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@JulienLouette
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)
#!/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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