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from gem import matrix |
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from gem import vector |
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from ed2d.opengl import gl, pgl |
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def buffer_object(data, typeM): |
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if data or 0: |
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vbo = pgl.glGenBuffers(1) |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo) |
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pgl.glBufferData(gl.GL_ARRAY_BUFFER, data, typeM, gl.GL_STATIC_DRAW) |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) |
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return vbo |
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else: |
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return None |
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def index_buffer_object(data, typeM): |
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if data or 0: |
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ibo = pgl.glGenBuffers(1) |
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gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, ibo) |
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pgl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, data, typeM, |
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gl.GL_STATIC_DRAW) |
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gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) |
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return ibo |
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else: |
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return None |
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def bind_object(dataLoc, vbo, size): |
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if (dataLoc is not None) and (vbo is not None): |
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gl.glEnableVertexAttribArray(dataLoc) |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbo) |
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pgl.glVertexAttribPointer(dataLoc, size, gl.GL_FLOAT, gl.GL_FALSE, 0, |
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None) |
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else: |
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pass |
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def unbind_object(dataLoc): |
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if dataLoc is not None: |
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gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) |
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gl.glDisableVertexAttribArray(dataLoc) |
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else: |
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pass |
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def calc_face_normal(vertex1, vertex2, vertex3): |
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''' Calculate a face normal from 3 vertices. 3D Vector inputs. ''' |
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vertex11 = vertex2 - vertex1 |
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vertex22 = vertex3 - vertex1 |
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normal = vertex11.cross(vertex22) |
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normal.i_normalize() |
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return normal |
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class Indexer(object): |
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''' This is needed for CSG.''' |
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def __init__(self): |
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self.unique = [] |
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self.indices = [] |
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self.map = {} |
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def add(self, obj): |
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key = repr(obj) |
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if not (key in self.map): |
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self.map[key] = len(self.unique) |
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self.unique.append(obj) |
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return self.map[key] |
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class MeshBase(object): |
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def __init__(self): |
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self.program = None |
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self.vertLoc = None |
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self.UVLoc = None |
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self.colorLoc = None |
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self.modelID = None |
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self.matrix = matrix.Matrix(4) # Model matrix |
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def addProgram(self, program): |
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self.program = program |
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self.vertLoc = self.program.get_attribute(b'position') |
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self.UVLoc = self.program.get_attribute(b'vertexUV') |
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self.colorLoc = self.program.get_attribute(b'color') |
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self.modelID = self.program.new_uniform(b'model') |
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def addTexture(self, texture): |
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self.texture = texture |
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def render(self): |
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self.program.set_uniform_matrix(self.modelID, self.matrix) |
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if self.texture is not None: |
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self.texture.bind() |
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else: |
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0) |
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self.cbo = buffer_object(self.colors, gl.GLfloat) |
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bind_object(self.vertLoc, self.vbo, 3) |
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bind_object(self.UVLoc, self.uvbo, 3) |
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bind_object(self.colorLoc, self.cbo, 3) |
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if self.ibo: |
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gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
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gl.glDrawElements(gl.GL_TRIANGLES, self.ntris * 3, |
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gl.GL_UNSIGNED_INT, 0) |
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gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) |
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else: |
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, self.nverts) |
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unbind_object(self.colorLoc) |
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unbind_object(self.UVLoc) |
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unbind_object(self.vertLoc) |
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def buffer_objects(self): |
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self.vbo = buffer_object(self.data, gl.GLfloat) |
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self.uvbo = buffer_object(self.texCoord, gl.GLfloat) |
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self.ibo = index_buffer_object(self.triangles, gl.GLuint) |
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class Mesh(MeshBase): |
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def __init__(self): |
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super(Mesh, self).__init__() |
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self.xPos = 0 |
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self.yPos = 0 |
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self.xPosDelta = 0 |
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self.yPosDelta = 0 |
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self._scale = 1 |
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self.scaleDelta = 0 |
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self.rect = None |
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self.nverts = 0 |
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self.ntris = 0 |
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self.data = [] |
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self.texCoord = [] |
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self.normals = [] |
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self.colors = [] |
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self.triangles = [] |
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self.physObj = None |
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def setColorAll(self, r, g, b): |
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''' |
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This will populate the colors array with same color for every vertex. |
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''' |
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if not self.colors: |
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for i in range(self.nverts): |
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self.colors.append([r, g, b]) |
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else: |
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for i in range(self.nverts): |
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self.colors[i] = [r, g, b] |
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def fromData(self, data, texCoord=None, colors=None): |
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''' |
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This will take in any set of vertices, uv coordinates and colors arrays |
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''' |
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self.data = data |
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self.nverts = len(self.data) |
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if texCoord is not None: |
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self.texCoord = texCoord |
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else: |
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self.texCoord = self.data |
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if colors is not None: |
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self.colors = colors |
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else: |
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self.colors = [] |
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self.buffer_objects() |
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def fromCSG(self, csg): |
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''' |
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This will take in a CSG object and convert it to mesh for |
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rendering and simulation purposes. |
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''' |
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indexer = Indexer() |
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polygons = csg.toPolygons() |
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for i in range(len(polygons)): |
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polygon = polygons[i] |
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indices = [] |
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for j in range(len(polygon.vertices)): |
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vertex = polygon.vertices[j] |
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vertex.color = polygon.shared or [1.0, 1.0, 1.0] |
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index = indexer.add(vertex) |
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indices.append(index) |
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for k in range(2, len(indices), 1): |
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self.triangles.append([indices[0], indices[k - 1], indices[k]]) |
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for i in range(len(indexer.unique)): |
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v = indexer.unique[i] |
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self.data.append(v.pos.vector) |
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self.normals.append(v.normal.vector) |
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self.colors.append(v.color) |
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# print("Indexer Unique Count: ", len(indexer.unique)) |
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# print("Polygon Count: ", len(polygons)) |
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# print("Triangles Count: ", len(self.triangles)) |
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# print("Vertices Count: ", len(self.data)) |
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self.nverts = len(self.data) |
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self.ntris = len(self.triangles) |
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self.buffer_objects() |
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def addPhysicsObject(self, physObj): |
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'''This will attach a physics object to the mesh.''' |
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self.physObj = physObj |
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self.rect = physObj.getCollisionModel().getModel() |
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self.data = self.rect.getVertices() |
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self.texCoord = self.rect.getVertices() |
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self.matrix = self.rect.getModelMatrix() |
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def scale(self, value): |
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self.scaleDelta = value / self._scale |
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self._scale = value |
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def translate(self, x, y): |
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self.xPosDelta += x - self.xPos |
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self.yPosDelta += y - self.yPos |
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self.xPos = x |
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self.yPos = y |
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# TODO - Implement rotation.. |
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def update(self): |
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if self.physObj is None: |
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pass |
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else: |
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self.rect = self.physObj.getCollisionModel().getModel() |
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self.matrix = self.rect.getModelMatrix() |
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if self.scaleDelta: |
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vecScale = vector.Vector( |
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3, |
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data=[self.scaleDelta, self.scaleDelta, 0.0]) |
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self.matrix.i_scale(vecScale) |
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self.scaleDelta = 0 |
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if self.xPosDelta or self.yPosDelta: |
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vecTrans = vector.Vector( |
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3, |
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data=[self.xPosDelta, self.yPosDelta, 0.0]) |
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self.matrix.i_translate(vecTrans) |
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self.xPosDelta = 0 |
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self.yPosDelta = 0 |
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