| 1 | import math |
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| 2 | from graphics import PyGameGLWindow |
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| 3 | import pygame |
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| 4 | from OpenGL.GL import * |
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| 5 | from OpenGL.GLU import * |
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| 6 | import lambert |
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| 7 | import pprint |
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| 8 | import sys |
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| 9 | import Image |
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| 10 | import PngImagePlugin |
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| 11 | |
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| 12 | |
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| 13 | LATITUDE = 0 |
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| 14 | LONGITUDE = 1 |
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| 15 | MESH = 2 |
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| 16 | POS = 0 |
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| 17 | NORMAL = 1 |
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| 18 | COORDS = 2 |
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| 19 | PHI = 0 |
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| 20 | LAMBDA = 1 |
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| 21 | |
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| 22 | def length(vector): |
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| 23 | squarredLength = 0.0 |
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| 24 | for dimension in vector: |
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| 25 | squarredLength += dimension * dimension |
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| 26 | return math.sqrt(squarredLength) |
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| 27 | |
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| 28 | def normalize(vector): |
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| 29 | len = length(vector) |
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| 30 | result = [] |
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| 31 | for dimension in vector: |
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| 32 | result.append(dimension / len) |
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| 33 | return result |
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| 34 | |
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| 35 | def vecsub(v1, v2): |
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| 36 | result = [] |
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| 37 | for d1, d2 in zip(v1, v2): |
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| 38 | result.append(d1 - d2) |
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| 39 | return result |
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| 40 | |
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| 41 | def vecadd(v1, v2): |
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| 42 | result = [] |
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| 43 | for d1, d2 in zip(v1, v2): |
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| 44 | result.append(d1 + d2) |
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| 45 | return result |
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| 46 | |
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| 47 | def extends(vectors): |
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| 48 | minimum = array(vectors[0]) |
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| 49 | maximum = array(vectors[0]) |
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| 50 | i = 1 |
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| 51 | while i < len(vectors): |
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| 52 | for j, (minComp, maxComp, comp) in enumerate(zip(minimum, maximum, vectors[i])): |
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| 53 | if comp < minComp: |
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| 54 | minimum[j] = comp |
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| 55 | elif comp > maxComp: |
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| 56 | maximum[j] = comp |
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| 57 | i += 1 |
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| 58 | return minimum, maximum |
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| 59 | |
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| 60 | |
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| 61 | class Texture: |
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| 62 | def __init__(self, file): |
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| 63 | self.load(file) |
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| 64 | |
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| 65 | def load(self, file): |
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| 66 | self.texture = Image.open(file) |
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| 67 | ix, iy = self.texture.size |
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| 68 | image = self.texture.tostring("raw", "RGBX", 0, -1) |
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| 69 | self.id = glGenTextures(1) |
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| 70 | self.bind() |
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| 71 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1) |
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| 72 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) |
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| 73 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) |
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| 74 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) |
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| 75 | |
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| 76 | def bind(self): |
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| 77 | glBindTexture(GL_TEXTURE_2D, self.id) |
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| 78 | |
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| 79 | |
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| 80 | class Window(PyGameGLWindow): |
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| 81 | MB1 = 1 |
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| 82 | MB2 = 2 |
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| 83 | MB3 = 4 |
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| 84 | |
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| 85 | def __init__(self, app, width, height, name): |
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| 86 | self.app = app |
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| 87 | PyGameGLWindow.__init__(self, width, height, name) |
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| 88 | self.mouseButtons = 0 |
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| 89 | |
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| 90 | def setup(self, width, height): |
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| 91 | # General setup |
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| 92 | glShadeModel(GL_FLAT) |
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| 93 | glClearColor(0.0, 0.0, 0.0, 0.0) |
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| 94 | glClearDepth(1.0) |
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| 95 | glEnable(GL_DEPTH_TEST) |
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| 96 | glDepthFunc(GL_LEQUAL) |
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| 97 | glEnable(GL_LIGHTING) |
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| 98 | glEnable(GL_BLEND) |
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| 99 | # Enable polygon offset for filled primitives |
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| 100 | glEnable(GL_POLYGON_OFFSET_FILL) |
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| 101 | glPolygonOffset(1, 1) |
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| 102 | # Rendering hints |
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| 103 | glEnable(GL_LINE_SMOOTH) |
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| 104 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
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| 105 | glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) |
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| 106 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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| 107 | |
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| 108 | def onKeyPressed(self, event): |
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| 109 | if event.key == pygame.K_ESCAPE: |
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| 110 | sys.exit(0) |
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| 111 | |
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| 112 | def onMouseDown(self, event): |
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| 113 | self.mouseButtons |= 1 << (event.button - 1) |
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| 114 | |
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| 115 | def onMouseUp(self, event): |
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| 116 | self.mouseButtons &= ~(1 << (event.button - 1)) |
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| 117 | |
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| 118 | def onMouseMotion(self, event): |
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| 119 | if self.mouseButtons & self.MB1: |
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| 120 | self.app.mouseRot = (self.app.mouseRot[0] + self.app.mouseRotIncrement[0] * event.rel[0], |
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| 121 | self.app.mouseRot[1] + self.app.mouseRotIncrement[1] * event.rel[1]) |
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| 122 | if self.mouseButtons & self.MB3: |
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| 123 | self.app.mouseZoom += self.app.mouseZoomIncrement * event.rel[1] |
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| 124 | if self.mouseButtons & self.MB2: |
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| 125 | self.app.mousePan = (self.app.mousePan[0] + self.app.mousePanIncrement[0] * event.rel[0], |
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| 126 | self.app.mousePan[1] + self.app.mousePanIncrement[1] * event.rel[1]) |
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| 127 | |
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| 128 | |
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| 129 | class Sphere: |
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| 130 | POINTS = GL_POINTS |
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| 131 | LINE_LOOP = GL_LINE_LOOP |
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| 132 | LINES = GL_LINES |
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| 133 | LINE_STRIP = GL_LINE_STRIP |
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| 134 | |
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| 135 | def points(self, radius, latitudeRes, longitudeRes): |
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| 136 | # Generate latitudes and longitudes |
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| 137 | latitudes = [] |
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| 138 | longitudes = [[None for y in range(longitudeRes + 2)] for x in range(latitudeRes)] |
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| 139 | for j in range(longitudeRes): |
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| 140 | latitude = [None for x in range(latitudeRes)] |
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| 141 | floatJ = (j + 1) / float(longitudeRes + 1) |
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| 142 | phi = (floatJ * math.pi) - (math.pi / 2.0) |
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| 143 | #y = (floatJ * radius * 2.0) - radius |
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| 144 | y = radius * math.sin(phi) |
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| 145 | latitudeRadius = math.cos(math.asin(y)) |
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| 146 | for i in range(latitudeRes / 2): |
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| 147 | floatI = i / float(latitudeRes) |
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| 148 | lambd1 = (floatI * math.pi * 2.0) - math.pi |
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| 149 | lambd2 = math.fmod(lambd1 + math.pi, math.pi) |
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| 150 | x = latitudeRadius * math.sin(lambd1) |
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| 151 | z = latitudeRadius * math.cos(lambd1) |
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| 152 | point1 = ((x, y, z), normalize((x, y, z)), (phi, lambd1)) |
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| 153 | point2 = ((-x, y, -z), normalize((-x, y, -z)), (phi, lambd2)) |
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| 154 | top1 = ((0.0, radius, 0.0), (0.0, 1.0, 0.0), (math.pi / 2.0, lambd1)) |
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| 155 | bottom1 = ((0.0, -radius, 0.0), (0.0, -1.0, 0.0), (-math.pi / 2.0, lambd1)) |
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| 156 | top2 = ((0.0, radius, 0.0), (0.0, 1.0, 0.0), (math.pi / 2.0, lambd2)) |
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| 157 | bottom2 = ((0.0, -radius, 0.0), (0.0, -1.0, 0.0), (-math.pi / 2.0, lambd2)) |
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| 158 | latitude[i] = point1 |
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| 159 | latitude[i + (latitudeRes / 2)] = point2 |
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| 160 | longitudes[i][0] = bottom1 |
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| 161 | longitudes[i][-1] = top1 |
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| 162 | longitudes[i][j + 1] = point1 |
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| 163 | longitudes[i + (latitudeRes / 2)][0] = bottom2 |
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| 164 | longitudes[i + (latitudeRes / 2)][-1] = top2 |
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| 165 | longitudes[i + (latitudeRes / 2)][j + 1] = point2 |
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| 166 | latitudes.append(latitude) |
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| 167 | |
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| 168 | # Generate mesh |
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| 169 | mesh = {} |
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| 170 | # Generate strips |
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| 171 | mesh["strips"] = [] |
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| 172 | prevLatitude = None |
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| 173 | for latitude in latitudes: |
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| 174 | if prevLatitude is not None: |
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| 175 | strip = [] |
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| 176 | for point1, point2 in zip(prevLatitude, latitude): |
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| 177 | strip.append(point1) |
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| 178 | strip.append(point2) |
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| 179 | strip.append((prevLatitude[0][POS], prevLatitude[0][NORMAL], (prevLatitude[0][COORDS][PHI], math.pi))) |
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| 180 | strip.append((latitude[0][POS], latitude[0][NORMAL], (latitude[0][COORDS][PHI], math.pi))) |
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| 181 | mesh["strips"].append(strip) |
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| 182 | prevLatitude = latitude |
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| 183 | # Generate fans |
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| 184 | mesh["fans"] = [] |
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| 185 | fan = [((0.0, -radius, 0.0), (0.0, -1.0, 0.0), (-math.pi / 2.0, 0.0))] |
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| 186 | for point in latitudes[0]: |
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| 187 | fan.append(point) |
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| 188 | fan.append((latitudes[0][0][POS], latitudes[0][0][NORMAL], (latitudes[0][0][COORDS][PHI], math.pi))) |
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| 189 | mesh["fans"].append(fan) |
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| 190 | fan = [((0.0, radius, 0.0), (0.0, 1.0, 0.0), (math.pi / 2.0, 0.0))] |
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| 191 | for point in latitudes[-1]: |
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| 192 | fan.append(point) |
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| 193 | fan.append((latitudes[-1][0][POS], latitudes[-1][0][NORMAL], (latitudes[-1][0][COORDS][PHI], math.pi))) |
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| 194 | mesh["fans"].append(fan) |
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| 195 | |
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| 196 | return latitudes, longitudes, mesh |
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| 197 | |
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| 198 | def renderArray(self, points, primitive): |
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| 199 | glBegin(primitive) |
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| 200 | for point in points: |
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| 201 | glNormal3fv(point[1]) |
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| 202 | glVertex3fv(point[0]) |
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| 203 | glEnd() |
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| 204 | |
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| 205 | def render2DArray(self, points, primitive): |
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| 206 | glBegin(primitive) |
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| 207 | for point in points: |
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| 208 | glVertex2fv(point) |
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| 209 | glEnd() |
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| 210 | |
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| 211 | def render(self, points, primitive=GL_LINE_LOOP): |
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| 212 | for latitude in points[LATITUDE]: |
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| 213 | self.renderArray(latitude, self.LINE_LOOP) |
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| 214 | for longitude in points[LONGITUDE]: |
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| 215 | self.renderArray(longitude, self.LINE_STRIP) |
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| 216 | |
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| 217 | def renderMesh(self, points): |
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| 218 | for strip in points[MESH]["strips"]: |
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| 219 | glBegin(GL_QUAD_STRIP) |
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| 220 | for point in strip: |
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| 221 | glTexCoord2f((point[COORDS][LAMBDA] + math.pi) / (math.pi * 2.0), (point[COORDS][PHI] + math.pi / 2.0) / math.pi) |
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| 222 | glNormal3fv(point[NORMAL]) |
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| 223 | glVertex3fv(point[POS]) |
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| 224 | glEnd() |
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| 225 | for fan in points[MESH]["fans"]: |
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| 226 | glBegin(GL_TRIANGLE_FAN) |
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| 227 | for point in fan: |
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| 228 | glTexCoord2f((point[COORDS][LAMBDA] + math.pi) / (math.pi * 2.0), (point[COORDS][PHI] + math.pi / 2.0) / math.pi) |
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| 229 | glNormal3fv(point[NORMAL]) |
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| 230 | glVertex3fv(point[POS]) |
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| 231 | glEnd() |
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| 232 | |
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| 233 | def renderClipped(self, points): |
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| 234 | for latitude in points[LATITUDE]: |
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| 235 | self.renderArray(latitude, self.LINE_STRIP) |
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| 236 | for longitude in points[LONGITUDE]: |
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| 237 | self.renderArray(longitude, self.LINE_STRIP) |
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| 238 | |
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| 239 | def render2D(self, points, primitive=GL_LINE_STRIP): |
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| 240 | for latitude in points[LATITUDE]: |
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| 241 | self.render2DArray(latitude, primitive) |
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| 242 | for longitude in points[LONGITUDE]: |
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| 243 | self.render2DArray(longitude, primitive) |
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| 244 | |
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| 245 | def clip(self, points, minCoords, maxCoords): |
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| 246 | # Get points lying between minPos and maxPos |
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| 247 | clippedLatitudes = [] |
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| 248 | for latitude in points[LATITUDE]: |
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| 249 | if latitude[0][COORDS][PHI] >= minCoords[PHI] and latitude[0][COORDS][PHI] <= maxCoords[PHI]: |
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| 250 | clippedLatitude = [] |
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| 251 | for point in latitude: |
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| 252 | if point[COORDS][LAMBDA] >= minCoords[LAMBDA] and point[COORDS][LAMBDA] <= maxCoords[LAMBDA]: |
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| 253 | clippedLatitude.append(point) |
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| 254 | clippedLatitudes.append(clippedLatitude) |
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| 255 | |
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| 256 | clippedLongitudes = [] |
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| 257 | for longitude in points[LONGITUDE]: |
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| 258 | if longitude[0][COORDS][LAMBDA] >= minCoords[LAMBDA] and longitude[0][COORDS][LAMBDA] <= maxCoords[LAMBDA]: |
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| 259 | clippedLongitude = [] |
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| 260 | for point in longitude: |
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| 261 | if point[COORDS][PHI] >= minCoords[PHI] and point[COORDS][PHI] <= maxCoords[PHI]: |
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| 262 | clippedLongitude.append(point) |
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| 263 | clippedLongitudes.append(clippedLongitude) |
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| 264 | |
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| 265 | return clippedLatitudes, clippedLongitudes, points[MESH] |
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| 266 | |
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| 267 | def project(self, points, projection, normalize=True, shift=True): |
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| 268 | projectedLatitudes = [] |
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| 269 | projectedLongitudes = [] |
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| 270 | min = [float(2**30), float(2**30)] |
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| 271 | max = [-float(2**30), -float(2**30)] |
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| 272 | for latitude in points[LATITUDE]: |
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| 273 | projectedLatitude = [] |
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| 274 | for point in latitude: |
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| 275 | ppoint = projection.project(point[COORDS]) |
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| 276 | for i in range(2): |
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| 277 | if ppoint[i] < min[i]: |
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| 278 | min[i] = ppoint[i] |
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| 279 | if ppoint[i] > max[i]: |
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| 280 | max[i] = ppoint[i] |
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| 281 | projectedLatitude.append(ppoint) |
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| 282 | projectedLatitudes.append(projectedLatitude) |
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| 283 | for longitude in points[LONGITUDE]: |
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| 284 | projectedLongitude = [] |
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| 285 | for point in longitude: |
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| 286 | projectedLongitude.append(projection.project(point[COORDS])) |
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| 287 | projectedLongitudes.append(projectedLongitude) |
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| 288 | |
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| 289 | scale = length(vecsub(max, min)) |
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| 290 | if scale == 0.0: |
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| 291 | scale = 1.0 |
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| 292 | print max, min |
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| 293 | if normalize: |
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| 294 | for j in range(len(projectedLatitudes)): |
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| 295 | for i in range(len(projectedLatitudes[j])): |
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| 296 | if shift: |
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| 297 | projectedLatitudes[j][i] = (projectedLatitudes[j][i][0] - min[0], projectedLatitudes[j][i][1] - min[1]) |
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| 298 | projectedLatitudes[j][i] = (projectedLatitudes[j][i][0] / scale, projectedLatitudes[j][i][1] / scale) |
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| 299 | for j in range(len(projectedLongitudes)): |
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| 300 | for i in range(len(projectedLongitudes[j])): |
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| 301 | if shift: |
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| 302 | projectedLongitudes[j][i] = (projectedLongitudes[j][i][0] - min[0], projectedLongitudes[j][i][1] - min[1]) |
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| 303 | projectedLongitudes[j][i] = (projectedLongitudes[j][i][0] / scale, projectedLongitudes[j][i][1] / scale) |
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| 304 | |
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| 305 | pp = pprint.PrettyPrinter() |
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| 306 | #pp.pprint(projectedLongitudes) |
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| 307 | print len(points[LATITUDE]), len(points[LONGITUDE]), len(projectedLatitudes), len(projectedLongitudes) |
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| 308 | return projectedLatitudes, projectedLongitudes |
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| 309 | |
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| 310 | |
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| 311 | class App: |
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| 312 | def __init__(self): |
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| 313 | self.mouseRot = (0.0, 0.0) |
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| 314 | self.mouseRotIncrement = (0.1, 0.1) |
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| 315 | self.mouseZoom = -3.0 |
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| 316 | self.mouseZoomIncrement = 0.01 |
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| 317 | self.mousePan = (0.0, 0.0) |
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| 318 | self.mousePanIncrement = (0.005, -0.005) |
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| 319 | self.window = Window(self, 640, 480, "Lambert") |
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| 320 | self.run() |
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| 321 | |
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| 322 | def run(self): |
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| 323 | glLightfv(GL_LIGHT0, GL_AMBIENT, (0.5, 0.5, 0.5, 1.0)) # Setup The Ambient Light |
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| 324 | glLightfv(GL_LIGHT0, GL_DIFFUSE, (1.0, 1.0, 1.0, 1.0)) # Setup The Diffuse Light |
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| 325 | glLightfv(GL_LIGHT0, GL_POSITION, (10.0, 20.0, 10.0, 1.0)) # Position The Light |
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| 326 | glEnable(GL_LIGHT0) # Enable Light One |
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| 327 | |
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| 328 | worldTexture = Texture("EarthMap.png") |
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| 329 | |
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| 330 | quadratic = gluNewQuadric() |
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| 331 | gluQuadricNormals(quadratic, GLU_SMOOTH) |
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| 332 | gluQuadricTexture(quadratic, GL_TRUE) |
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| 333 | |
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| 334 | franceExtends = {"min": (math.radians(42), math.radians(-5)), "max": (math.radians(52), math.radians(10))} |
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| 335 | largeExtends = {"min": (math.radians(10), math.radians(-50)), "max": (math.radians(52), math.radians(10))} |
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| 336 | sphere = Sphere() |
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| 337 | points = sphere.points(1.0, 360, 180) |
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| 338 | points = sphere.clip(points, franceExtends["min"], franceExtends["max"]) |
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| 339 | #points = sphere.clip(points, largeExtends["min"], largeExtends["max"]) |
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| 340 | #points = sphere.clip(points, (0.0, 0.0), (math.pi / 4.0, math.pi / 2.0)) |
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| 341 | projectedPoints = sphere.project(points, lambert.STD_PROJECTIONS["Lambert 93"], normalize=True, shift=True) |
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| 342 | |
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| 343 | cycleLength = (len(points[LATITUDE]), len(points[LONGITUDE])) |
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| 344 | |
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| 345 | xrot = yrot = zrot = 0.0 |
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| 346 | |
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| 347 | while True: |
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| 348 | self.window.processEvents() |
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| 349 | self.window.clear() |
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| 350 | |
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| 351 | glMatrixMode(GL_MODELVIEW) |
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| 352 | glLoadIdentity() |
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| 353 | glTranslate(self.mousePan[0], self.mousePan[1], self.mouseZoom) |
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| 354 | glRotatef(self.mouseRot[0], 0.0, 1.0, 0.0) |
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| 355 | glRotatef(self.mouseRot[1], 1.0, 0.0, 0.0) |
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| 356 | |
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| 357 | # gluSphere(quadratic, 1.0, 32, 32) |
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| 358 | glEnable(GL_LIGHTING) |
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| 359 | glEnable(GL_TEXTURE_2D) |
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| 360 | glPolygonMode(GL_BACK, GL_FILL) |
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| 361 | sphere.renderMesh(points) |
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| 362 | |
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| 363 | glDisable(GL_LIGHTING) |
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| 364 | glDisable(GL_TEXTURE_2D) |
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| 365 | glPolygonMode(GL_BACK, GL_LINE) |
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| 366 | glDepthMask(GL_FALSE) |
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| 367 | #sphere.renderMesh(points) |
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| 368 | sphere.renderClipped(points) |
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| 369 | glDepthMask(GL_TRUE) |
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| 370 | |
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| 371 | glTranslate(1.5, 0.0, 0.0) |
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| 372 | sphere.render2D(projectedPoints, Sphere.LINE_STRIP) |
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| 373 | """sphere.renderClipped(lambert.STD_PROJECTIONS["Lambert II extended"], |
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| 374 | points, |
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| 375 | (math.radians(42), math.radians(-5)), |
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| 376 | (math.radians(52), math.radians(10))) """ |
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| 377 | """sphere.renderClipped(lambert.STD_PROJECTIONS["Lambert II extended"], |
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| 378 | points, |
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| 379 | (0.0, 0.0), |
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| 380 | (math.pi / 2.0, math.pi / 2.0))""" |
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| 381 | |
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| 382 | self.window.swap() |
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| 383 | |
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| 384 | if __name__ == "__main__": |
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| 385 | app = App() |
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