Created
June 23, 2016 07:26
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Raspoid - 3D visualizer, based on work of Andrew Birkett, presented in a post on Bitify (http://blog.bitify.co.uk/2013/11/3d-opengl-visualisation-of-data-from.html 16 November 2013)
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#!/usr/bin/python | |
import socket | |
import pygame | |
import urllib | |
from OpenGL.GL import * | |
from OpenGL.GLU import * | |
from math import radians | |
from pygame.locals import * | |
import sys | |
server = socket.socket(socket.AF_INET, socket.SOCK_STREAM) | |
server.connect((sys.argv[1], int(sys.argv[2]))) | |
SCREEN_SIZE = (400, 300) #(800, 600) | |
SCALAR = .5 | |
SCALAR2 = 0.2 | |
def resize(width, height): | |
glViewport(0, 0, width, height) | |
glMatrixMode(GL_PROJECTION) | |
glLoadIdentity() | |
gluPerspective(45.0, float(width) / height, 0.001, 10.0) | |
glMatrixMode(GL_MODELVIEW) | |
glLoadIdentity() | |
gluLookAt(0.0, 1.0, -5.0, | |
0.0, 0.0, 0.0, | |
0.0, 1.0, 0.0) | |
def init(): | |
glEnable(GL_DEPTH_TEST) | |
glClearColor(0.0, 0.0, 0.0, 0.0) | |
glShadeModel(GL_SMOOTH) | |
glEnable(GL_BLEND) | |
glEnable(GL_POLYGON_SMOOTH) | |
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST) | |
glEnable(GL_COLOR_MATERIAL) | |
glEnable(GL_LIGHTING) | |
glEnable(GL_LIGHT0) | |
glLightfv(GL_LIGHT0, GL_AMBIENT, (0.3, 0.3, 0.3, 1.0)); | |
def read_values(): | |
server.send(sys.argv[3]) | |
response = server.recv(1024) | |
return response.split(" "); | |
def run(): | |
pygame.init() | |
screen = pygame.display.set_mode(SCREEN_SIZE, HWSURFACE | OPENGL | DOUBLEBUF) | |
resize(*SCREEN_SIZE) | |
init() | |
clock = pygame.time.Clock() | |
cube = Cube((0.0, 0.0, 0.0), (1, 0.5, 0.14)) | |
angle = 0 | |
while True: | |
then = pygame.time.get_ticks() | |
for event in pygame.event.get(): | |
if event.type == QUIT: | |
return | |
if event.type == KEYUP and event.key == K_ESCAPE: | |
return | |
angle = angle + 0.1 | |
values = read_values() | |
x_angle = values[0] | |
y_angle = values[1] | |
z_angle = values[2] | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |
glColor((1.,1.,1.)) | |
glLineWidth(1) | |
glBegin(GL_LINES) | |
for x in range(-20, 22, 2): | |
glVertex3f(x/10.,-1,-1) | |
glVertex3f(x/10.,-1,1) | |
for x in range(-20, 22, 2): | |
glVertex3f(x/10.,-1, 1) | |
glVertex3f(x/10., 1, 1) | |
for z in range(-10, 12, 2): | |
glVertex3f(-2, -1, z/10.) | |
glVertex3f( 2, -1, z/10.) | |
for z in range(-10, 12, 2): | |
glVertex3f(-2, -1, z/10.) | |
glVertex3f(-2, 1, z/10.) | |
for z in range(-10, 12, 2): | |
glVertex3f( 2, -1, z/10.) | |
glVertex3f( 2, 1, z/10.) | |
for y in range(-10, 12, 2): | |
glVertex3f(-2, y/10., 1) | |
glVertex3f( 2, y/10., 1) | |
for y in range(-10, 12, 2): | |
glVertex3f(-2, y/10., 1) | |
glVertex3f(-2, y/10., -1) | |
for y in range(-10, 12, 2): | |
glVertex3f(2, y/10., 1) | |
glVertex3f(2, y/10., -1) | |
glEnd() | |
glPushMatrix() | |
# print(y_angle) | |
# print(x_angle) | |
glRotatef(float(x_angle), 1., 0., 0.) | |
glRotatef(-float(y_angle), 0., 0., 1.) | |
glRotatef(float(z_angle), 0., 1., 0.) | |
cube.render() | |
glPopMatrix() | |
pygame.display.flip() | |
class Cube(object): | |
def __init__(self, position, color): | |
self.position = position | |
self.color = color | |
# Cube information | |
num_faces = 6 | |
vertices = [(-1.0, -0.05, 0.5), | |
(1.0, -0.05, 0.5), | |
(1.0, 0.05, 0.5), | |
(-1.0, 0.05, 0.5), | |
(-1.0, -0.05, -0.5), | |
(1.0, -0.05, -0.5), | |
(1.0, 0.05, -0.5), | |
(-1.0, 0.05, -0.5)] | |
normals = [(0.0, 0.0, +1.0), # front | |
(0.0, 0.0, -1.0), # back | |
(+1.0, 0.0, 0.0), # right | |
(-1.0, 0.0, 0.0), # left | |
(0.0, +1.0, 0.0), # top | |
(0.0, -1.0, 0.0)] # bottom | |
vertex_indices = [(0, 1, 2, 3), # front | |
(4, 5, 6, 7), # back | |
(1, 5, 6, 2), # right | |
(0, 4, 7, 3), # left | |
(3, 2, 6, 7), # top | |
(0, 1, 5, 4)] # bottom | |
def render(self): | |
then = pygame.time.get_ticks() | |
glColor(self.color) | |
vertices = self.vertices | |
# Draw all 6 faces of the cube | |
glBegin(GL_QUADS) | |
for face_no in xrange(self.num_faces): | |
glNormal3dv(self.normals[face_no]) | |
v1, v2, v3, v4 = self.vertex_indices[face_no] | |
glVertex(vertices[v1]) | |
glVertex(vertices[v2]) | |
glVertex(vertices[v3]) | |
glVertex(vertices[v4]) | |
glEnd() | |
if __name__ == "__main__": | |
run() |
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