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b = b1 / math.sqrt(pow(a1, 2) + pow(b1, 2) + pow(c1, 2) + pow(d1, 2))
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c = c1 / math.sqrt(pow(a1, 2) + pow(b1, 2) + pow(c1, 2) + pow(d1, 2))
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d = d1 / math.sqrt(pow(a1, 2) + pow(b1, 2) + pow(c1, 2) + pow(d1, 2))
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X = list()
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Y = list()
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Z = list()
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# parcours de la liste des points de l'hypercube
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for p in range(0,16):
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hx = hp[p * 4]
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hy = hp[p * 4 + 1]
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hz = hp[p * 4 + 2]
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ht = hp[p * 4 + 3]
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# calcul des coordonnées projetées
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X.append( ( b * (pow(b, 2) + pow(c, 2) + pow(d, 2)) + pow(a, 2) * b) * hx + (pow(-b, 2) * a - a * (pow(a, 2) + pow(c, 2) + pow(d, 2))) * hy + (d * (pow(a, 2) + pow(b, 2) + pow(d, 2)) + pow(c, 2) * d) * hz + (c * pow(d, 2) + c * (pow(a, 2) + pow(b, 2) + pow(c, 2))) * ht)
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Y.append( (c * (pow(b, 2) + pow(c, 2) + pow(d, 2)) + pow(a, 2) * c) * hx + (-d * (pow(a, 2) + pow(c, 2) + pow(d, 2) ) - pow(b, 2) * d) * hy + (pow(-c, 2) * a-a*(pow(a, 2) + pow(b, 2) + pow(d, 2))) * hz + (-b * pow(d, 2) - b * (pow(a, 2) + pow(b, 2) + pow(c, 2))) * ht)
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Z.append( ( d * (pow(b, 2) + pow(c,2) + pow(d, 2)) + pow(a, 2) * d) * hx + (c * (pow(a, 2) + pow(c, 2) + pow(d, 2)) + pow(b, 2) * c) * hy + (pow(-c, 2) * b - b * (pow(a, 2) + pow(b, 2) + pow(d, 2))) * hz + (a * pow(d, 2) + a * (pow(a, 2) + pow(b, 2) + pow(c, 2))) * ht)
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# dessine les lignes entre les points afin de dessiner l'hypercube
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glBegin(GL_LINES)
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glColor4f(1.0, 0.0, 0.0, 0.9)
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# A B
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glVertex3f(X[0], Y[0], Z[0])
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glVertex3f(X[1], Y[1], Z[1])
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# A C
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glVertex3f(X[0], Y[0], Z[0])
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glVertex3f(X[2], Y[2], Z[2])
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# B D
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glVertex3f(X[1], Y[1], Z[1])
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glVertex3f(X[3], Y[3], Z[3])
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# C D
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glVertex3f(X[2], Y[2], Z[2])
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glVertex3f(X[3], Y[3], Z[3])
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# A E
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glVertex3f(X[0], Y[0], Z[0])
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glVertex3f(X[4], Y[4], Z[4])
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# B F
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glVertex3f(X[1], Y[1], Z[1])
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glVertex3f(X[5], Y[5], Z[5])
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# E F
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glVertex3f(X[4], Y[4], Z[4])
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glVertex3f(X[5], Y[5], Z[5])
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# C G
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glVertex3f(X[2], Y[2], Z[2])
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glVertex3f(X[6], Y[6], Z[6])
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# E G
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glVertex3f(X[4], Y[4], Z[4])
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glVertex3f(X[6], Y[6], Z[6])
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# D H
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glVertex3f(X[3], Y[3], Z[3])
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glVertex3f(X[7], Y[7], Z[7])
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# F H
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glVertex3f(X[5], Y[5], Z[5])
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glVertex3f(X[7], Y[7], Z[7])
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# G H
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glVertex3f(X[7], Y[7], Z[7])
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glVertex3f(X[6], Y[6], Z[6])
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glColor4f(0.0, 1.0, 0.0, 0.9)
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# A I
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glVertex3f(X[0], Y[0], Z[0])
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glVertex3f(X[8], Y[8], Z[8])
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# B J
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glVertex3f(X[1], Y[1], Z[1])
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glVertex3f(X[9], Y[9], Z[9])
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# C K
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glVertex3f(X[2], Y[2], Z[2])
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glVertex3f(X[10], Y[10], Z[10])
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# D L
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glVertex3f(X[3], Y[3], Z[3])
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glVertex3f(X[11], Y[11], Z[11])
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# E M
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glVertex3f(X[4], Y[4], Z[4])
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glVertex3f(X[12], Y[12], Z[12])
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# F N
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glVertex3f(X[5], Y[5], Z[5])
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glVertex3f(X[13], Y[13], Z[13])
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# G O
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glVertex3f(X[6], Y[6], Z[6])
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glVertex3f(X[14], Y[14], Z[14])
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# H P
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glVertex3f(X[7], Y[7], Z[7])
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glVertex3f(X[15], Y[15], Z[15])
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glColor4f(0.0, 0.0, 1.0, 0.9)
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# I J
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glVertex3f(X[8], Y[8], Z[8])
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glVertex3f(X[9], Y[9], Z[9])
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# I K
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glVertex3f(X[8], Y[8], Z[8])
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glVertex3f(X[10], Y[10], Z[10])
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# I M
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glVertex3f(X[8], Y[8], Z[8])
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glVertex3f(X[12], Y[12], Z[12])
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# J L
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glVertex3f(X[9], Y[9], Z[9])
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glVertex3f(X[11], Y[11], Z[11])
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# J N
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glVertex3f(X[9], Y[9], Z[9])
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glVertex3f(X[13], Y[13], Z[13])
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# K L
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glVertex3f(X[10], Y[10], Z[10])
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glVertex3f(X[11], Y[11], Z[11])
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# K O
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glVertex3f(X[10], Y[10], Z[10])
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glVertex3f(X[14], Y[14], Z[14])
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# M N
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glVertex3f(X[12], Y[12], Z[12])
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glVertex3f(X[13], Y[13], Z[13])
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# M O
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glVertex3f(X[12], Y[12], Z[12])
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glVertex3f(X[14], Y[14], Z[14])
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# N P
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glVertex3f(X[13], Y[13], Z[13])
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glVertex3f(X[15], Y[15], Z[15])
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# O P
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glVertex3f(X[14], Y[14], Z[14])
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glVertex3f(X[15], Y[15], Z[15])
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# L P
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glVertex3f(X[11], Y[11], Z[11])
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glVertex3f(X[15], Y[15], Z[15])
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glEnd()
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# main
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pg.init()
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windowSize = (1152, 720)
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pg.display.set_mode(windowSize, DOUBLEBUF | OPENGL)
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clock = pg.time.Clock()
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# setup PoV
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gluPerspective(60, (windowSize[0]/windowSize[1]), 0.1, 100.0)
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glTranslatef(0.0, 0.0, -5)
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while True:
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for event in pg.event.get():
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if event.type == pg.KEYDOWN:
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keyboard(event.key)
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# print('FPS: ' + str(clock.get_fps()))
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clock.tick(FPS)
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draw()
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pg.display.flip()
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