annotate stageviewer.py @ 5:aa201d8cfc19

Fix camera handling, thanks, elghinn! Camera handling is done using a few magical values, which were obtained by dumping matrices using a modified wine installation, and then doing some maths.
author Thibaut Girka <thib@sitedethib.com>
date Tue, 02 Aug 2011 00:43:12 +0200
parents 787d2eb13c2d
children 9159fa222923
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1 #!/usr/bin/env python
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2
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3 import sys
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4 import os
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5
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6 import struct
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7 from math import degrees, radians
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8 from io import BytesIO
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9 from itertools import chain
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10
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11 import pygame
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12
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13 import OpenGL
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14 OpenGL.FORWARD_COMPATIBLE_ONLY = True
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15 from OpenGL.GL import *
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16 from OpenGL.GLU import *
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17
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18 from pytouhou.formats.pbg3 import PBG3
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19 from pytouhou.formats.std import Stage
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20 from pytouhou.formats.anm0 import Animations
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21
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22 from pytouhou.utils.matrix import Matrix
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23
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24
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25 def load_texture(image, alpha_image=None):
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26 textureSurface = pygame.image.load(image).convert_alpha()
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27
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28 if alpha_image:
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29 alphaSurface = pygame.image.load(alpha_image)
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30 assert textureSurface.get_size() == alphaSurface.get_size()
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31 for x in range(alphaSurface.get_width()):
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32 for y in range(alphaSurface.get_height()):
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33 r, g, b, a = textureSurface.get_at((x, y))
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34 color2 = alphaSurface.get_at((x, y))
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35 textureSurface.set_at((x, y), (r, g, b, color2[0]))
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36
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37 textureData = pygame.image.tostring(textureSurface, 'RGBA', 1)
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38
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39 width = textureSurface.get_width()
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40 height = textureSurface.get_height()
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41
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42 texture = glGenTextures(1)
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43 glBindTexture(GL_TEXTURE_2D, texture)
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44
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45 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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46 GL_UNSIGNED_BYTE, textureData)
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47
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48 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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49 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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50
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51 return texture, width, height
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52
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53
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54
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55 def build_objects_faces(stage, anim):
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56 objects_faces = []
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57 for i, obj in enumerate(stage.objects):
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58 faces = []
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59 for script_index, x, y, z, width_override, height_override in obj.quads:
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60 #TODO: move mof of it elsewhere
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61 vertices = []
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62 uvs = []
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63 vertmat = Matrix()
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64 vertmat.data[0][0] = -.5
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65 vertmat.data[1][0] = -.5
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66
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67 vertmat.data[0][1] = .5
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68 vertmat.data[1][1] = -.5
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69
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70 vertmat.data[0][2] = .5
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71 vertmat.data[1][2] = .5
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72
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73 vertmat.data[0][3] = -.5
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74 vertmat.data[1][3] = .5
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75
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76 for i in range(4):
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77 vertmat.data[2][i] = 0.
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78 vertmat.data[3][i] = 1.
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79
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80 properties = {}
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81 for time, instr_type, data in anim.scripts[script_index]:
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82 if instr_type == 15:
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83 properties[15] = b''
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84 break
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85 elif time == 0: #TODO
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86 properties[instr_type] = data
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87 #if 15 not in properties: #TODO: Skip properties
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88 # continue
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89
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90 #TODO: properties 3 and 4
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91 if 1 in properties:
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92 tx, ty, tw, th = anim.sprites[struct.unpack('<I', properties[1])[0]]
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93 width, height = 1., 1.
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94 if 2 in properties:
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95 width, height = struct.unpack('<ff', properties[2])
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96 width = width_override or width * 16. #TODO: something is wrong here
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97 height = height_override or height * 16. #TODO: something is wrong here
4
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98 transform = Matrix.get_scaling_matrix(width, height, 1.)
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99 if 7 in properties:
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100 transform = Matrix.get_scaling_matrix(-1., 1., 1.).mult(transform)
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101 if 9 in properties:
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102 rx, ry, rz = struct.unpack('<fff', properties[9])
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103 transform = Matrix.get_rotation_matrix(-rx, 'x').mult(transform)
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104 transform = Matrix.get_rotation_matrix(ry, 'y').mult(transform)
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105 transform = Matrix.get_rotation_matrix(-rz, 'z').mult(transform) #TODO: minus, really?
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106 if 23 in properties: # Reposition
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107 transform = Matrix.get_translation_matrix(width / 2., height / 2., 0.).mult(transform)
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108
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109 transform = Matrix.get_translation_matrix(x, y, z).mult(transform)
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110 vertmat = transform.mult(vertmat)
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111
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112 uvs = [(tx / 256., 1. - (ty / 256.)),
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113 ((tx + tw) / 256., 1. - (ty / 256.)),
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114 ((tx + tw) / 256., 1. - ((ty + th) / 256.)),
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115 (tx / 256., 1. - ((ty + th) / 256.))]
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116
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117 for i in xrange(4):
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118 w = vertmat.data[3][i]
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119 vertices.append((vertmat.data[0][i] / w, vertmat.data[1][i] / w, vertmat.data[2][i] / w))
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120 faces.append((vertices, uvs))
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121 objects_faces.append(faces)
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122 return objects_faces
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123
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124
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125
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126 def objects_faces_to_vertices_uvs(objects):
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127 vertices = tuple(vertex for obj in objects for face in obj for vertex in face[0]) #TODO: check
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128 uvs = tuple(uv for obj in objects for face in obj for uv in face[1]) #TODO: check
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129 return vertices, uvs
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130
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131
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132
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133 def main(path, stage_num):
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134 # Initialize pygame
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135 pygame.init()
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136 window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF)
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137
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138 # Initialize OpenGL
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139 glMatrixMode(GL_PROJECTION)
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140 glLoadIdentity()
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141 gluPerspective(30, float(window.get_width())/window.get_height(), 20, 2000)
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142
4
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143 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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144 glEnable(GL_DEPTH_TEST)
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145 glEnable(GL_BLEND)
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146 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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147 glEnable(GL_TEXTURE_2D)
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148 glEnableClientState(GL_VERTEX_ARRAY)
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149 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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150
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151 # Load data
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152 with open(path, 'rb') as file:
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153 archive = PBG3.read(file)
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154 stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)))
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155 anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num)))
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156 textures_components = [None, None]
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157 for i, component_name in enumerate((anim.first_name, anim.secondary_name)):
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158 if component_name:
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159 textures_components[i] = BytesIO(archive.extract(os.path.basename(component_name)))
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160 texture = load_texture(*textures_components)
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161
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162 print(stage.name)
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163
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164 uvs = []
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165 vertices = []
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166 objects_faces = build_objects_faces(stage, anim)
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167 objects_instances_faces = []
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168 for obj, ox, oy, oz in stage.object_instances:
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169 obj_id = stage.objects.index(obj)
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170
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171 obj_instance = []
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172 for face_vertices, face_uvs in objects_faces[obj_id]:
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173 obj_instance.append((tuple((x + ox, y + oy, z + oz) for x, y, z in face_vertices),
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174 face_uvs))
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175 objects_instances_faces.append(obj_instance)
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176
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177 vertices, uvs = objects_faces_to_vertices_uvs(objects_instances_faces)
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178 nb_vertices = len(vertices)
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179 vertices_format = 'f' * (3 * nb_vertices)
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180 uvs_format = 'f' * (2 * nb_vertices)
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181 vertices, uvs = objects_faces_to_vertices_uvs(objects_instances_faces)
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182 glVertexPointer(3, GL_FLOAT, 0, struct.pack(vertices_format, *chain(*vertices)))
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183 glTexCoordPointer(2, GL_FLOAT, 0, struct.pack(uvs_format, *chain(*uvs)))
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184
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185 x, y, z = 0, 0, 0
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186 frame = 0
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187 interpolation = 0, 0, 0
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188
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189 # Main loop
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190 clock = pygame.time.Clock()
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191 while True:
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192 for event in pygame.event.get():
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193 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)):
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194 sys.exit(0)
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195 elif event.type == pygame.KEYDOWN:
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196 if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT:
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197 pygame.display.toggle_fullscreen()
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198
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199 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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200
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201 for frame_num, message_type, data in stage.script:
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202 if frame_num == frame and message_type == 3:
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203 duration, junk1, junk2 = struct.unpack('<III', data)
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204 interpolation = frame_num, duration, frame_num + duration
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205 old_unknownx, old_dy, old_fov = unknownx, dy, fov
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206 if frame_num <= frame and message_type == 0:
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207 last_message = frame_num, message_type, data
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208 if frame_num <= frame and message_type == 2:
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209 next_unknownx, next_dy, next_fov = struct.unpack('<fff', data)
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210 if frame_num > frame and message_type == 0:
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211 next_message = frame_num, message_type, data
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212 break
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213
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214 if frame < interpolation[2]:
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215 truc = float(frame - interpolation[0]) / interpolation[1]
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216 unknownx = old_unknownx + (next_unknownx - old_unknownx) * truc
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217 dy = old_dy + (next_dy - old_dy) * truc
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218 fov = old_fov + (next_fov - old_fov) * truc
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219 else:
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220 unknownx, dy, fov = next_unknownx, next_dy, next_fov
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221
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222 x1, y1, z1 = struct.unpack('<fff', last_message[2])
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223 x2, y2, z2 = struct.unpack('<fff', next_message[2])
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224
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225 truc = (float(frame) - last_message[0]) / (next_message[0] - last_message[0])
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226
5
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diff changeset
227 x = x1 + (x2 - x1) * truc
4
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228 y = y1 + (y2 - y1) * truc
5
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229 z = z1 + (z2 - z1) * truc
4
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diff changeset
230
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231
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232 glMatrixMode(GL_MODELVIEW)
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233 glLoadIdentity()
5
aa201d8cfc19 Fix camera handling, thanks, elghinn!
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diff changeset
234 gluLookAt(192., 224., - 835.979370 * fov,
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235 192., 224. - dy, 750 - 835.979370 * fov, 0., -1., 0.) #TODO: 750 might not be accurate
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diff changeset
236 #print(glGetFloat(GL_MODELVIEW_MATRIX))
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diff changeset
237 glTranslatef(-x, -y, -z)
4
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diff changeset
238
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diff changeset
239 glDrawArrays(GL_QUADS, 0, nb_vertices)
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240
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241 pygame.display.flip()
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242 clock.tick(120)
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diff changeset
243 frame += 1
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diff changeset
244
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parents:
diff changeset
245
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parents:
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246
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diff changeset
247 try:
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248 file_path, stage_num = sys.argv[1:]
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249 stage_num = int(stage_num)
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250 except ValueError:
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251 print('Usage: %s std_dat_path stage_num' % sys.argv[0])
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parents:
diff changeset
252 else:
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diff changeset
253 main(file_path, stage_num)
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parents:
diff changeset
254