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Robot.py
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333 lines (281 loc) · 7.21 KB
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import sys
import math
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
# Dimensions for the Torso(Abdomen).
TORSO_RADIUS=0.1
TORSO_HEIGHT=0.4
# Dimensions for the Head.
HEAD_RADIUS = 0.1
# Dimensions for Arms (Lower as well as upper)
UPPER_ARM_HEIGHT=0.2
UPPER_ARM_WIDTH=0.07
LOWER_ARM_HEIGHT=0.2
LOWER_ARM_WIDTH=0.05
# Dimensions for Legs.
UPPER_LEG_HEIGHT=0.2
UPPER_LEG_WIDTH=0.08
LOWER_LEG_HEIGHT=0.2
LOWER_LEG_WIDTH=0.06
# Dimensions for Shoulder and Jips.
SHOLDER_WIDTH = 0.2
HIP_WIDTH = 0.2
HEADX=0.1
HEADY=TORSO_HEIGHT
LUAX=-1.0 * SHOLDER_WIDTH / 2
RUAX=SHOLDER_WIDTH / 2
LUAY=RUAY=TORSO_HEIGHT
LLAY=RLAY=LOWER_ARM_HEIGHT
LULX=-1.0 * HIP_WIDTH / 2
RULX=HIP_WIDTH / 2
LULY=RULY=0
LLLY=RLLY=LOWER_LEG_HEIGHT
# Initial position(in terms of Roatation) of the different body parts
t0=0.0
t1=0.0
t2=0.0
t3=90.0
t4=-90.0
t5=50.0
t6=0.0
t7=180.0
t8=0.0
t9=180.0
t10=0.0
# The display function that will draw all the parts.
def display():
glEnable(GL_DEPTH_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(20, 1.0, 1.0, 100.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(2.0, 2.0, 2.0, 0.0, 0.2, 0.0, 0.0, 1.0, 0.0)
#TORSO
materials(torso_amb, torso_diff, torso_spec, torso_shin)
glRotatef(t0, 0.0, 1.0, 0.0)
torso()
glPushMatrix()
#HEAD
materials(face_amb, face_diff, face_spec, face_shin)
glTranslatef(0.0, HEADX, 0.0)
glRotatef(t1, 1.0, 0.0, 0.0)
glRotatef(t2, 0.0, 1.0, 0.0)
glTranslatef(0.0, HEADY, 0.0)
head()
#nose
glTranslatef(0.0, 0.0, HEAD_RADIUS)
#glRotatef(0, 1.0, 0.0, 0.0)
nose()
#eyes
glTranslatef(HEAD_RADIUS/2, HEAD_RADIUS/2, 0.0)
#glRotatef(0, 1.0, 0.0, 0.0)
eyes()
glTranslatef(-HEAD_RADIUS, 0.0, 0.0)
#glRotatef(0, 1.0, 0.0, 0.0)
eyes()
#LEFT UPPER ARM
glPopMatrix()
materials(uparm_amb, uparm_diff, uparm_spec, uparm_shin)
glPushMatrix()
glTranslatef(LUAX, LUAY, 0.0)
glRotatef(t3, 1.0, 0.0, 0.0)
upper_arm()
#LEFT LOWER ARM
materials(face_amb, face_diff, face_spec, face_shin)
glTranslatef(0.0, LLAY, 0.0)
glRotatef(t4, 1.0, 0.0, 0.0)
lower_arm()
#RIGHT UPPER ARM
glPopMatrix()
materials(uparm_amb, uparm_diff, uparm_spec, uparm_shin)
glPushMatrix()
glTranslatef(RUAX, RUAY, 0.0)
glRotatef(t5, 1.0, 0.0, 0.0)
upper_arm()
#RIGHT LOWER ARM
materials(face_amb, face_diff, face_spec, face_shin)
glTranslatef(0.0, RLAY, 0.0)
glRotatef(t6, 1.0, 0.0, 0.0)
lower_arm()
#LEFT UPPER LEG
glPopMatrix()
materials(brass_amb, brass_diff, brass_spec, brass_shin)
glPushMatrix()
glTranslatef(LULX, LULY, 0.0)
glRotatef(t7, 1.0, 0.0, 0.0)
upper_leg()
#LEFT LOWER LEG
glTranslatef(0.0, LLLY, 0.0)
glRotatef(t8, 1.0, 0.0, 0.0)
lower_leg()
#RIGHT UPPER LEG
glPopMatrix()
glPushMatrix()
glTranslatef(RULX, RULY, 0.0)
glRotatef(t9, 1.0, 0.0, 0.0)
upper_leg()
#RIGHT LOWER LEG
glTranslatef(0.0, RLLY, 0.0)
glRotatef(t10, 1.0, 0.0, 0.0)
lower_leg()
glPopMatrix()
#glutSwapBuffers()
glFlush()
# These are the specific methods for specific Body parts.
def torso():
glPushMatrix()
glRotatef(-90.0, 1.0, 0.0, 0.0)
glTranslatef(0.0,0.0,0.2)
glScalef(0.2, 0.1 , 0.4)
glutSolidCube(1.2)
glPopMatrix()
def head():
glPushMatrix()
glRotatef(-90.0, 1.0, 0.0, 0.0)
glutSolidCube(0.18)
glPopMatrix()
def upper_arm():
glPushMatrix()
glTranslatef(0.0, 0.5*UPPER_ARM_HEIGHT, 0.0)
glScalef(UPPER_ARM_WIDTH, UPPER_ARM_HEIGHT, UPPER_ARM_WIDTH)
glutSolidCube(1.0)
glPopMatrix()
def lower_arm():
glPushMatrix()
glTranslatef(0.0, 0.5*UPPER_ARM_HEIGHT, 0.0)
glScalef(LOWER_ARM_WIDTH, LOWER_ARM_HEIGHT, LOWER_ARM_WIDTH)
glutSolidCube(1.0)
glPopMatrix()
def upper_leg():
glPushMatrix()
glTranslatef(0.0, 0.5*LOWER_ARM_HEIGHT, 0.0)
glScalef(UPPER_LEG_WIDTH, UPPER_LEG_HEIGHT, UPPER_LEG_WIDTH)
glutSolidCube(1.0)
glPopMatrix()
def lower_leg():
glPushMatrix()
glTranslatef(0.0, 0.5*LOWER_ARM_HEIGHT, 0.0)
glScalef(LOWER_LEG_WIDTH, LOWER_LEG_HEIGHT, LOWER_LEG_WIDTH)
glutSolidCube(1.0)
glPopMatrix()
def nose():
glPushMatrix()
glRotatef(-90.0, 1.0, 0.0, 0.0)
glutSolidSphere(HEAD_RADIUS/5, 10, 10)
glPopMatrix()
def eyes():
glPushMatrix()
materials(eye_amb, eye_diff, eye_spec, eye_shin)
glRotatef(-90.0, 1.0, 0.0, 0.0)
glutSolidSphere(HEAD_RADIUS/5, 10, 10)
glPopMatrix()
# This function defines functionality for pressing different keys on the keyboard.
def mykey(key, x, y):
global t0, t1, t2, t3, t4, t5, t6, t7, t8, t9, t10
if key=='d': # TORSO
t0 = t0 + 10.0
elif key=='D':
t0 = t0 - 10.0
elif key=='r': # HEAD 2
t2 = t2 + 10.0
elif key=='R':
t2 = t2 - 10.0
elif key=='s': # LUA
t3 = t3 + 10.0
elif key=='S':
t3 = t3 - 10.0
elif key=='a': # LLA
t4 = t4 + 10.0
elif key=='A':
t4 = t4 - 10.0
elif key=='f': # RUA
t5 = t5 + 10.0
elif key=='F':
t5 = t5 - 10.0
elif key=='g': # RLA
t6 = t6 + 10.0
elif key=='G':
t6 = t6 -10.0
elif key=='x': # LUL
t7 = t7 + 10.0
elif key=='X':
t7 = t7 - 10.0
elif key=='z': # LLL
t8 = t8 + 10.0
elif key=='Z':
t8 = t8 -10.0
elif key=='c': # RUL
t9 = t9 + 10.0
elif key=='C':
t9 = t9 - 10.0
elif key=='v': # RLL
t10 = t10 + 10.0
elif key=='V':
t10 = t10 - 10.0
elif key=='q':
sys.exit()
glutPostRedisplay()
# This function provides the Lighting to the model.
def materials(amb, diff, spec, shin):
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, amb)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diff)
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, spec)
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, shin)
glutInit( sys.argv )
#glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH )
glutInitDisplayMode( GLUT_RGBA | GLUT_SINGLE | GLUT_DEPTH )
glutInitWindowSize( 500, 500 )
glutInitWindowPosition(0,0)
glutCreateWindow( 'robot' )
glutDisplayFunc( display )
glutKeyboardFunc(mykey)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
light0_pos = 10.0, 10.0, 0.0, 0.0
diffuse0 = 0.5, 0.5, 0.5, 1.0
specular0 = 0.5, 0.5, 0.5, 1.0
ambient0 = 0.8, 0.8, 0.8, 1.0
glMatrixMode(GL_MODELVIEW)
glLightfv(GL_LIGHT0, GL_POSITION, light0_pos)
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0)
glLightfv(GL_LIGHT0, GL_SPECULAR, specular0)
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0)
p=gluNewQuadric()
gluQuadricDrawStyle(p, GLU_FILL)
gluQuadricNormals(p, GLU_SMOOTH)
# Colour scheme for Pants!!..
brass_amb = 0.0, 0.0, 1.0, 1.0
brass_diff = 0.67, 0.45, 0.21, 1.0
brass_spec = 0.2, 0.4, 0.3, 1.0
brass_shin = 1.8
# Color Scheme for Shirts (Torso)
torso_amb = 1.0, 0.0, 0.0, 1.0
torso_diff = 0.67, 0.45, 0.21, 1.0
torso_spec = 0.2, 0.4, 0.3, 1.0
torso_shin = 1.8
# Color Scheme for UpperArm
uparm_amb = 0.5, 0.5, 0.0, 1.0
uparm_diff = 0.67, 0.45, 0.21, 1.0
uparm_spec = 0.2, 0.4, 0.3, 1.0
uparm_shin = 1.8
# Color scheme for Face!!..
face_amb = 0.42, 0.21, 0.03, 0.0
face_diff = 0.78, 0.57, 0.11, 1.0
face_spec = 0.99, 0.91, 0.81, 1.0
face_shin = 27.8
# Color scheme for Eyes!!..
eye_amb = 0.0, 0.0, 0.0, 1.0
eye_diff = 0.78, 0.57, 0.11, 1.0
eye_spec = 0.99, 0.91, 0.81, 1.0
eye_shin = 27.8
p_amb = 0.3, 0.0, 0.0, 1.0
p_diff = 0.6, 0.0, 0.0, 1.0
p_spec = 0.8, 0.6, 0.6, 1.0
p_shin = 32.8
glutMainLoop()