Created
June 30, 2019 13:43
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Creating helical structures
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# Keywords: Alpha Blending, Textures, Animation, Double Buffer | |
# most basic winding: just a shift of math.pi away from one another | |
# compare with surface_linev2.py | |
# notice that this present does nt differ much from surface_linev22.py | |
from OpenGL.GL import * | |
from OpenGL.GLU import * | |
from math import * # trigonometry | |
import math | |
import pygame # just to get a display | |
# get an OpenGL surface | |
pygame.init() | |
pygame.display.set_mode((800,600), pygame.OPENGL|pygame.DOUBLEBUF) | |
# How to catch errors here? | |
done = False | |
t=0 | |
while not done: | |
t=t+1 | |
glClearColor(0.0, 0.0, 0.0, 1.0) | |
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) | |
# Get a perspective at the helix | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity() | |
gluPerspective(90,1,0.01,1000) | |
gluLookAt(sin(t/200.0)*3,sin(t/500.0)*3,cos(t/200.0)*3,0,0,0,0,1,0) | |
glMatrixMode(GL_MODELVIEW) | |
glEnable(GL_BLEND); | |
glBlendFunc (GL_SRC_ALPHA, GL_ONE); | |
glEnable( GL_TEXTURE_2D ); | |
glEnable( GL_COLOR_MATERIAL ); | |
round = 90 | |
ngon = 30 | |
stepsize=2*math.pi/ngon | |
stepsize2=2*math.pi/round/ngon | |
offsetsize=2*math.pi/ngon/round | |
theta=0.0 | |
delta=0.0 | |
R=1.0 | |
r=0.2 | |
for j in range(round+1): | |
rx = (R + r*cos(theta))*cos(delta) | |
rz = (R + r*cos(theta))*sin(delta) | |
ry = (r*sin(theta)) | |
glBegin(GL_LINE_STRIP); | |
glVertex3f( rx, ry, rz) | |
glColor3f(1.0,1.0,0.0) | |
for i in range(ngon): | |
theta += stepsize + offsetsize | |
delta += stepsize2 | |
rx = (R + r*cos(theta))*cos(delta) | |
rz = (R + r*cos(theta))*sin(delta) | |
ry = (r*sin(theta)) | |
glVertex3f( rx, ry, rz) | |
glEnd(); | |
glFlush() | |
pygame.display.flip() |
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