import pygame from pygame.locals import * from OpenGL.GL import * from OpenGL.GLU import * verticies = ( (1, -1, -1), (1, 1, -1), (-1, 1, -1), (-1, -1, -1), (1, -1, 1), (1, 1, 1), (-1, -1, 1), (-1, 1, 1) ) edges = ( (0,1), (0,3), (0,4), (2,1), (2,3), (2,7), (6,3), (6,4), (6,7), (5,1), (5,4), (5,7) ) surfaces = ( (0,1,2,3), (3,2,7,6), (6,7,5,4), (4,5,1,0), (1,5,7,2), (4,0,3,6) ) colors = ( (1,0,0), (0,1,0), (0,0,1), (0,1,0), (1,1,1), (0,1,1), (1,0,0), (0,1,0), (0,0,1), (1,0,0), (1,1,1), (0,1,1), ) def Cube(): glBegin(GL_QUADS) for surface in surfaces: x = 0 for vertex in surface: x+=1 glColor3fv(colors[x]) glVertex3fv(verticies[vertex]) glEnd() glBegin(GL_LINES) for edge in edges: for vertex in edge: glVertex3fv(verticies[vertex]) glEnd() def main(): pygame.init() display = (800,600) pygame.display.set_mode(display, DOUBLEBUF|OPENGL) gluPerspective(45, (display[0]/display[1]), 0.1, 50.0) glTranslatef(0,0, -10) r=1 rx=0 ry=0 rz=0 glRotatef(r, rx, ry, rz) K=None p=0.2 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if K==event.key: p+=1.1*p else: p=0.2 if event.key == pygame.K_LEFT: glTranslatef(-p,0,0) if event.key == pygame.K_RIGHT: glTranslatef(p,0,0) if event.key == pygame.K_UP: glTranslatef(0,p,0) if event.key == pygame.K_DOWN: glTranslatef(0,-p,0) K=event.key if event.key == pygame.K_v: rx+=1 if event.key == pygame.K_b: ry+=1 if event.key == pygame.K_n: rz+=1 if event.key == pygame.K_w: rx-=1 if event.key == pygame.K_x: ry-=1 if event.key == pygame.K_c: rz-=1 if event.key == pygame.K_r: r+=1 if event.key == pygame.K_RETURN: rx=0 ry=0 rz=0 r=0 if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 4: glTranslatef(0,0,1.0) if event.button == 5: glTranslatef(0,0,-1.0) glRotatef(r, rx, ry, rz) glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) Cube() pygame.display.flip() pygame.time.wait(10) main()