update examples

This commit is contained in:
richard 2021-08-28 13:07:02 +01:00
parent 64e5995633
commit aa5659f272
10 changed files with 6 additions and 8 deletions

136
examples/extra/camera.py Normal file
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from math import sin, cos
import glm
from raylib.dynamic import raylib as rl, ffi
class CameraFly:
def __init__(self, x=0, y=0, z=0, fov=70.0):
self.last_mouse = ffi.new("struct Vector2 *", [0, 0])
self.fov = fov
self.yaw = -46.33
self.pitch = 0.0
self.front = glm.vec3()
self.up = glm.vec3()
self.right = glm.vec3()
self.position = glm.vec3(x, y, z)
self.world_up = glm.vec3(0, 1, 0)
self.fps_facing = glm.vec3()
self.movement_speed = 10
self.mouse_sensitivity = 0.002
self.last_time = rl.GetFrameTime()
def get_camera(self):
return ffi.new(
"struct Camera3D *",
[
self.get_ray_front(),
self.get_ray_position(),
self.get_ray_up(),
self.fov,
rl.CAMERA_PERSPECTIVE
]
)
def get_ray_front(self):
return list(self.position + self.front)
def get_ray_up(self):
return list(self.up)
def get_ray_position(self):
return list(self.position)
def update_keyboard(self):
boost = 4 if rl.IsKeyDown(rl.KEY_LEFT_SHIFT) else 1
velocity = self.movement_speed * boost * rl.GetFrameTime()
if rl.IsKeyDown(rl.KEY_W):
self.position = self.position - self.fps_facing * velocity
if rl.IsKeyDown(rl.KEY_S):
self.position = self.position + self.fps_facing * velocity
if rl.IsKeyDown(rl.KEY_D):
dirr = glm.normalize(glm.cross(self.fps_facing, self.world_up))
self.position = self.position - dirr * velocity
if rl.IsKeyDown(rl.KEY_A):
dirr = glm.normalize(glm.cross(self.fps_facing, self.world_up))
self.position = self.position + dirr * velocity
if rl.IsKeyDown(rl.KEY_SPACE):
self.position = self.position + self.world_up * velocity
if rl.IsKeyDown(rl.KEY_LEFT_CONTROL) or rl.IsKeyDown(rl.KEY_RIGHT_CONTROL):
self.position = self.position - self.world_up * velocity
def update_mouse(self):
pos = rl.GetMousePosition()
width = rl.GetScreenWidth()
height = rl.GetScreenHeight()
mouse_coordinates = ffi.new("struct Vector2 *", [
pos.x - self.last_mouse.x,
pos.y - self.last_mouse.y
])
self.yaw += mouse_coordinates.x * self.mouse_sensitivity
self.pitch += (mouse_coordinates.y * self.mouse_sensitivity)
self.pitch = min(self.pitch, 1.5)
self.pitch = max(self.pitch, -1.5)
self.last_mouse = rl.GetMousePosition()
def update(self):
# NOTE(pebaz): Comment out these lines to control them in a game loop
self.update_keyboard()
self.update_mouse()
# Update all camera vectors to reflect changes
self.fps_facing = glm.vec3(
cos((self.yaw)) * cos((0)),
sin((0)),
sin((self.yaw)) * cos((0))
)
self.fps_facing = glm.normalize(self.fps_facing)
front = glm.vec3(
cos((self.yaw)) * cos((self.pitch)),
sin((self.pitch)),
sin((self.yaw)) * cos((self.pitch))
)
self.front = glm.normalize(front)
self.right = glm.normalize(glm.cross(self.front, self.world_up))
self.up = glm.normalize(glm.cross(self.right, self.front))
def camera_test():
rl.SetTraceLogLevel(rl.LOG_ERROR)
rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE)
rl.InitWindow(512, 256, b'Test')
rl.SetTargetFPS(60)
rl.DisableCursor()
flycam = CameraFly()
while not rl.WindowShouldClose():
flycam.update()
cam = flycam.get_camera()
rl.BeginDrawing()
rl.ClearBackground((0, 200, 255, 255))
rl.BeginMode3D(cam[0])
# NOTE(pebaz): For whatever reason, this can solve a percentage of artifacts
rl.DrawGizmo([100000000, 100000000, 100000000])
rl.DrawGrid(32, 1)
rl.EndMode3D()
rl.EndDrawing()
rl.CloseWindow()
if __name__ == '__main__':
camera_test()

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pyglm

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"""
RenderTexture example
Run with:
python3 flow-field
flow-field bees
"""
import sys, math, time, random
import glm
from raylib.dynamic import raylib as rl, ffi
from raylib.colors import *
CTM = lambda: round(time.time() * 1000)
BEES = bool(sys.argv[1:])
rl.SetTraceLogLevel(rl.LOG_ERROR)
rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE)
rl.InitWindow(512, 512, b'Friendly Bees')
rl.SetTargetFPS(60)
#rl.DisableCursor()
canvas = rl.LoadRenderTexture(rl.GetScreenWidth(), rl.GetScreenHeight())
rl.SetTextureWrap(canvas.texture, rl.WRAP_MIRROR_REPEAT)
def random_point_in_circle(center, radius):
a = random.random() * 2 * math.pi
r = radius * math.sqrt(random.random())
x = r * math.cos(a)
z = r * math.sin(a)
return glm.vec3(
x + center.x,
center.y,
z + center.z
)
class Particle:
def __init__(self, pos):
self.pos = pos
self.scl = 16 if BEES else 2
self.ang = math.radians(random.randint(0, 359))
self.spd = random.randint(4, 10)
self.start = CTM()
self.clr = [255, 200, 0, 155] if BEES else [*(random.randint(55, 255) for i in range(3)), 55]
self.mem = (0, 0)
self.pre = glm.vec2(pos)
def process(self):
if CTM() > self.start + 50:
self.ang = math.radians(glm.simplex(self.pos) * 360.0)
self.start = CTM()
self.rot = glm.vec2(
glm.vec4(1) * glm.rotate(glm.mat4(), self.ang, [0, 0, 1])
)
self.pre = int(self.pos.x), int(self.pos.y)
self.pos += self.rot * rl.GetFrameTime() * 64
rl.DrawLine(
int(self.pos.x), int(self.pos.y), *self.pre, self.clr
)
if self.pos.x < 0: self.pos.x = rl.GetScreenWidth() - 1
if self.pos.y < 0: self.pos.y = rl.GetScreenHeight() - 1
if self.pos.x >= rl.GetScreenWidth(): self.pos.x = 0
if self.pos.y >= rl.GetScreenHeight(): self.pos.y = 0
hlf = self.scl // 2
self.mem = int(self.pos.x) - hlf, int(self.pos.y) - hlf
rl.DrawRectangle(
*self.mem,
self.scl if not BEES else hlf,
self.scl,
self.clr
)
if BEES:
rl.DrawRectangle(
self.mem[0] + hlf, self.mem[1],
hlf,
self.scl,
[0, 0, 0, 55]
)
dims = rl.GetScreenWidth(), rl.GetScreenHeight()
ini = False
parts = [
Particle(glm.vec2(random_point_in_circle(
glm.vec3(
rl.GetScreenWidth() / 2,
rl.GetScreenHeight() / 2,
0
),
64
)))
for i in range(125)
]
while not rl.WindowShouldClose():
if (rl.GetScreenWidth(), rl.GetScreenHeight()) != dims:
canvas = rl.LoadRenderTexture(rl.GetScreenWidth(), rl.GetScreenHeight())
rl.SetTextureWrap(canvas.texture, rl.WRAP_MIRROR_REPEAT)
ini = False
dims = rl.GetScreenWidth(), rl.GetScreenHeight()
rl.BeginDrawing()
rl.BeginTextureMode(canvas)
if not ini:
rl.ClearBackground([200, 200, 0, 255] if BEES else WHITE)
if BEES:
rl.DrawRectangle(
0, 0,
dims[0], dims[1] // 2,
(0, 200, 255, 255)
)
rl.DrawCircle(
dims[0] - 72, 72, 32, [255, 200, 0, 255]
)
else:
ini = True
for part in parts: part.process()
rl.EndTextureMode()
tex = canvas.texture
rl.DrawTexturePro(
tex, [0.0, 0.0, tex.width, -tex.height],
[0, 0, tex.width, tex.height],
[0, 0], 0.0, WHITE
)
rl.EndDrawing()
rl.CloseWindow()

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pyglm

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"""
Requirements:
- raylib
- pytweening
- pyglm
Windows-Only Requirements:
- win32gui
- win32con
- pywintypes
Mac:
- pyobjus
- Cython
"""
import sys, time
import glm
import pytweening as tween
import screeninfo
from raylib.dynamic import raylib as rl, ffi
from raylib.colors import *
Vec2 = lambda p: glm.vec2(p.x, p.y)
CTM = lambda: round(time.perf_counter() * 1000)
monitors = screeninfo.get_monitors()
drag = False
offset = Vec2(rl.GetMousePosition())
width = height = 160
window_vel = glm.vec2()
window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height)
rl.SetConfigFlags(
rl.FLAG_WINDOW_TRANSPARENT
| rl.FLAG_WINDOW_UNDECORATED
| rl.FLAG_VSYNC_HINT
| rl.FLAG_MSAA_4X_HINT
)
rl.InitWindow(width, height, b'')
rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
#rl.SetTargetFPS(500)
target = rl.LoadRenderTexture(width, height)
# Top-Level Window Support Only On Windows
if sys.platform == 'win32':
import win32gui, win32con, pywintypes
# Set window to always top without moving it
win32gui.SetWindowPos(
pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())),
win32con.HWND_TOPMOST,
0, 0, 0, 0,
win32con.SWP_NOSIZE | win32con.SWP_NOMOVE
)
#tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade
trans = 155
elapsed = CTM()
# Generate an 'L' pattern with pixels
awd = rl.LoadTextureFromImage(rl.LoadImageEx(
[
WHITE, WHITE,
WHITE, [0] * 4
],
2, 2
))
# start1 = [0, 0] ; end1 = [16, 16]
# start2 = [0, 160] ; end2 = [16, 144]
# start3 = [160, 160]; end3 = [144, 144]
# start4 = [160, 0] ; end4 = [144, 16]
start1 = [0, 0] ; end1 = [8, 8]
start2 = [0, 160] ; end2 = [8, 152]
start3 = [160, 160]; end3 = [152, 152]
start4 = [160, 0] ; end4 = [152, 8]
while not rl.WindowShouldClose():
frame_start_time = CTM()
elapsed += 2 * rl.GetFrameTime()
if elapsed > 1.0:
elapsed = 0
start1, end1 = end1, start1
start2, end2 = end2, start2
start3, end3 = end3, start3
start4, end4 = end4, start4
mouse_pos = Vec2(rl.GetMousePosition())
if rl.IsKeyReleased(rl.KEY_ENTER):
window_pos = glm.vec2()
window_vel = glm.vec2()
if rl.CheckCollisionPointRec(list(mouse_pos), [0, 0, width, height]):
if rl.IsMouseButtonPressed(rl.MOUSE_LEFT_BUTTON):
drag = True
offset = mouse_pos
trans = 255
else:
trans = 255
#mouse_pos += window_vel
window_vel *= glm.vec2(0.9, 0.9)
if glm.length(window_vel):
window_pos += window_vel
#rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
# Find which monitor the square is *currently within*
wposx = window_pos.x + width // 2
wposy = window_pos.y + height // 2
found = False
for monitor in reversed(monitors):
if wposx > monitor.x and wposx < monitor.x + monitor.width:
if wposy > monitor.y and wposy < monitor.y + monitor.height:
found = True
break
# If it is out of bounds, find the closest one
if not found:
sorted_monitors = list(
sorted(
monitors,
key=lambda m: (m.x + m.width // 2) - window_pos.x + (m.y + m.height // 2) - window_pos.y
)
)
monitor = sorted_monitors[0]
# Constrain window to bounds
window_pos.x = max(monitor.x, window_pos.x)
window_pos.x = min(monitor.x + monitor.width - width, window_pos.x)
window_pos.y = max(monitor.y, window_pos.y)
window_pos.y = min(monitor.y + monitor.height - height, window_pos.y)
# Set here to "snap" and don't to enable "floating" back into position
if not drag:
rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
if drag:
window_pos += mouse_pos - offset
drag = not rl.IsMouseButtonReleased(rl.MOUSE_LEFT_BUTTON)
rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
if not drag:
window_vel = (mouse_pos - offset) * glm.vec2(1, 0.6) * 0.8
if any(glm.isnan(window_vel)):
window_vel = glm.vec2()
rl.BeginDrawing()
rl.ClearBackground([0] * 4)
rl.BeginTextureMode(target)
rl.ClearBackground([0] * 4)
rl.DrawRectangle(0, 0, width, height, [0] * 4)
rl.DrawTextureEx(
awd, tween.getPointOnLine(*start1, *end1, tween.easeInOutQuad(elapsed)), 0, 32,
[255, 200, 0, trans] # Yellow
)
rl.DrawTextureEx(
awd, tween.getPointOnLine(*start2, *end2, tween.easeInOutQuad(elapsed)), -90, 32,
[255, 0, 55, trans] # Red
)
rl.DrawTextureEx(
awd, tween.getPointOnLine(*start3, *end3, tween.easeInOutQuad(elapsed)), -180, 32,
[100, 200, 55, trans] # Green
)
rl.DrawTextureEx(
awd, tween.getPointOnLine(*start4, *end4, tween.easeInOutQuad(elapsed)), 90, 32,
[55, 155, 255, trans] # Blue
)
rl.EndTextureMode()
rl.DrawTexturePro(
target.texture,
[0, 0, width, -height],
[0, 0, width, height],
[0, 0],
0,
WHITE
)
for i in range(1000):
rl.DrawTextureEx(awd, [-32, -32], 0, 32, WHITE)
#rl.DrawFPS(0, 0)
rl.EndDrawing()
# Sleep any leftover millis
time_taken = CTM() - frame_start_time
if time_taken < 1000 / 60:
time.sleep((1000 / 60 - time_taken) / 1000)