PyGLM | Fast OpenGL Mathematics for Python | Math library
kandi X-RAY | PyGLM Summary
kandi X-RAY | PyGLM Summary
Fast OpenGL Mathematics (GLM) for Python
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of PyGLM
PyGLM Key Features
PyGLM Examples and Code Snippets
somePoint = glm.vec3(x, y, z)
tranaltionVec = glm.vec3(xTrans, yTrans, zTrans)
translationMatrix = glm.translate(glm.mat4(1), tranaltionVec)
currentPointPosition = translationMatrix * glm.vec4(somePoint, 1)
somePoi
N = normalized(cross(B-A, C-A))
equally_directed = abs(dot(N1, N2)) == 1
import glm, math
vertices = [(-1,-1,-1), ( 1,-1,-1), ( 1, 1,-1), (-1, 1,-1), (-1,-1, 1), ( 1,-1, 1), ( 1, 1, 1), (-
VERTEX_SHADER = """
#version 330
in vec4 position;
in vec3 color;
out vec3 newColor;
uniform mat4 transform;
void main()
{
gl_Position = transform*position;
newColor = color;
}
"""
<template
struct mat {
PyObject ob_base;
uint8_t info;
glm::mat super_type;
};
int.from_bytes(ptr, "little")
as_bytes = bytes(mat4)
as_tuple = mat4.to_tu
# version 120
attribute vec3 a_position;
attribute vec3 a_color;
varying vec3 v_color;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(a_position, 1.0);
v_color = a_color;
}
# version 330
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, glm.sizeof(glm.mat4), glm.value_ptr(model))
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 1*glm.sizeof(glm.mat4), glm.sizeof(glm.mat4), glm.value_ptr(view))
glBufferSubData(GL_S
uv = (gl_FragCoord.xy + (offset_x*x, offset_y*y)) / (window_width, window_height)
+------------------+
| |
| +----+ |
| | | |
| +----+ |
|
V = glm.lookAt(self.eye, self.target, self.up)
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rot
model = glm.mat4(1)
model = glm.translate(model, glm.vec3(0.2, 0.2, 0))
model = glm.rotate(model, angle, glm.vec3(0, 0, 1))
model = glm.scale(model, glm.vec3(0.5, 0.5, 1))
import math
import ctypes
import glm
fro
mv_matrix_array_p = (GLfloat * 16 * 4).from_address(mv_matrix_array)
for i in range(0, 4):
# [...]
mvp_matrix = m3dMultiply(proj_matrix , mv_matrix)
mv_matrix_array_p[i][:] = mvp_matrix
Community Discussions
Trending Discussions on PyGLM
QUESTION
I have written a code to render a triangle using a shader program. I want to rotate the triangle. I'm using PyGLM to set a transformation matrix. Here I'm presenting the whole code. If I run this code a triangle is appearing in the window as expected, but there is no rotation. I think I've failed to pass the transformation matrix to the buffer.
...ANSWER
Answered 2020-Aug-08 at 15:53Looks like you will want to create your own library from GLM. What you're doing in the code above no longer works. As another user stated, this is a good template to build functionality from. I'd suggest downloading GLM, taking it apart, and reverse engineering what you need into Python.
QUESTION
I have a boost python application that exports a class to Python, performs a calculation and returns the output back to C++:
...ANSWER
Answered 2020-Jul-01 at 07:56Ended up contacting the developer about this issue and this was there response:
This is what matrix objects look like in C++ code:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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