OpenSubdiv/examples/python/utility.py

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#
# Copyright 2013 Pixar
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#
# Licensed under the Apache License, Version 2.0 (the "Apache License")
# with the following modification; you may not use this file except in
# compliance with the Apache License and the following modification to it:
# Section 6. Trademarks. is deleted and replaced with:
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#
# 6. Trademarks. This License does not grant permission to use the trade
# names, trademarks, service marks, or product names of the Licensor
# and its affiliates, except as required to comply with Section 4(c) of
# the License and to reproduce the content of the NOTICE file.
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#
# You may obtain a copy of the Apache License at
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#
# http://www.apache.org/licenses/LICENSE-2.0
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#
# Unless required by applicable law or agreed to in writing, software
# distributed under the Apache License with the above modification is
# distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
# KIND, either express or implied. See the Apache License for the specific
# language governing permissions and limitations under the Apache License.
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#
from OpenGL.GL import *
from time import time
import math
import numpy as np
from numpy import linalg as LA
# Provide a terse way to get a uniform location from its name
def U(name):
p = glGetIntegerv(GL_CURRENT_PROGRAM)
return glGetUniformLocation(p, name)
# Provide a terse way to create a f32 numpy 3-tuple
def V3(x, y, z):
return np.array([x, y, z], 'f')
def translation(direction):
M = np.identity(4, 'f')
M[:3, 3] = direction[:3]
return M
def unit_vector(data, axis=None, out=None):
if out is None:
data = np.array(data, dtype=np.float32, copy=True)
if data.ndim == 1:
data /= math.sqrt(np.dot(data, data))
return data
else:
if out is not data:
out[:] = np.array(data, copy=False)
data = out
length = np.atleast_1d(np.sum(data*data, axis))
np.sqrt(length, length)
if axis is not None:
length = np.expand_dims(length, axis)
data /= length
if out is None:
return data
def rotation3(angle, direction):
sina = math.sin(angle)
cosa = math.cos(angle)
direction = unit_vector(direction[:3])
R = np.diag([cosa, cosa, cosa])
R += np.outer(direction, direction) * (1.0 - cosa)
direction *= sina
R += np.array([[ 0.0, -direction[2], direction[1]],
[ direction[2], 0.0, -direction[0]],
[-direction[1], direction[0], 0.0]])
return R
def rotation(angle, direction):
R = rotation3(angle, direction)
M = np.identity(4, 'f')
M[:3, :3] = R
return M
def look_at(eye, target, up):
F = target[:3] - eye[:3]
f = F / LA.norm(F)
U = up / LA.norm(up)
s = np.cross(f, U)
u = np.cross(s, f)
M = np.matrix(np.identity(4))
M[:3,:3] = [s,u,-f]
T = translation(-eye)
return np.matrix(M * T, 'f')
def perspective(fovy, aspect, f, n):
s = 1.0/math.tan(math.radians(fovy)/2.0)
sx, sy = s / aspect, s
zz = (f+n)/(n-f)
zw = 2*f*n/(n-f)
m = np.matrix([[sx,0,0,0],
[0,sy,0,0],
[0,0,zz,zw],
[0,0,-1,0]], 'f')
return m