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# simplecube.py
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#
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# Copyright (c) 2006-2007 Nokia Corporation
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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import appuifw, sys, e32
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from glcanvas import *
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from gles import *
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from key_codes import *
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class SimpleCube:
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vertices = array(GL_BYTE, 3, (
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[-1, 1, 1.0],
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[ 1, 1, 1],
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[ 1, -1, 1],
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[-1, -1, 1],
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[-1, 1, -1],
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[ 1, 1, -1],
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[ 1, -1, -1],
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[-1, -1, -1]
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)
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)
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triangles = array(GL_UNSIGNED_BYTE, 3, (
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# front
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[1,0,3],
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[1,3,2],
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# right
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[2,6,5],
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[2,5,1],
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# back
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[7,4,5],
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[7,5,6],
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# left
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[0,4,7],
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[0,7,3],
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# top
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[5,4,0],
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[5,0,1],
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# bottom
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[3,7,6],
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[3,6,2]
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)
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)
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fanOne = array(GL_UNSIGNED_BYTE, 3, (
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[1,0,3],
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[1,3,2],
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[1,2,6],
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[1,6,5],
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[1,5,4],
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[1,4,0]
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)
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)
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fanTwo = array(GL_UNSIGNED_BYTE, 3, (
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[7,4,5],
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[7,5,6],
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[7,6,2],
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[7,2,3],
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[7,3,0],
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[7,0,4]
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)
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)
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colors = array(GL_UNSIGNED_BYTE, 4, (
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[0 ,255, 0,255],
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[0 , 0,255,255],
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[0 ,255, 0,255],
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[255, 0, 0,255],
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[0 , 0,255,255],
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[255, 0, 0,255],
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[0 , 0,255,255],
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[0 ,255, 0,255]
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))
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ETriangles=0
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ETriangleFans=1
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def __init__(self):
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"""Initializes OpenGL ES, sets the vertex and color arrays and pointers,
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and selects the shading mode."""
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# It's best to set these before creating the GL Canvas
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self.iDrawingMode=self.ETriangles
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self.iFrame=0
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self.exitflag = False
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self.render=0
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self.canvas = None
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self.old_body=appuifw.app.body
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try:
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self.canvas=GLCanvas(redraw_callback=self.redraw, event_callback=self.event, resize_callback=self.resize)
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appuifw.app.body=self.canvas
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except Exception,e:
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appuifw.note(u"Exception: %s" % (e))
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self.set_exit()
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return
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# binds are exactly same as with normal Canvas objects
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self.canvas.bind(EKey1,lambda:self.FullScreen(0))
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self.canvas.bind(EKey2,lambda:self.FullScreen(1))
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self.canvas.bind(EKey3,lambda:self.FullScreen(2))
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appuifw.app.menu = [
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(
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u"Shading mode",
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(
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(u"Flat", self.FlatShading),
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(u"Smooth", self.SmoothShading)
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)
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),
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(
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u"Drawing mode",
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(
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(u"Triangles", self.TriangleMode),
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(u"Triangle fans", self.TriangleFanMode)
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)
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),
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(
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u"Screen",
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(
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(u"Normal", lambda:self.FullScreen(0)),
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(u"Large", lambda:self.FullScreen(1)),
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(u"Full", lambda:self.FullScreen(2)),
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)
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),
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(u"Exit", self.set_exit)
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]
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try:
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self.initgl()
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except Exception,e:
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appuifw.note(u"Exception: %s" % (e))
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self.set_exit()
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def event(self, ev):
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"""Event handler"""
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pass
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def resize(self):
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"""Resize handler"""
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# This may get called before the canvas is created, so check that the canvas exists
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if self.canvas:
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glViewport(0, 0, self.canvas.size[0], self.canvas.size[1])
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aspect = float(self.canvas.size[1]) / float(self.canvas.size[0])
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glMatrixMode( GL_PROJECTION )
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glLoadIdentity()
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glFrustumf( -1.0, 1.0, -1.0*aspect, 1.0*aspect, 3.0, 1000.0 )
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def initgl(self):
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"""Initializes OpenGL and sets up the rendering environment"""
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# Set the screen background color.
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glClearColor( 0.0, 0.0, 0.0, 1.0 )
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# Enable back face culling.
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glEnable( GL_CULL_FACE )
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# Initialize viewport and projection.
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self.resize()
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glMatrixMode( GL_MODELVIEW )
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# Enable vertex arrays.
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glEnableClientState( GL_VERTEX_ARRAY )
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# Set array pointers.
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glVertexPointerb(self.vertices)
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# Enable color arrays.
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glEnableClientState( GL_COLOR_ARRAY )
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# Set color pointers.
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glColorPointerub(self.colors )
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# Set the initial shading mode
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glShadeModel( GL_FLAT )
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# Do not use perspective correction
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST )
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self.render=1
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def FlatShading(self):
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"""Sets the GL shading model to flat."""
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glShadeModel( GL_FLAT )
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def SmoothShading(self):
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"""Sets the GL shading model to smooth."""
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glShadeModel( GL_SMOOTH )
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def TriangleMode(self):
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"""Sets the rendering mode to triangles."""
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self.iDrawingMode = self.ETriangles
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def TriangleFanMode(self):
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"""Sets the rendering mode to triangle fans."""
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self.iDrawingMode = self.ETriangleFans
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def FullScreen(self,mode):
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if mode == 0:
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appuifw.app.screen = 'normal'
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elif mode == 1:
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appuifw.app.screen = 'large'
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elif mode == 2:
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appuifw.app.screen = 'full'
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def drawbox(self, aSizeX, aSizeY, aSizeZ):
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"""Draws a box with triangles or triangle fans depending on the current rendering mode.
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Scales the box to the given size using glScalef."""
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glScalef( aSizeX, aSizeY, aSizeZ )
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if self.iDrawingMode == self.ETriangles:
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glDrawElementsub( GL_TRIANGLES, self.triangles )
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elif self.iDrawingMode == self.ETriangleFans:
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glDrawElementsub( GL_TRIANGLE_FAN, self.fanOne )
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glDrawElementsub( GL_TRIANGLE_FAN, self.fanTwo )
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def redraw(self,frame):
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"""Draws and animates the objects.
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The frame number determines the amount of rotation."""
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self.iFrame = frame
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if self.render == 0:
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return
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glMatrixMode( GL_MODELVIEW )
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cameraDistance = 100
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
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# Animate and draw box
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glLoadIdentity()
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glTranslatex( 0 , 0 , -cameraDistance << 16 )
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glRotatex( self.iFrame << 16, 1 << 16, 0 , 0 )
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glRotatex( self.iFrame << 15, 0 , 1 << 16, 0 )
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glRotatex( self.iFrame << 14, 0 , 0 , 1 << 16 )
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self.drawbox( 15.0, 15.0, 15.0 )
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def close_canvas(self): # break reference cycles
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appuifw.app.body=self.old_body
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self.canvas=None
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self.draw=None
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appuifw.app.exit_key_handler=None
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def set_exit(self):
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self.exitflag = True
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def run(self):
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appuifw.app.exit_key_handler=self.set_exit
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while not self.exitflag:
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self.canvas.drawNow()
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e32.ao_sleep(0.0001)
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self.close_canvas()
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appuifw.app.screen='full'
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try:
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app=SimpleCube()
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except Exception,e:
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appuifw.note(u'Exception: %s' % (e))
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else:
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app.run()
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del app
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#sys.exit(0) |