Created
June 30, 2019 09:17
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Creating a ring of circles.
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| from OpenGL.GL import * | |
| from OpenGL.GLU import * | |
| from math import * # trigonometry | |
| import math | |
| import pygame # just to get a display | |
| # get an OpenGL surface | |
| pygame.init() | |
| pygame.display.set_mode((800,600), pygame.OPENGL|pygame.DOUBLEBUF) | |
| # How to catch errors here? | |
| done = False | |
| t=0 | |
| while not done: | |
| t=t+1 | |
| glClearColor(0.0, 0.0, 0.0, 1.0) | |
| glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) | |
| # Get a perspective at the helix | |
| glMatrixMode(GL_PROJECTION); | |
| glLoadIdentity() | |
| gluPerspective(90,1,0.01,1000) | |
| gluLookAt(sin(t/200.0)*3,sin(t/500.0)*3,cos(t/200.0)*3,0,0,0,0,1,0) | |
| glMatrixMode(GL_MODELVIEW) | |
| glEnable(GL_BLEND); | |
| glBlendFunc (GL_SRC_ALPHA, GL_ONE); | |
| glEnable( GL_TEXTURE_2D ); | |
| glEnable( GL_COLOR_MATERIAL ); | |
| round = 12 | |
| ngon = 30 | |
| stepsize=2*math.pi/ngon | |
| stepsize2=2*math.pi/round | |
| theta=0.0 | |
| delta=0.0 | |
| R=1.0 | |
| r=0.2 | |
| for j in range(round+1): | |
| rx = (R + r*cos(theta))*cos(delta) | |
| rz = (R + r*cos(theta))*sin(delta) | |
| ry = (r*sin(theta)) | |
| glBegin(GL_LINE_STRIP); | |
| glVertex3f( rx, ry, rz) | |
| glColor3f(1.0,1.0,0.0) | |
| for i in range(ngon): | |
| theta += stepsize | |
| rx = (R + r*cos(theta))*cos(delta) | |
| rz = (R + r*cos(theta))*sin(delta) | |
| ry = (r*sin(theta)) | |
| glVertex3f( rx, ry, rz) | |
| delta += stepsize2 | |
| glEnd(); | |
| glFlush() | |
| pygame.display.flip() |
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