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| import os
import sys
import math
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
#----------------------------------------------------
# Classe Cube
#----------------------------------------------------
class Cube:
def __init__(self, vertices, pos=(0,0,0)):
x,y,z = pos
self.verts =[[x+X/2,y+Y/2,z+Z/2] for X,Y,Z in vertices]
#----------------------------------------------------
# Classe Labyrinthe
#----------------------------------------------------
class Labyrinthe:
# Variables de classe
vertices = ((1, -1, -1), (1, 1, -1), (-1, 1, -1), (-1, -1, -1), (1, -1, 1), (1, 1, 1), (-1, -1, 1), (-1, 1, 1))
surfaces = ((0,1,2,3), (3,2,7,6), (6,7,5,4), (4,5,1,0), (1,5,7,2), (4,0,3,6))
def __init__(self):
# Définition des textures
self.texture_sol = self.loadTexture("sol")
self.texture_cube = self.loadTexture("cube")
def setVerticesLab(self, lab_points, lab_width, lab_height):
self.points = [(x,y) for x,y in lab_points]
self.cubes = [Cube(Labyrinthe.vertices, (x,0,-z)) for x,z in lab_points]
self.ground_vertices = ((0,-0.1,-(lab_width+1)), (0,-0.1,lab_height+3),(lab_width+1,-0.1,lab_height+3),(lab_width+1,-0.1,-(lab_width+1)))
def loadTexture(self,pstr_obj):
if pstr_obj == "sol":textureSurface = pygame.image.load('fond_sol4.jpg')
elif pstr_obj == "cube":textureSurface = pygame.image.load('fond_cube2.jpg')
textureData = pygame.image.tostring(textureSurface, "RGBA", 1)
width = textureSurface.get_width()
height = textureSurface.get_height()
texid = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D,texid)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData)
return texid
def drawLab(self):
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
# On inhibe ce que l'on ne va pas utiliser afin d'accélérer le traitement
glDisable(GL_FOG) # on ne calcule pas le brouillard
glDisable(GL_LIGHTING) # on ne calcule pas l'illumination
glDisable(GL_COLOR_MATERIAL) # on ne calcule pas les couleurs
# Affichage du sol
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, self.texture_sol)
glBegin(GL_QUADS)
for vertex in self.ground_vertices:
glTexCoord2f(0.0, 0.0); glVertex3f(self.ground_vertices[0][0],self.ground_vertices[0][1],self.ground_vertices[0][2])
glTexCoord2f(1.0, 0.0); glVertex3f(self.ground_vertices[1][0],self.ground_vertices[1][1],self.ground_vertices[1][2])
glTexCoord2f(1.0, 1.0); glVertex3f(self.ground_vertices[2][0],self.ground_vertices[2][1],self.ground_vertices[2][2])
glTexCoord2f(0.0, 1.0); glVertex3f(self.ground_vertices[3][0],self.ground_vertices[3][1],self.ground_vertices[3][2])
glEnd()
# Affichage du labyrinthe
glEnable(GL_DEPTH_TEST) # pour éliminer les faces cachées
glDepthFunc(GL_LESS)
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, self.texture_cube)
for each_cube in self.cubes:
glBegin(GL_QUADS)
for surface in Labyrinthe.surfaces:
glTexCoord2f(0.0, 0.0); glVertex3f(each_cube.verts[surface[0]][0], each_cube.verts[surface[0]][1], each_cube.verts[surface[0]][2])
glTexCoord2f(1.0, 0.0); glVertex3f(each_cube.verts[surface[1]][0], each_cube.verts[surface[1]][1], each_cube.verts[surface[1]][2])
glTexCoord2f(1.0, 1.0); glVertex3f(each_cube.verts[surface[2]][0], each_cube.verts[surface[2]][1], each_cube.verts[surface[2]][2])
glTexCoord2f(0.0, 1.0); glVertex3f(each_cube.verts[surface[3]][0], each_cube.verts[surface[3]][1], each_cube.verts[surface[3]][2])
glEnd()
pygame.display.flip()
#----------------------------------------------------
# Classe Camera
#----------------------------------------------------
class Camera:
def __init__(self, lab, pos=(0,0,0), rot=(0,0,0,0)):
self.pos = list(pos)
self.offsetMove = 0.05 # pas de déplacement en translation dans la scène
self.offsetMoveCam = 0.068 # pas de déplacement de la caméra définit empiriquement
# Définition de la position réelle
self.xpos = pos[0]
self.ypos = pos[2]
# Définition de la position affichée
self.translate(pos[0], pos[1], pos[2])
# Définition du labyrinthe
self.lab = lab
self.printPosCam()
def printPosCam(self):
pos_cur = glGetDoublev(GL_MODELVIEW_MATRIX)
camera = pos_cur[3]
def events(self,event):
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 4:
self.translate(0,0,1.0);self.lab.drawLab()
elif event.button == 5:
self.translate(0,0,-1.0);self.lab.drawLab()
elif event.type == pygame.MOUSEMOTION:
xcam, ycam = event.rel
# on prévoie ici de faire une rotation de la scène
def _defRealPos(self,pos):
# Conversion de la valeur de la position dans la labyrinthe
# en coordonnée 'labyrinthe'
# ****************
# *** PROBLÈME ***
# ****************
return(pos)
def checkPos(self, xp, yp):
# On vérifie que la position n'est pas sur un mur
return (xp, yp) not in self.lab.points
def update(self, dt, key):
if key[pygame.K_LEFT]:
xp = self._defRealPos(self.pos[0]+self.offsetMoveCam)
if self.checkPos(-xp,self.ypos):
self.xpos = -xp;
self.translate(self.offsetMove,0,0)
self.pos[0]+=self.offsetMoveCam
self.lab.drawLab()
elif key[pygame.K_RIGHT]:
xp = self._defRealPos(self.pos[0]-self.offsetMoveCam)
if self.checkPos(-xp,self.ypos):
self.xpos = -xp;
self.translate(-self.offsetMove,0,0)
self.pos[0]-=self.offsetMoveCam
self.lab.drawLab()
elif key[pygame.K_UP]:
yp = self._defRealPos(self.pos[2]+self.offsetMoveCam)
if self.checkPos(-self.xpos,yp):
self.ypos = yp;
self.translate(0,0,self.offsetMove)
self.pos[2]+=self.offsetMoveCam
self.lab.drawLab()
elif key[pygame.K_DOWN]:
yp = self._defRealPos(self.pos[2]-self.offsetMoveCam)
if self.checkPos(-self.xpos,yp):
self.ypos = yp
self.translate(0,0,-self.offsetMove)
self.pos[2]-=self.offsetMoveCam;
self.lab.drawLab()
def translate(self,x,y,z):
glTranslatef(x,y,z)
def rotate(self,angle, x, y, z):
# Rotation autour d'un axe (x ou y ou z 1 si rotation 0 sinon) avec un angle
# Pas encore utilisé
glRotatef(angle, x, y, z)
#----------------------------------------------------
# Programme principal
#----------------------------------------------------
pygame.init()
display = (800,600)
pygame.display.set_mode(display, DOUBLEBUF|OPENGL|OPENGLBLIT)
os.environ['SLD_VIDEO_CENTERED'] = '1'
pygame.display.set_caption('Labyrinthe 3D')
gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)
pygame.event.get();
pygame.mouse.get_rel()
clock=pygame.time.Clock()
# Définition du labyrinthe
#lab_cubes = [(1,1),(1,2),(1,3),(1,4),(1,5),(2,1),(2,5),(3,1),(3,5),(4,1),(4,5),(5,1),(5,2),(5,3),(5,4),(5,5)]
#lab_cubes = [(1,1),(1,3),(2,3),(3,1),(3,2)]
#lab_cubes = [(1,1),(1,2),(1,3),(1,4),(1,5),(2,1),(2,5),(3,1),(3,5),(4,1),(4,5),(5,1),(5,2),(5,3),(5,4),(5,5)]
#lab_cubes = [(1,1),(1,2),(1,3),(2,1),(2,3),(3,1),(3,2),(3,3)]
lab_cubes = [(1,2),(1,3),(1,4),(1,5),(2,2),(3,1),(3,4),(3,5),(4,3),(4,4),(5,1),(5,2),(5,3)]
lab = Labyrinthe()
# Position initiale de la caméra
#cam = Camera(lab,(-3, 0, 2), (0, 0, 0, 0))
#cam = Camera(lab,(-2, 0, 2), (0, 0, 0, 0))
#cam = Camera(lab,(-3, 0, 3), (0, 0, 0, 0))
#cam = Camera(lab,(-2, 0, 2), (0, 0, 0, 0))
cam = Camera(lab,(-4, 0, 1), (0, 0, 0, 0))
lab.setVerticesLab(lab_cubes,5,5) # param 2 et 3 pour le sol
lab.drawLab()
# Boucle sur l'attente d'une touche pressée
while True:
dt = clock.tick()/3000
for event in pygame.event.get():
if event.type == pygame.QUIT:pygame.quit();sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit(); sys.exit()
cam.events(event)
key = pygame.key.get_pressed()
cam.update(dt, key)
pygame.quit()
quit() |
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