How to use the vector.vec2 function in vector

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github snake-biscuits / QtPyHammer / src / main / python / buffer_studies.py View on Github external
print(f'{len(vertices) // 33:,} TRIANGLES')
    print(f'{len(vertices) * 4 // 1024:,}KB')
    print('import took {:.2f} seconds'.format(time.time() - start_import))

    # STATIC BUFFER (UTILITIES)
    # Skybox, 3D grid, Origin Point
    # Editor Props (playerspawn, lights, sprite, path_track)

    CAMERA = camera.freecam((160, -160, 160), None, 128)
    render_solids = [s for s in solids if (s.center - CAMERA.position).sqrmagnitude() < 1024]
    rendered_ray = []

    SDL_SetRelativeMouseMode(SDL_TRUE)
    SDL_CaptureMouse(SDL_TRUE)

    mousepos = vector.vec2(-180, 120) # overrides start angle
    keys = []
            
    tickrate = 1 / 0.015
    old_time = time.time()
    event = SDL_Event()
    while True:
        while SDL_PollEvent(ctypes.byref(event)) != 0:
            if event.type == SDL_QUIT or event.key.keysym.sym == SDLK_ESCAPE and event.type == SDL_KEYDOWN:
                SDL_GL_DeleteContext(glContext)
                SDL_DestroyWindow(window)
                SDL_Quit()
                return False
            if event.type == SDL_KEYDOWN:
                if event.key.keysym.sym not in keys:
                    keys.append(event.key.keysym.sym)
            if event.type == SDL_KEYUP:
github snake-biscuits / QtPyHammer / hammer.py View on Github external
SDL_DestroyWindow(window)
                SDL_Quit()
                return False
            if event.type == SDL_KEYDOWN:
                if event.key.keysym.sym not in keys:
                    keys.append(event.key.keysym.sym)
            if event.type == SDL_KEYUP:
                while event.key.keysym.sym in keys:
                    keys.remove(event.key.keysym.sym)
            if event.type == SDL_MOUSEBUTTONDOWN:
                keys.append(event.button.button)
            if event.type == SDL_MOUSEBUTTONUP:
                while event.button.button in keys:
                    keys.remove(event.button.button)
            if event.type == SDL_MOUSEMOTION:
                mousepos += vector.vec2(event.motion.xrel, event.motion.yrel)
                SDL_WarpMouseInWindow(window, width // 2, height // 2)
            if event.type == SDL_MOUSEWHEEL:
                if CAMERA.speed + event.wheel.y * 32 > 0: # speed limits
                    CAMERA.speed += event.wheel.y * 32
            if event.type == SDL_DROPFILE:
                # load event.drop.file
                # .vmf -> new tab
                # .lin / .prt -> match to vmf
                pass

        dt = time.time() - old_time
        while dt >= 1 / tickrate:
            # use KEYTIME to delay input repeat
            # KEYTIME
            CAMERA.update(mousepos, keys, 1 / tickrate)
            render_solids = [s for s in solids if (s.center - CAMERA.position).magnitude() < 2048]
github snake-biscuits / QtPyHammer / src / main / python / buffer_studies.py View on Github external
SDL_DestroyWindow(window)
                SDL_Quit()
                return False
            if event.type == SDL_KEYDOWN:
                if event.key.keysym.sym not in keys:
                    keys.append(event.key.keysym.sym)
            if event.type == SDL_KEYUP:
                while event.key.keysym.sym in keys:
                    keys.remove(event.key.keysym.sym)
            if event.type == SDL_MOUSEBUTTONDOWN:
                keys.append(event.button.button)
            if event.type == SDL_MOUSEBUTTONUP:
                while event.button.button in keys:
                    keys.remove(event.button.button)
            if event.type == SDL_MOUSEMOTION:
                mousepos += vector.vec2(event.motion.xrel, event.motion.yrel)
                SDL_WarpMouseInWindow(window, width // 2, height // 2)
            if event.type == SDL_MOUSEWHEEL:
                if CAMERA.speed + event.wheel.y * 32 > 0: # speed limits
                    CAMERA.speed += event.wheel.y * 32
            if event.type == SDL_DROPFILE:
                # load event.drop.file
                # .vmf -> new tab
                # .lin / .prt -> match to vmf
                pass

        dt = time.time() - old_time
        while dt >= 1 / tickrate:
            # use KEYTIME to delay input repeat
            # KEYTIME
            # KEYTIME_COOLDOWN (time since key pressed with a limit of X seconds)
            CAMERA.update(mousepos, keys, 1 / tickrate)
github snake-biscuits / QtPyHammer / hammer.py View on Github external
print(f'{len(solids)} brushes loaded succesfully!')   
    print('import took {:.2f} seconds'.format(time.time() - start_import))

    # STATIC BUFFER (UTILITIES)
    # Skybox, 3D grid, Origin Point
    # Editor Props (playerspawn, lights, sprite, path_track)

    CAMERA = camera.freecam(None, None, 128)
    render_solids = [s for s in solids if (s.center - CAMERA.position).sqrmagnitude() < 1024]
    rendered_ray = []

    SDL_SetRelativeMouseMode(SDL_TRUE)
    SDL_CaptureMouse(SDL_TRUE)

    mousepos = vector.vec2()
    keys = []

    window_managers = {9: 'ANDROID',   # Linux Mobile
                       4: 'COCOA',     # OSX
                       3: 'DIRECTFB',  # Linux
                       7: 'MIR',       # Linux
                       11: 'OS2',      # OS/2, PS/2, ArcaOS
                       5: 'UIKIT',     # iOS (special GL requirements)
                       0: 'UNKNOWN',
                       10: 'VIVANTE',  # Some Embedded GPUs
                       6: 'WAYLAND',   # Linux
                       1: 'WINDOWS',
                       8: 'WINRT',     # Windows ARM / Embedded
                       2: 'X11'}       # Linux

    # Ubuntu 16.04: UNKNOWN