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#!/usr/bin/env python |
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##~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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##~ License |
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##~ |
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##- The RuneBlade Foundation library is intended to ease some |
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##- aspects of writing intricate Jabber, XML, and User Interface (wxPython, etc.) |
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##- applications, while providing the flexibility to modularly change the |
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##- architecture. Enjoy. |
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##~ |
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##~ Copyright (C) 2002 TechGame Networks, LLC. |
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##~ |
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##~ This library is free software; you can redistribute it and/or |
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##~ modify it under the terms of the BSD style License as found in the |
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##~ LICENSE file included with this distribution. |
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##~ |
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##~ TechGame Networks, LLC can be reached at: |
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##~ 3578 E. Hartsel Drive #211 |
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##~ Colorado Springs, Colorado, USA, 80920 |
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##~ |
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##~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Imports |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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import time |
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from wxPython import wx |
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from RBSkinning.wxTools.GLViewSetup import GLViewSetup |
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from OpenGL import GL |
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from RBSkinning import SkinXML |
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from RBRapier.Renderer import SequenceMgr |
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from RBRapier.Renderer.Environment import Buffers |
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from RBRapier.Renderer.Environment import FragmentTests |
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from RBRapier.Renderer.View import Viewport |
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from RBRapier.Renderer.View import Transformations |
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from RBRapier.Renderer.View import TransformationSettings |
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from RBRapier.Renderer.Appearance import PolygonRasterization |
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from RBRapier.Renderer.Appearance import Lighting |
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from RBRapier.Formats import GeoObject |
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from RBRapier.Renderer.Geometry import ArrayTraversal |
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from RBRapier.Formats.Wavefront import MeshedObject |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Constants / Variables / Etc. |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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skinxml = """<?xml version='1.0'?> |
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<skin:skin xmlns:skin='http://namespaces.runeblade.com/skin' xmlns:py='http://namespaces.runeblade.com/xmlPython' xmlns='http://namespaces.runeblade.com/wxPythonSkin'> |
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<frame ctxvar='scene.frame' title='Wavefront Scene' show='1' pos='0,0' size='800,600'> |
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<layout fit='0'> |
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<panel> |
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<layout> |
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<glcanvas ctxvar='scene.glcanvas' sizercfg='1, wxEXPAND' attribList='[WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_MIN_ALPHA, 8, WX_GL_DEPTH_SIZE, 8]'> |
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</glcanvas> |
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</layout> |
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</panel> |
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</layout> |
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</frame> |
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<!-- |
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<frame title='Demo PyCrust' show='1' pos='850,0' size='400,800'> |
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<layout fit='0'> |
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<pycrust_shell sizercfg='1, wxEXPAND' locals='{"scene":context.scene}'/> |
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</layout> |
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</frame> |
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--> |
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</skin:skin> |
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""" |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Definitions |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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class Scene(object): |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Constants / Variables / Etc. |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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_fps_score = 0 |
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frametitle = 'Wavefront Scene' |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Public Methods |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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def OnSkinInitialize(self): |
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pass |
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def OnSkinFinalize(self): |
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self.viewsetup = GLViewSetup(self.glcanvas) |
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self.viewsetup.OnRender.Add(self.Initialize) |
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self.viewsetup.OnRender.Add(self.Render) |
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self.viewsetup.StartRendering() |
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def Initialize(self, glviewsetup, canvas): |
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glviewsetup.OnRender.Remove(self.Initialize) |
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self.Sequence = SequenceMgr.RootSequence() |
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self.ClearColor = Buffers.ClearColor()#(0.5,0.5,1.0,1.0)) |
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self.Sequence.AddElement(self.ClearColor, -2) |
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self.ClearDepth = Buffers.ClearDepth(1.) |
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self.Sequence.AddElement(self.ClearDepth, -2) |
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self.DepthTest = FragmentTests.DepthTest() |
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self.Sequence.AddElement(self.DepthTest.GLSelect, -1) |
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#self.Normalization = TransformationSettings.Normalization() |
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#self.Sequence.AddSetupElement(self.Normalization.GLSelect) |
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self.Culling = PolygonRasterization.FaceCulling() |
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self.Sequence.AddSetupElement(self.Culling.GLSelect) |
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self.Lighting = Lighting.LightingModel() |
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self.Sequence.AddElement(self.Lighting.GLSelect) |
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self.Lights = [] |
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self.Lights.append(Lighting.Light(0)) |
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self.Lights[0].Specular = 0., 0., 1. |
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self.Lights[0].Diffuse = .3, .3, .4 |
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self.Lights.append(Lighting.Light(1)) |
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self.Lights[1].Specular = 1., 0., 0. |
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self.Lights[1].Diffuse = .4, .3, .3 |
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self.Lights.append(Lighting.SpotLight(2, SpotCutoff=30., SpotExponent=0.)) |
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self.Lights[2].Position = (0., -5, 0., 1.) |
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self.Lights[2].SpotDirection = (0., 1., 0., 0.) |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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self.Viewport = Viewport.Viewport() |
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self.Sequence.AddElement(self.Viewport.GLExecute) |
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self.Projection = Transformations.ManagedComposite(GL.GL_PROJECTION) |
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self.Sequence.AddElement(self.Projection.GLSelect) |
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self.Sequence.AddPostElement(self.Projection.GLDeselect) |
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self.Projection.Add(Transformations.LoadIdentity()) |
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self.Projection.Perspective = Transformations.Perspective(30, far=100) |
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self.Projection.Add(self.Projection.Perspective) |
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self.Projection.Translate = Transformations.Translate((0, 0, -5)) |
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self.Projection.Add(self.Projection.Translate) |
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self.Projection.Rotate = Transformations.Rotate(10, (1, 0, 0)) |
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self.Projection.Add(self.Projection.Rotate) |
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self.Sequence.AddElement(self.Lights[2].GLSelect) |
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self.ModelView = Transformations.ManagedComposite() |
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self.ModelView.Add(Transformations.LoadIdentity()) |
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self.ModelView.Rotate = Transformations.Rotate(60, (0, 1, 0)) |
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self.ModelView.Rotate.AngleDelta = 1. |
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self.ModelView.Add(self.ModelView.Rotate) |
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self.Sequence.AddElement(self.ModelView.GLSelect) |
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self.Sequence.AddElement(self.Lights[0].GLSelect) |
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self.Sequence.AddPostElement(self.ModelView.GLDeselect) |
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self.LightXForm = Transformations.ManagedComposite(Save=1) |
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self.LightXForm.Rotate = Transformations.Rotate(60, (0, 1, 0)) |
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self.LightXForm.Rotate.AngleDelta = -6. |
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self.LightXForm.Add(self.LightXForm.Rotate) |
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self.Sequence.AddElement(self.LightXForm.GLSelect) |
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self.Sequence.AddElement(self.Lights[1].GLSelect) |
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self.Sequence.AddElement(self.LightXForm.GLDeselect) |
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#self.GeoObj = self.WavefrontOBJ('data/oldtree.obj', 1, 3) |
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#self.GeoObj = self.StripeColoredWavefrontOBJ('data/oldtree.obj', 0, 0) |
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self.GeoObj = self.WavefrontOBJ('data/x29.obj', 1, 3) |
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#self.GeoObj = self.WavefrontOBJ('data/porsche.obj', 1, 3) |
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#self.GeoObj = self.WavefrontOBJ('data/cessna.obj', 1, 3) |
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def StripeColoredWavefrontOBJ(self, name, *args, **kw): |
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GL.glEnable(GL.GL_COLOR_MATERIAL) |
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builder = MeshedObject.MeshedObjectBuilder() |
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builder.GeoObjectFactory = GeoObject.DefaultGeoObject |
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builder.IndexedTraversal = ArrayTraversal.ColoredIndexedCollectionTraversal |
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GeoObj = builder.Build(open(name, 'r'), *args, **kw) |
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self.Sequence.AddElement(GeoObj) |
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return GeoObj |
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def WavefrontOBJ(self, name, *args, **kw): |
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builder = MeshedObject.MeshedObjectBuilder() |
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builder.GeoObjectFactory = GeoObject.DefaultGeoObject |
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GeoObj = builder.Build(open(name, 'r'), *args, **kw) |
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self.Sequence.AddElement(GeoObj) |
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return GeoObj |
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Animate = 1 |
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def Render(self, glviewsetup, canvas): |
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# Recalculate the viewport |
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self.Viewport.SetRectangle(canvas.GetClientRect().asTuple()) |
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self.Projection.Perspective.SetAspectRatio(self.Viewport.GetAspectRatio()) |
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# Draw the stuffage! =) |
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self.Sequence.GLExecute(None) |
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# Animation |
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if self.Animate: |
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self.ModelView.Rotate.Angle += self.ModelView.Rotate.AngleDelta |
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self.LightXForm.Rotate.Angle += self.LightXForm.Rotate.AngleDelta |
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if time.clock() - self._fps_score >= 1.: |
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self.frame.SetTitle(self.frametitle + ' [FPS: %1.1f]' % self.Sequence.Statistics['persecond']) |
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self._fps_score = time.clock() |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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#~ Main |
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#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
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def Run(): |
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application = wx.wxPySimpleApp() |
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scene = Scene() |
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scene.OnSkinInitialize() |
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skin = SkinXML(skinxml, application=application, scene=scene) |
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scene.OnSkinFinalize() |
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application.MainLoop() |
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if __name__ == '__main__': |
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Run() |
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