Conditions | 3 |
Total Lines | 147 |
Lines | 0 |
Ratio | 0 % |
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
1 | import random as rnd |
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28 | def __init__(self): |
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29 | |||
30 | self.width = 800 |
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31 | self.height = 600 |
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32 | self.title = "ed2d" |
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33 | self.running = False |
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34 | |||
35 | self.fpsTimer = timing.FpsCounter() |
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36 | self.fpsEstimate = 0 |
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37 | |||
38 | self.sysEvents = sysevents.SystemEvents() |
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39 | self.window = window.Window(self.title, self.width, self.height, window.WindowedMode) |
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40 | self.context = context.Context(3, 3, 2) |
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41 | self.context.window = self.window |
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42 | |||
43 | Events.add_listener(self.process_event) |
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44 | |||
45 | self.keys = [] |
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46 | |||
47 | gl.init() |
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48 | major = pgl.glGetInteger(gl.GL_MAJOR_VERSION) |
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49 | minor = pgl.glGetInteger(gl.GL_MINOR_VERSION) |
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50 | print('OpenGL Version: {}.{}'.format(major, minor)) |
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51 | |||
52 | gl.glViewport(0, 0, self.width, self.height) |
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53 | |||
54 | # For CSG to work properly |
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55 | gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) |
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56 | gl.glEnable(gl.GL_DEPTH_TEST) |
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57 | gl.glEnable(gl.GL_CULL_FACE) |
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58 | |||
59 | vsPath = files.resolve_path('data', 'shaders', 'main.vs') |
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60 | fsPath = files.resolve_path('data', 'shaders', 'main.fs') |
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61 | |||
62 | vertex = shaders.VertexShader(vsPath) |
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63 | fragment = shaders.FragmentShader(fsPath) |
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64 | self.program = shaders.ShaderProgram(vertex, fragment) |
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65 | self.program.use() |
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66 | |||
67 | self.vao = pgl.glGenVertexArrays(1) |
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68 | |||
69 | self.scenegraph = SceneGraph() |
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70 | |||
71 | # Load character image into new opengl texture |
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72 | imagePath = files.resolve_path('data', 'images', 'cubix.png') |
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73 | self.texAtlas = texture.Texture(imagePath, self.program) |
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74 | |||
75 | # Physics Test Scene |
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76 | # Create a physics engine |
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77 | self.physicsEngineTest = physengine.PhysEngine() |
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78 | |||
79 | # Player |
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80 | # Create a rectangle the long way, this will be the player |
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81 | self.cModelTestRect = rectangle.Rectangle(100.0, 100.0, width=32.0, height=32.0) |
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82 | self.cModelTestRect.update() |
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83 | |||
84 | # Creating a object steps: |
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85 | # Create a collision model object |
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86 | # Create a physics object to simulate |
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87 | # Create a mesh object to render |
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88 | self.cModelTest = cmodel.cModel(self.cModelTestRect) |
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89 | self.physicsObjectTest = physobj.PhysObj(self.cModelTest, vector.Vector(3, data=[0.0, 0.0, 1.0])) |
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90 | self.physicsEngineTest.addObject(self.physicsObjectTest) |
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91 | self.meshObjectTest = mesh.Mesh() |
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92 | playerACSG = csg.CSG().cube([0, 0, 0], [1, 1, 1]) |
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93 | playerBCSG = csg.CSG().sphere([0, 0, 0], 1.35, 16, 8) |
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94 | playerACSG.setColor(0.5, 0.0, 1.0) |
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95 | playerBCSG.setColor(1.0, 1.0, 0.0) |
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96 | playerFCSG = playerACSG.subtract(playerBCSG) #change to subtract, union, intersect for different outcome |
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97 | self.meshObjectTest.fromCSG(playerFCSG) |
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98 | self.meshObjectTest.addProgram(self.program) |
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99 | self.meshObjectTest.addTexture(None) |
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100 | self.meshObjectTest.addPhysicsObject(self.physicsObjectTest) |
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101 | self.meshObjectTestID = self.scenegraph.establish(self.meshObjectTest) |
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102 | # End Player |
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103 | |||
104 | # Scene objects |
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105 | # For now store all the mesh objects in here |
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106 | # We need some sort of rendering engine class |
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107 | |||
108 | |||
109 | for i in range(20): |
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110 | xRND = rnd.randrange(1, (self.width-32)) |
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111 | yRND = rnd.randrange(1, (self.height-32)) |
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112 | # The creating object stuff from above... One Liner... Yes I know. :| |
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113 | self.physicsEngineTest.addObject(physobj.PhysObj(cmodel.cModel(rectangle.Rectangle(xRND, yRND, width=32.0, height=32.0)), vector.Vector(3, data=[0.0, 0.0, 1.0]))) |
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114 | tempObj = self.physicsEngineTest.getObject(i+1) |
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115 | tempObj.getCollisionModel().getModel().scale(32, 32) |
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116 | tempObj.getCollisionModel().getModel().update() |
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117 | tempMesh = mesh.Mesh() |
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118 | tempMesh.fromData(data=[ |
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119 | [0.0, 1.0, 0.0], |
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120 | [1.0, 1.0, 0.0], |
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121 | [0.0, 0.0, 0.0], |
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122 | [1.0, 0.0, 0.0]]) |
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123 | #tempMesh.setColorAll(1.0, 0.0, 0.0) |
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124 | tempMesh.addProgram(self.program) |
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125 | tempMesh.addTexture(self.texAtlas) |
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126 | tempMesh.addPhysicsObject(tempObj) |
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127 | self.scenegraph.establish(tempMesh) |
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128 | |||
129 | # End Scene Objects |
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130 | |||
131 | |||
132 | |||
133 | # Create the collider |
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134 | gjkTest = gjk.GJK() |
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135 | |||
136 | # Box A and Box B collistion test, should return False |
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137 | # Substract the origins and add the two rectangles together to form a bigger one |
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138 | # If it include the origin, collision happens |
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139 | boxTestA = primitives.Box(vector.Vector(3, data=[50, 50, 49]), 1, 1, 1, matrix.Matrix(4)) |
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140 | boxTestB = primitives.Box(vector.Vector(3, data=[50, 50, 51]), 2, 2, 2, matrix.Matrix(4)) |
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141 | |||
142 | # Rectangle A and Rectangle B collision test, should return False |
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143 | # Substract the origins and add the two boxes together to form a bigger one |
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144 | # If it include the origin, collision happens |
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145 | rectTestA = primitives.Rectangle(vector.Vector(3, data=[10, 10, 0]), 2, 2, matrix.Matrix(4)) |
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146 | rectTestB = primitives.Rectangle(vector.Vector(3, data=[50, 50, 50]), 2, 2, matrix.Matrix(4)) |
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147 | |||
148 | # Circle A and Cirlce B collision test, should return False |
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149 | # Substract the origins and add the radii |
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150 | # If the new circle includes the origin, collision happens |
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151 | circleTestA = primitives.Circle(vector.Vector(3, data=[50, 50, 50]), 1) |
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152 | circleTestB = primitives.Circle(vector.Vector(3, data=[50, 50, 53]), 1) |
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153 | |||
154 | print("Box A and Box B collision:", gjkTest.intersects(boxTestA, boxTestB)) |
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155 | print("Rect A and Rect B collision:", gjkTest.intersects(rectTestA, rectTestB)) |
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156 | print("Circle A and Circle B collision:", gjkTest.intersects(circleTestA, circleTestB)) |
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157 | |||
158 | # Circle A and Box/Rect B collision detection, 2D object with a 3D/2D object, it combines the two different shapes |
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159 | # If the new shape includes the origin, collision happens |
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160 | # Should return true because they are touching, if not interesting each other at a depth |
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161 | print("Circle A and Box B collision:", gjkTest.intersects(circleTestA, boxTestB)) |
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162 | print("Circle A and Rect B collision:", gjkTest.intersects(circleTestA, rectTestB)) |
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163 | |||
164 | |||
165 | self.view = view.View() |
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166 | self.ortho = matrix.orthographic(0.0, self.width, self.height, 0.0, -1.0, 1.0) |
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167 | self.view.new_projection('ortho', self.ortho) |
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168 | self.view.register_shader('ortho', self.program) |
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169 | |||
170 | self.loadText() |
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171 | |||
172 | glerr = gl.glGetError() |
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173 | if glerr != 0: |
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174 | print('GLError:', glerr) |
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175 | |||
251 |