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@mieki256
Created September 18, 2022 12:42
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Bound ball animation by using PyOpenGL
#!python
# -*- mode: python; Encoding: utf-8; coding: utf-8 -*-
# Last updated: <2022/09/18 21:40:32 +0900>
"""
GL bound ball by mieki256.
License: CC0 / Public Domain.
ESC, q : Exit
f : Display FPS
* Windows10 x64 21H2 + Python 3.9.13 + PyOpenGL 3.1.6
* Windows10 x64 21H2 + Python 2.7.18 + PyOpenGL 3.1.0
"""
import sys
import math
import time
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
# SCRW, SCRH = 1600, 900
SCRW, SCRH = 1280, 720
# SCRW, SCRH = 512, 288
# SCRW, SCRH = 640, 480
FPS = 60
BOX_W = 20
SPHERE_R = 0.5
scr_w, scr_h = SCRW, SCRH
ang = 0.0
ang_d = 0.0
bx, by, bz = 0.0, 0.0, 0.0
dx, dy, dz = 0.0, 0.0, 0.0
cx, cy, cz = 0.0, 0.0, 0.0
hit = 0.0
hit_dir = 0
fps_bar_enable = False
rec_time = 0
count_fps = 0
count_frame = 0
window = 0
def init_count_fps():
global rec_time, count_fps, count_frame
rec_time = time.time()
count_fps = 0
count_frame = 0
def calc_fps():
global rec_time, count_fps, count_frame
count_frame += 1
t = time.time() - rec_time
if t >= 1.0:
rec_time += 1.0
count_fps = count_frame
count_frame = 0
elif t < 0.0:
rec_time = time.time()
count_fps = 0
count_frame = 0
def init_work():
global ang, ang_d, bx, by, bz, dx, dy, dz, cx, cy, cz, hit, hit_dir
ang = 0.0
ang_d = 360.0 / (FPS * 30)
bx, by, bz = 0.0, 0.0, 0.0
dx = (float(BOX_W) / float(FPS)) * 0.5
dy = dx * 0.3
dz = dx * 0.7
cx, cy, cz = 0.0, 0.0, 0.0
hit = 0.0
hit_dir = 0
init_count_fps()
def draw_string(x, y, str):
# light disable
glDisable(GL_LIGHT0)
glDisable(GL_LIGHTING)
glColor3f(1.0, 1.0, 1.0)
glWindowPos2f(x, y)
for c in str:
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, ord(c))
def draw_wire_cube(width):
global count_fps
w = float(width) / 2.0
pos = [
[-1, -1, -1],
[-1, 1, -1],
[1, 1, -1],
[1, -1, -1],
[-1, -1, 1],
[-1, 1, 1],
[1, 1, 1],
[1, -1, 1],
]
idxs = [
[0, 1],
[1, 2],
[2, 3],
[3, 0],
[4, 5],
[5, 6],
[6, 7],
[7, 4],
[0, 4],
[1, 5],
[2, 6],
[3, 7],
]
for idx in idxs:
i0, i1 = idx
x0, y0, z0 = pos[i0]
x1, y1, z1 = pos[i1]
glBegin(GL_LINES)
glVertex3f(w * x0, w * y0, w * z0)
glVertex3f(w * x1, w * y1, w * z1)
glEnd()
if fps_bar_enable:
ww = width * float(count_fps) / FPS
glColor3f(1.0, 0.0, 0.0)
glBegin(GL_LINES)
glVertex3f(-w, -w, w * 0.98)
glVertex3f(ww - w, -w, w * 0.98)
glEnd()
def draw_grid(width):
w = float(width) / 2.0
x = -w
y = -w
d = float(width) / 10
while x <= (width / 2):
glBegin(GL_LINES)
glVertex3f(x, y, -w)
glVertex3f(x, y, w)
glEnd()
glBegin(GL_LINES)
glVertex3f(-w, y, x)
glVertex3f(w, y, x)
glEnd()
x += d
def draw_circle(bx, by, bz, r, hit_dir):
glPushMatrix()
glTranslatef(bx, by, bz)
if hit_dir == 0:
glRotatef(90.0, 0.0, 1.0, 0.0)
elif hit_dir == 1:
glRotatef(90.0, 1.0, 0.0, 0.0)
y = -r
d = float(r) / 5.0
while y <= r:
x = math.sqrt(r * r - (y * y))
glBegin(GL_LINES)
glVertex3f(-x, y, 0.0)
glVertex3f(+x, y, 0.0)
glEnd()
glBegin(GL_LINES)
glVertex3f(y, -x, 0.0)
glVertex3f(y, +x, 0.0)
glEnd()
y += d
glPopMatrix()
def draw_func():
global bx, by, bz, hit, hit_dir, cx, cy, cz, count_fps, scr_h
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
if fps_bar_enable:
draw_string(8, scr_h - (24 + 8), "FPS: %d" % count_fps)
# set light
light0pos = [BOX_W * 0.25, BOX_W * 1.0, BOX_W * 0.5, 0]
light0def = [1, 1, 1, 1]
light0spe = [1, 1, 1, 1]
light0amb = [0.5, 0.5, 1.0, 1.0]
glDisable(GL_LIGHTING)
glEnable(GL_LIGHTING)
glEnable(GL_NORMALIZE)
glLightfv(GL_LIGHT0, GL_POSITION, light0pos)
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0def)
glLightfv(GL_LIGHT0, GL_SPECULAR, light0spe)
glLightfv(GL_LIGHT0, GL_AMBIENT, light0amb)
glLoadIdentity()
# rotate camera position
r = (BOX_W / 2) + 15
x = r * math.cos(math.radians(ang))
y = r * 0.2 + 10 * math.sin(math.radians(ang * 2))
z = r * math.sin(math.radians(ang))
tx, ty, tz = 0, 0, 0
gluLookAt(x, y, z, tx, ty, tz, 0, 1, 0)
glScalef(1.0, 1.0, 1.0)
# light disable
glDisable(GL_LIGHT0)
glDisable(GL_LIGHTING)
# set color
if hit == 0.0:
glColor3f(0.0, 0.0, 0.8)
else:
glColor3f(hit, hit, 0.8 + 0.2 * hit)
# draw grid
draw_grid(BOX_W)
# draw cube
# glutWireCube(BOX_W)
draw_wire_cube(BOX_W)
if hit > 0.0:
glColor3f(0.0, hit, hit)
draw_circle(cx, cy, cz, 0.1 + 2.0 - 2.0 * hit, hit_dir)
# light enable
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glPushMatrix()
glTranslatef(bx, by, bz)
# set color
if hit == 0.0:
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [0.0, 1.0, 0.0, 1.0])
else:
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [hit, 1.0 - hit, 0.0, 1.0])
hit -= 0.03
if hit <= 0.0:
hit = 0.0
# draw sphere
quadric = gluNewQuadric()
radius = SPHERE_R
slices = 32
stacks = 16
gluSphere(quadric, radius, slices, stacks)
glPopMatrix()
glutSwapBuffers()
calc_fps()
def init_GL(w, h):
global window
glutInit(sys.argv)
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
# glutInitWindowPosition(0, 0)
glutInitWindowSize(w, h)
window = glutCreateWindow("GL Bound Ball by PyOpenGL")
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH)
# glShadeModel(GL_FLAT)
glDisable(GL_LIGHTING)
glEnable(GL_LIGHTING)
glEnable(GL_NORMALIZE)
# glEnable(GL_CULL_FACE)
# glCullFace(GL_BACK)
init_view_and_pers(w, h)
def init_view_and_pers(w, h):
"""Init viewport and Perspective."""
global scr_w, scr_h
scr_w, scr_h = w, h
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60.0, float(w) / float(h), 0.1, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
def reshape(width, height):
"""Window resize callback."""
init_view_and_pers(width, height)
def on_timer(value):
global ang, ang_d, bx, by, bz, dx, dy, dz, cx, cy, cz, hit, hit_dir
# update angle and position
ang += ang_d
if ang >= 360.0:
ang -= 360.0
bx += dx
by += dy
bz += dz
hit -= 0.03
if hit < 0.0:
hit = 0.0
# collision check
w = BOX_W / 2.0
if bx - SPHERE_R <= -w or bx + SPHERE_R >= w:
dx *= -1
hit = 1.0
hit_dir = 0
cx = bx + (SPHERE_R * (-1 if (bx - SPHERE_R <= -w) else 1))
cy = by
cz = bz
if by - SPHERE_R <= -w or by + SPHERE_R >= w:
dy *= -1
hit = 1.0
hit_dir = 1
cx = bx
cy = by + (SPHERE_R * (-1 if (by - SPHERE_R <= -w) else 1))
cz = bz
if bz - SPHERE_R <= -w or bz + SPHERE_R >= w:
dz *= -1
hit = 1.0
hit_dir = 2
cx = bx
cy = by
cz = bz + (SPHERE_R * (-1 if (bz - SPHERE_R <= -w) else 1))
glutPostRedisplay()
glutTimerFunc(int(1000 / FPS), on_timer, 0)
def key_func(key, x, y):
global window, fps_bar_enable
ESCAPE = b"\x1b"
print("Push key,", key, x, y)
if key == ESCAPE or key == b"q":
print("Exit")
if glutLeaveMainLoop:
glutLeaveMainLoop()
else:
sys.exit()
elif key == b"f":
fps_bar_enable = not fps_bar_enable
def main():
# main
init_GL(SCRW, SCRH)
init_work()
glutKeyboardFunc(key_func)
glutDisplayFunc(draw_func)
glutReshapeFunc(reshape)
glutTimerFunc(int(1000 / FPS), on_timer, 0)
glutMainLoop()
if __name__ == "__main__":
main()
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ss_01_bound_ball

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