[Semi-OT] OpenB3D + Python
BlitzMax Forums/MiniB3D Module/[Semi-OT] OpenB3D + Python
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Tested in Linux, both with Python 2 and 3from ctypes import * sdl=cdll.LoadLibrary("libSDL-1.2.so.0") openb3d=cdll.LoadLibrary("./libOpenB3D.so") def Graphics3D(w,h,d=0,m=0): sdl.SDL_Init(65535) sdl.SDL_SetVideoMode(w,h,d,2) openb3d.Graphics3D(w,h,d,m) AddAnimSeq=openb3d.AddAnimSeq AddAnimSeq.argtypes = [c_void_p, c_int] AddAnimSeq.restype = c_int AddMesh=openb3d.AddMesh AddMesh.argtypes = [c_void_p, c_void_p] AddTriangle=openb3d.AddTriangle AddTriangle.argtypes = [c_void_p, c_int, c_int, c_int] AddTriangle.restype = c_int AddVertex=openb3d.AddVertex AddVertex.argtypes = [c_void_p, c_float, c_float, c_float, c_float, c_float, c_float] AddVertex.restype = c_int AmbientLight=openb3d.AmbientLight AmbientLight.argtypes = [c_float, c_float, c_float] Animate=openb3d.Animate Animate.argtypes = [c_void_p, c_int, c_float, c_int, c_int] Animating=openb3d.Animating Animating.argtypes = [c_void_p] Animating.restype = c_int AnimLength=openb3d.AnimLength AnimLength.argtypes = [c_void_p] AnimLength.restype = c_int AnimSeq=openb3d.AnimSeq AnimSeq.argtypes = [c_void_p] AnimSeq.restype = c_int AnimTime=openb3d.AnimTime AnimTime.argtypes = [c_void_p] AnimTime.restype = c_float BackBufferToTex=openb3d.BackBufferToTex BackBufferToTex.argtypes = [c_void_p, c_int] BrushAlpha=openb3d.BrushAlpha BrushAlpha.argtypes = [c_void_p, c_float] BrushBlend=openb3d.BrushBlend BrushBlend.argtypes = [c_void_p, c_int] BrushColor=openb3d.BrushColor BrushColor.argtypes = [c_void_p, c_float, c_float, c_float] BrushFX=openb3d.BrushFX BrushFX.argtypes = [c_void_p, c_int] BrushShininess=openb3d.BrushShininess BrushShininess.argtypes = [c_void_p, c_float] BrushTexture=openb3d.BrushTexture BrushTexture.argtypes = [c_void_p, c_void_p, c_int, c_int] CameraClsColor=openb3d.CameraClsColor CameraClsColor.argtypes = [c_void_p, c_float, c_float, c_float] CameraClsMode=openb3d.CameraClsMode CameraClsMode.argtypes = [c_void_p, c_int, c_int] CameraFogColor=openb3d.CameraFogColor CameraFogColor.argtypes = [c_void_p, c_float, c_float, c_float] CameraFogMode=openb3d.CameraFogMode CameraFogMode.argtypes = [c_void_p, c_int] CameraFogRange=openb3d.CameraFogRange CameraFogRange.argtypes = [c_void_p, c_float, c_float] CameraPick=openb3d.CameraPick CameraPick.argtypes = [c_void_p, c_float, c_float] CameraPick.restype = c_void_p CameraProject=openb3d.CameraProject CameraProject.argtypes = [c_void_p, c_float, c_float, c_float] CameraProjMode=openb3d.CameraProjMode CameraProjMode.argtypes = [c_void_p, c_int] CameraToTex=openb3d.CameraToTex CameraToTex.argtypes = [c_void_p, c_void_p, c_int] CameraRange=openb3d.CameraRange CameraRange.argtypes = [c_void_p, c_float, c_float] CameraViewport=openb3d.CameraViewport CameraViewport.argtypes = [c_void_p, c_int, c_int, c_int, c_int] CameraZoom=openb3d.CameraZoom CameraZoom.argtypes = [c_void_p, c_float] ClearCollisions=openb3d.ClearCollisions ClearSurface=openb3d.ClearSurface ClearSurface.argtypes = [c_void_p, c_bool, c_bool] ClearTextureFilters=openb3d.ClearTextureFilters ClearWorld=openb3d.ClearWorld ClearWorld.argtypes = [c_bool, c_bool, c_bool] CollisionEntity=openb3d.CollisionEntity CollisionEntity.argtypes = [c_void_p, c_int] CollisionEntity.restype = c_void_p Collisions=openb3d.Collisions Collisions.argtypes = [c_int, c_int, c_int, c_int] CollisionNX=openb3d.CollisionNX CollisionNX.argtypes = [c_void_p, c_int] CollisionNX.restype = c_float CollisionNY=openb3d.CollisionNY CollisionNY.argtypes = [c_void_p, c_int] CollisionNY.restype = c_float CollisionNZ=openb3d.CollisionNZ CollisionNZ.argtypes = [c_void_p, c_int] CollisionNZ.restype = c_float CollisionSurface=openb3d.CollisionSurface CollisionSurface.argtypes = [c_void_p, c_int] CollisionSurface.restype = c_void_p CollisionTime=openb3d.CollisionTime CollisionTime.argtypes = [c_void_p, c_int] CollisionTime.restype = c_float CollisionTriangle=openb3d.CollisionTriangle CollisionTriangle.argtypes = [c_void_p, c_int] CollisionTriangle.restype = c_int CollisionX=openb3d.CollisionX CollisionX.argtypes = [c_void_p, c_int] CollisionX.restype = c_float CollisionY=openb3d.CollisionY CollisionY.argtypes = [c_void_p, c_int] CollisionY.restype = c_float CollisionZ=openb3d.CollisionZ CollisionZ.argtypes = [c_void_p, c_int] CollisionZ.restype = c_float CountChildren=openb3d.CountChildren CountChildren.argtypes = [c_void_p] CountChildren.restype = c_int CountCollisions=openb3d.CountCollisions CountCollisions.argtypes = [c_void_p] CountCollisions.restype = c_int CopyEntity=openb3d.CopyEntity CopyEntity.argtypes = [c_void_p, c_void_p] CopyEntity.restype = c_void_p CopyMesh=openb3d.CopyMesh CopyMesh.argtypes = [c_void_p, c_void_p] CopyMesh.restype = c_void_p CountSurfaces=openb3d.CountSurfaces CountSurfaces.argtypes = [c_void_p] CountSurfaces.restype = c_int CountTriangles=openb3d.CountTriangles CountTriangles.argtypes = [c_void_p] CountTriangles.restype = c_int CountVertices=openb3d.CountVertices CountVertices.argtypes = [c_void_p] CountVertices.restype = c_int CreateBlob=openb3d.CreateBlob CreateBlob.argtypes = [c_void_p, c_float, c_void_p] CreateBlob.restype = c_void_p CreateBone=openb3d.CreateBone CreateBone.argtypes = [c_void_p, c_void_p] CreateBone.restype = c_void_p CreateBrush=openb3d.CreateBrush CreateBrush.argtypes = [c_float, c_float, c_float] CreateBrush.restype = c_void_p CreateCamera=openb3d.CreateCamera CreateCamera.argtypes = [c_void_p] CreateCamera.restype = c_void_p CreateConstraint=openb3d.CreateConstraint CreateConstraint.argtypes = [c_void_p, c_void_p, c_float] CreateConstraint.restype = c_void_p CreateCone=openb3d.CreateCone CreateCone.argtypes = [c_int, c_bool, c_void_p] CreateCone.restype = c_void_p CreateCylinder=openb3d.CreateCylinder CreateCylinder.argtypes = [c_int, c_bool, c_void_p] CreateCylinder.restype = c_void_p CreateCube=openb3d.CreateCube CreateCube.argtypes = [c_void_p] CreateCube.restype = c_void_p CreateFluid=openb3d.CreateFluid CreateFluid.restype = c_void_p CreateGeosphere=openb3d.CreateGeosphere CreateGeosphere.argtypes = [c_int, c_void_p] CreateGeosphere.restype = c_void_p CreateMesh=openb3d.CreateMesh CreateMesh.argtypes = [c_void_p] CreateMesh.restype = c_void_p CreateLight=openb3d.CreateLight CreateLight.argtypes = [c_int, c_void_p] CreateLight.restype = c_void_p CreatePivot=openb3d.CreatePivot CreatePivot.argtypes = [c_void_p] CreatePivot.restype = c_void_p CreatePlane=openb3d.CreatePlane CreatePlane.argtypes = [c_int, c_void_p] CreatePlane.restype = c_void_p CreateQuad=openb3d.CreateQuad CreateQuad.argtypes = [c_void_p] CreateQuad.restype = c_void_p CreateRigidBody=openb3d.CreateRigidBody CreateRigidBody.argtypes = [c_void_p, c_void_p, c_void_p, c_void_p, c_void_p] CreateRigidBody.restype = c_void_p CreateShadow=openb3d.CreateShadow CreateShadow.argtypes = [c_void_p, c_char] CreateShadow.restype = c_void_p CreateSphere=openb3d.CreateSphere CreateSphere.argtypes = [c_int, c_void_p] CreateSphere.restype = c_void_p CreateSprite=openb3d.CreateSprite CreateSprite.argtypes = [c_void_p] CreateSprite.restype = c_void_p CreateSurface=openb3d.CreateSurface CreateSurface.argtypes = [c_void_p, c_void_p] CreateSurface.restype = c_void_p CreateStencil=openb3d.CreateStencil CreateStencil.restype = c_void_p CreateTerrain=openb3d.CreateTerrain CreateTerrain.argtypes = [c_int, c_void_p] CreateTerrain.restype = c_void_p CreateTexture=openb3d.CreateTexture CreateTexture.argtypes = [c_int, c_int, c_int, c_int] CreateTexture.restype = c_void_p CreateVoxelSprite=openb3d.CreateVoxelSprite CreateVoxelSprite.argtypes = [c_int, c_void_p] CreateVoxelSprite.restype = c_void_p DeltaPitch=openb3d.DeltaPitch DeltaPitch.argtypes = [c_void_p, c_void_p] DeltaPitch.restype = c_float DeltaYaw=openb3d.DeltaYaw DeltaYaw.argtypes = [c_void_p, c_void_p] DeltaYaw.restype = c_float DepthBufferToTex=openb3d.DepthBufferToTex DepthBufferToTex.argtypes = [c_void_p, c_void_p] EmitterVector=openb3d.EmitterVector EmitterVector.argtypes = [c_void_p, c_float, c_float, c_float] EmitterRate=openb3d.EmitterRate EmitterRate.argtypes = [c_void_p, c_float] EmitterParticleLife=openb3d.EmitterParticleLife EmitterParticleLife.argtypes = [c_void_p, c_int] EmitterParticleSpeed=openb3d.EmitterParticleSpeed EmitterParticleSpeed.argtypes = [c_void_p, c_float] EmitterVariance=openb3d.EmitterVariance EmitterVariance.argtypes = [c_void_p, c_float] EntityAlpha=openb3d.EntityAlpha EntityAlpha.argtypes = [c_void_p, c_float] EntityBlend=openb3d.EntityBlend EntityBlend.argtypes = [c_void_p, c_int] EntityBox=openb3d.EntityBox EntityBox.argtypes = [c_void_p, c_float, c_float, c_float, c_float, c_float, c_float] EntityClass=openb3d.EntityClass EntityClass.argtypes = [c_void_p] EntityClass.restype = c_char_p EntityCollided=openb3d.EntityCollided EntityCollided.argtypes = [c_void_p, c_int] EntityCollided.restype = c_void_p EntityColor=openb3d.EntityColor EntityColor.argtypes = [c_void_p, c_float, c_float, c_float] EntityDistance=openb3d.EntityDistance EntityDistance.argtypes = [c_void_p, c_void_p] EntityDistance.restype = c_float EntityFX=openb3d.EntityFX EntityFX.argtypes = [c_void_p, c_int] EntityInView=openb3d.EntityInView EntityInView.argtypes = [c_void_p, c_void_p] EntityInView.restype = c_float EntityName=openb3d.EntityName EntityName.argtypes = [c_void_p] EntityName.restype = c_char_p EntityOrder=openb3d.EntityOrder EntityOrder.argtypes = [c_void_p, c_int] EntityParent=openb3d.EntityParent EntityParent.argtypes = [c_void_p, c_void_p, c_bool] EntityPick=openb3d.EntityPick EntityPick.argtypes = [c_void_p, c_float] EntityPick.restype = c_void_p EntityPickMode=openb3d.EntityPickMode EntityPickMode.argtypes = [c_void_p, c_int, c_bool] EntityPitch=openb3d.EntityPitch EntityPitch.argtypes = [c_void_p, c_bool] EntityPitch.restype = c_float EntityRadius=openb3d.EntityRadius EntityRadius.argtypes = [c_void_p, c_float, c_float] EntityRoll=openb3d.EntityRoll EntityRoll.argtypes = [c_void_p, c_bool] EntityRoll.restype = c_float EntityShininess=openb3d.EntityShininess EntityShininess.argtypes = [c_void_p, c_bool] EntityShininess.restype = c_float EntityTexture=openb3d.EntityTexture EntityTexture.argtypes = [c_void_p, c_void_p, c_int, c_int] EntityType=openb3d.EntityType EntityType.argtypes = [c_void_p, c_int, c_bool] EntityVisible=openb3d.EntityVisible EntityVisible.argtypes = [c_void_p, c_void_p] EntityVisible.restype = c_int EntityX=openb3d.EntityX EntityX.argtypes = [c_void_p, c_bool] EntityX.restype = c_float EntityY=openb3d.EntityY EntityY.argtypes = [c_void_p, c_bool] EntityY.restype = c_float EntityYaw=openb3d.EntityYaw EntityYaw.argtypes = [c_void_p, c_bool] EntityYaw.restype = c_float EntityZ=openb3d.EntityZ EntityZ.argtypes = [c_void_p, c_bool] EntityZ.restype = c_float ExtractAnimSeq=openb3d.ExtractAnimSeq ExtractAnimSeq.argtypes = [c_void_p, c_int, c_int, c_int] ExtractAnimSeq.restype = c_int FindChild=openb3d.FindChild FindChild.argtypes = [c_void_p, c_char_p] FindChild.restype = c_void_p FitMesh=openb3d.FitMesh FitMesh.argtypes = [c_void_p, c_float, c_float, c_float, c_float, c_float, c_float, c_bool] FlipMesh=openb3d.FlipMesh FlipMesh.argtypes = [c_void_p, c_bool] FluidThreshold=openb3d.FluidThreshold FluidThreshold.argtypes = [c_void_p, c_float] FreeBrush=openb3d.FreeBrush FreeBrush.argtypes = [c_void_p] FreeConstraint=openb3d.FreeConstraint FreeConstraint.argtypes = [c_void_p] FreeEntity=openb3d.FreeEntity FreeEntity.argtypes = [c_void_p] FreeRigidBody=openb3d.FreeRigidBody FreeRigidBody.argtypes = [c_void_p] FreeShadow=openb3d.FreeShadow FreeShadow.argtypes = [c_void_p] FreeTexture=openb3d.FreeTexture FreeTexture.argtypes = [c_void_p] GeosphereHeight=openb3d.GeosphereHeight GeosphereHeight.argtypes = [c_void_p, c_float] GetBrushTexture=openb3d.GetBrushTexture GetBrushTexture.argtypes = [c_void_p, c_int] GetBrushTexture.restype = c_void_p GetChild=openb3d.GetChild GetChild.argtypes = [c_void_p, c_int] GetChild.restype = c_void_p GetEntityBrush=openb3d.GetEntityBrush GetEntityBrush.argtypes = [c_void_p] GetEntityBrush.restype = c_void_p GetEntityType=openb3d.GetEntityType GetEntityType.argtypes = [c_void_p] GetEntityType.restype = c_int GetParentEntity=openb3d.GetParentEntity GetParentEntity.argtypes = [c_void_p] GetParentEntity.restype = c_void_p GetSurface=openb3d.GetSurface GetSurface.argtypes = [c_void_p, c_int] GetSurface.restype = c_void_p GetSurfaceBrush=openb3d.GetSurfaceBrush GetSurfaceBrush.argtypes = [c_void_p] GetSurfaceBrush.restype = c_void_p HandleSprite=openb3d.HandleSprite HandleSprite.argtypes = [c_void_p, c_float, c_float] HideEntity=openb3d.HideEntity HideEntity.argtypes = [c_void_p] LightColor=openb3d.LightColor LightColor.argtypes = [c_void_p, c_float, c_float, c_float] LightConeAngles=openb3d.LightConeAngles LightConeAngles.argtypes = [c_void_p, c_float, c_float] LightRange=openb3d.LightRange LightRange.argtypes = [c_void_p, c_float] LinePick=openb3d.LinePick LinePick.argtypes = [c_float, c_float, c_float, c_float, c_float, c_float, c_float] LinePick.restype = c_void_p LoadAnimMesh=openb3d.LoadAnimMesh LoadAnimMesh.argtypes = [c_char_p, c_void_p] LoadAnimMesh.restype = c_void_p LoadAnimSeq=openb3d.LoadAnimSeq LoadAnimSeq.argtypes = [c_void_p, c_char_p] LoadAnimSeq.restype = c_int LoadAnimTexture=openb3d.LoadAnimTexture LoadAnimTexture.argtypes = [c_char_p, c_int, c_int, c_int, c_int, c_int] LoadAnimTexture.restype = c_void_p LoadBrush=openb3d.LoadBrush LoadBrush.argtypes = [c_char_p, c_int, c_float, c_float] LoadBrush.restype = c_void_p LoadGeosphere=openb3d.LoadGeosphere LoadGeosphere.argtypes = [c_char_p, c_void_p] LoadGeosphere.restype = c_void_p LoadMesh=openb3d.LoadMesh LoadMesh.argtypes = [c_char_p, c_void_p] LoadMesh.restype = c_void_p LoadTerrain=openb3d.LoadTerrain LoadTerrain.argtypes = [c_char_p, c_void_p] LoadTerrain.restype = c_void_p LoadTexture=openb3d.LoadTexture LoadTexture.argtypes = [c_char_p, c_int] LoadTexture.restype = c_void_p LoadSprite=openb3d.LoadSprite LoadSprite.argtypes = [c_char_p, c_int, c_void_p] LoadSprite.restype = c_void_p MeshCSG=openb3d.MeshCSG MeshCSG.argtypes = [c_void_p, c_void_p, c_int] MeshCSG.restype = c_void_p MeshCullRadius=openb3d.MeshCullRadius MeshCullRadius.argtypes = [c_void_p, c_float] MeshDepth=openb3d.MeshDepth MeshDepth.argtypes = [c_void_p] MeshDepth.restype = c_float MeshesIntersect=openb3d.MeshesIntersect MeshesIntersect.argtypes = [c_void_p, c_void_p] MeshesIntersect.restype = c_int MeshHeight=openb3d.MeshHeight MeshHeight.argtypes = [c_void_p] MeshHeight.restype = c_float MeshWidth=openb3d.MeshWidth MeshWidth.argtypes = [c_void_p] MeshWidth.restype = c_float ModifyGeosphere=openb3d.ModifyTerrain ModifyGeosphere.argtypes = [c_void_p, c_int, c_int, c_float] ModifyTerrain=openb3d.ModifyTerrain ModifyTerrain.argtypes = [c_void_p, c_int, c_int, c_float] MoveEntity=openb3d.MoveEntity MoveEntity.argtypes = [c_void_p, c_float, c_float, c_float] NameEntity=openb3d.NameEntity NameEntity.argtypes = [c_void_p, c_char_p] PaintEntity=openb3d.PaintEntity PaintEntity.argtypes = [c_void_p, c_void_p] PaintMesh=openb3d.PaintMesh PaintMesh.argtypes = [c_void_p, c_void_p] PaintSurface=openb3d.PaintSurface PaintSurface.argtypes = [c_void_p, c_void_p] ParticleColor=openb3d.ParticleColor ParticleColor.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ParticleVector=openb3d.ParticleVector ParticleVector.argtypes = [c_void_p, c_float, c_float, c_float] ParticleTrail=openb3d.ParticleTrail ParticleTrail.argtypes = [c_void_p, c_int] PickedEntity=openb3d.PickedEntity PickedEntity.restype = c_void_p PickedNX=openb3d.PickedNX PickedNX.restype = c_float PickedNY=openb3d.PickedNY PickedNY.restype = c_float PickedNZ=openb3d.PickedNZ PickedNZ.restype = c_float PickedSurface=openb3d.PickedSurface PickedSurface.restype = c_void_p PickedTime=openb3d.PickedTime PickedTime.restype = c_float PickedTriangle=openb3d.PickedTriangle PickedTriangle.restype = c_int PickedX=openb3d.PickedX PickedX.restype = c_float PickedY=openb3d.PickedY PickedY.restype = c_float PickedZ=openb3d.PickedZ PickedZ.restype = c_float PointEntity=openb3d.PointEntity PointEntity.argtypes = [c_void_p, c_void_p, c_float] PositionEntity=openb3d.PositionEntity PositionEntity.argtypes = [c_void_p, c_float, c_float, c_float, c_bool] PositionMesh=openb3d.PositionMesh PositionMesh.argtypes = [c_void_p, c_float, c_float, c_float] PositionTexture=openb3d.PositionTexture PositionTexture.argtypes = [c_void_p, c_float, c_float] ProjectedX=openb3d.ProjectedX ProjectedX.restype = c_float ProjectedY=openb3d.ProjectedY ProjectedY.restype = c_float ProjectedZ=openb3d.ProjectedZ ProjectedZ.restype = c_float RenderWorld=openb3d.RenderWorld RepeatMesh=openb3d.RepeatMesh RepeatMesh.argtypes = [c_void_p, c_void_p] RepeatMesh.restype = c_void_p ResetEntity=openb3d.ResetEntity ResetEntity.argtypes = [c_void_p] ResetShadow=openb3d.ResetShadow ResetShadow.argtypes = [c_void_p] RotateEntity=openb3d.RotateEntity RotateEntity.argtypes = [c_void_p, c_float, c_float, c_float, c_bool] RotateMesh=openb3d.RotateMesh RotateMesh.argtypes = [c_void_p, c_float, c_float, c_float] RotateSprite=openb3d.RotateSprite RotateSprite.argtypes = [c_void_p, c_float] RotateTexture=openb3d.RotateTexture RotateTexture.argtypes = [c_void_p, c_float] ScaleEntity=openb3d.ScaleEntity ScaleEntity.argtypes = [c_void_p, c_float, c_float, c_float, c_bool] ScaleMesh=openb3d.ScaleMesh ScaleMesh.argtypes = [c_void_p, c_float, c_float, c_float] ScaleSprite=openb3d.ScaleSprite ScaleSprite.argtypes = [c_void_p, c_float, c_float] ScaleTexture=openb3d.ScaleTexture ScaleTexture.argtypes = [c_void_p, c_float, c_float] SetAnimKey=openb3d.SetAnimKey SetAnimKey.argtypes = [c_void_p, c_float, c_int, c_int, c_int] SetAnimTime=openb3d.SetAnimTime SetAnimTime.argtypes = [c_void_p, c_float, c_int] SetCubeFace=openb3d.SetCubeFace SetCubeFace.argtypes = [c_void_p, c_int] SetCubeMode=openb3d.SetCubeFace SetCubeMode.argtypes = [c_void_p, c_int] ShowEntity=openb3d.ShowEntity ShowEntity.argtypes = [c_void_p] SkinMesh=openb3d.SkinMesh SkinMesh.argtypes = [c_void_p, c_int, c_int, c_int, c_float, c_int, c_float, c_int, c_float, c_int, c_float] SpriteRenderMode=openb3d.SpriteRenderMode SpriteRenderMode.argtypes = [c_void_p, c_int] SpriteViewMode=openb3d.SpriteViewMode SpriteViewMode.argtypes = [c_void_p, c_int] StencilAlpha=openb3d.StencilAlpha StencilAlpha.argtypes = [c_void_p, c_float] StencilClsColor=openb3d.StencilClsColor StencilClsColor.argtypes = [c_void_p, c_float, c_float, c_float] StencilClsMode=openb3d.StencilClsMode StencilClsMode.argtypes = [c_void_p, c_int, c_int] StencilMesh=openb3d.StencilMesh StencilMesh.argtypes = [c_void_p, c_void_p, c_int] StencilMode=openb3d.StencilMode StencilMode.argtypes = [c_void_p, c_int, c_int] TerrainHeight=openb3d.TerrainHeight TerrainHeight.argtypes = [c_void_p, c_int, c_int] TerrainHeight.restype = c_float TerrainX=openb3d.TerrainX TerrainX.argtypes = [c_void_p, c_float, c_float, c_float] TerrainX.restype = c_float TerrainY=openb3d.TerrainY TerrainY.argtypes = [c_void_p, c_float, c_float, c_float] TerrainY.restype = c_float TerrainZ=openb3d.TerrainZ TerrainZ.argtypes = [c_void_p, c_float, c_float, c_float] TerrainZ.restype = c_float TextureBlend=openb3d.TextureBlend TextureBlend.argtypes = [c_void_p, c_int] TextureCoords=openb3d.TextureCoords TextureCoords.argtypes = [c_void_p, c_int] TextureHeight=openb3d.TextureHeight TextureHeight.argtypes = [c_void_p] TextureHeight.restype = c_int TextureFilter=openb3d.TextureFilter TextureFilter.argtypes = [c_char_p, c_int] TextureName=openb3d.TextureName TextureName.argtypes = [c_void_p] TextureName.restype = c_char_p TextureWidth=openb3d.TextureWidth TextureWidth.argtypes = [c_void_p] TextureWidth.restype = c_int TFormedX=openb3d.TFormedX TFormedX.restype = c_float TFormedY=openb3d.TFormedY TFormedY.restype = c_float TFormedZ=openb3d.TFormedZ TFormedZ.restype = c_float TFormNormal=openb3d.TFormNormal TFormNormal.argtypes = [c_float, c_float, c_float, c_void_p, c_void_p] TFormPoint=openb3d.TFormPoint TFormPoint.argtypes = [c_float, c_float, c_float, c_void_p, c_void_p] TFormVector=openb3d.TFormVector TFormVector.argtypes = [c_float, c_float, c_float, c_void_p, c_void_p] TranslateEntity=openb3d.TranslateEntity TranslateEntity.argtypes = [c_void_p, c_float, c_float, c_float, c_bool] TriangleVertex=openb3d.TriangleVertex TriangleVertex.argtypes = [c_void_p, c_int, c_int] TriangleVertex.restype = c_int TurnEntity=openb3d.TurnEntity TurnEntity.argtypes = [c_void_p, c_float, c_float, c_float, c_bool] UpdateNormals=openb3d.UpdateNormals UpdateNormals.argtypes = [c_void_p] UpdateTexCoords=openb3d.UpdateTexCoords UpdateTexCoords.argtypes = [c_void_p] UpdateWorld=openb3d.UpdateWorld UpdateWorld.argtypes=[c_float] UseStencil=openb3d.UseStencil UseStencil.argtypes = [c_void_p] VectorPitch=openb3d.VectorPitch VectorPitch.argtypes = [c_float, c_float, c_float] VectorPitch.restype = c_float VectorYaw=openb3d.VectorYaw VectorYaw.argtypes = [c_float, c_float, c_float] VectorYaw.restype = c_float VertexAlpha=openb3d.VertexAlpha VertexAlpha.argtypes = [c_void_p, c_int] VertexAlpha.restype = c_float VertexBlue=openb3d.VertexBlue VertexBlue.argtypes = [c_void_p, c_int] VertexBlue.restype = c_float VertexColor=openb3d.VertexColor VertexColor.argtypes = [c_void_p, c_int, c_float, c_float, c_float, c_float] VertexCoords=openb3d.VertexCoords VertexCoords.argtypes = [c_void_p, c_int, c_float, c_float, c_float] VertexGreen=openb3d.VertexGreen VertexGreen.argtypes = [c_void_p, c_int] VertexGreen.restype = c_float VertexNormal=openb3d.VertexNormal VertexNormal.argtypes = [c_void_p, c_int, c_float, c_float, c_float] VertexNX=openb3d.VertexNX VertexNX.argtypes = [c_void_p, c_int] VertexNX.restype = c_float VertexNY=openb3d.VertexNY VertexNY.argtypes = [c_void_p, c_int] VertexNY.restype = c_float VertexNZ=openb3d.VertexNZ VertexNZ.argtypes = [c_void_p, c_int] VertexNZ.restype = c_float VertexRed=openb3d.VertexRed VertexRed.argtypes = [c_void_p, c_int] VertexRed.restype = c_float VertexTexCoords=openb3d.VertexTexCoords VertexTexCoords.argtypes = [c_void_p, c_int, c_float, c_float, c_float, c_int] VertexU=openb3d.VertexU VertexU.argtypes = [c_void_p, c_int, c_int] VertexU.restype = c_float VertexV=openb3d.VertexV VertexV.argtypes = [c_void_p, c_int, c_int] VertexV.restype = c_float VertexW=openb3d.VertexW VertexW.argtypes = [c_void_p, c_int, c_int] VertexW.restype = c_float VertexX=openb3d.VertexX VertexX.argtypes = [c_void_p, c_int] VertexX.restype = c_float VertexY=openb3d.VertexY VertexY.argtypes = [c_void_p, c_int] VertexY.restype = c_float VertexZ=openb3d.VertexZ VertexZ.argtypes = [c_void_p, c_int] VertexZ.restype = c_float VoxelSpriteMaterial=openb3d.VoxelSpriteMaterial VoxelSpriteMaterial.argtypes = [c_void_p, c_void_p] Wireframe=openb3d.Wireframe Wireframe.argtypes = [c_int] EntityScaleX=openb3d.EntityScaleX EntityScaleX.argtypes = [c_void_p, c_bool] EntityScaleX.restype = c_float EntityScaleY=openb3d.EntityScaleY EntityScaleY.argtypes = [c_void_p, c_bool] EntityScaleY.restype = c_float EntityScaleZ=openb3d.EntityScaleZ EntityScaleZ.argtypes = [c_void_p, c_bool] EntityScaleZ.restype = c_float LoadShader=openb3d.LoadShader LoadShader.argtypes = [c_char_p, c_char_p, c_char_p] LoadShader.restype = c_void_p CreateShader=openb3d.CreateShader CreateShader.argtypes = [c_char_p, c_char_p, c_char_p] CreateShader.restype = c_void_p ShadeSurface=openb3d.ShadeSurface ShadeSurface.argtypes = [c_void_p, c_void_p] ShadeMesh=openb3d.ShadeMesh ShadeMesh.argtypes = [c_void_p, c_void_p] ShadeEntity=openb3d.ShadeEntity ShadeEntity.argtypes = [c_void_p, c_void_p] ShaderTexture=openb3d.ShaderTexture ShaderTexture.argtypes = [c_void_p, c_void_p, c_char_p, c_int] SetFloat=openb3d.SetFloat SetFloat.argtypes = [c_void_p, c_char_p, c_float] SetFloat2=openb3d.SetFloat2 SetFloat2.argtypes = [c_void_p, c_char_p, c_float, c_float] SetFloat3=openb3d.SetFloat3 SetFloat3.argtypes = [c_void_p, c_char_p, c_float, c_float, c_float] SetFloat4=openb3d.SetFloat4 SetFloat4.argtypes = [c_void_p, c_char_p, c_float, c_float, c_float, c_float] SetInteger=openb3d.SetInteger SetInteger.argtypes = [c_void_p, c_char_p, c_int] SetInteger2=openb3d.SetInteger2 SetInteger2.argtypes = [c_void_p, c_char_p, c_int, c_int] SetInteger3=openb3d.SetInteger3 SetInteger3.argtypes = [c_void_p, c_char_p, c_int, c_int, c_int] SetInteger4=openb3d.SetInteger4 SetInteger4.argtypes = [c_void_p, c_char_p, c_int, c_int, c_int, c_int] UseSurface=openb3d.UseSurface UseSurface.argtypes = [c_void_p, c_char_p, c_void_p, c_int] UseMatrix=openb3d.UseMatrix UseMatrix.argtypes = [c_void_p, c_char_p, c_int] LoadMaterial=openb3d.LoadMaterial LoadMaterial.argtypes = [c_char_p, c_int, c_int, c_int, c_int, c_int] LoadMaterial.restype = c_void_p ShaderMaterial=openb3d.ShaderMaterial ShaderMaterial.argtypes = [c_void_p, c_void_p, c_char_p, c_int] AmbientShader=openb3d.AmbientShader AmbientShader.argtypes = [c_void_p] CreateOcTree=openb3d.CreateOcTree CreateOcTree.argtypes = [c_float, c_float, c_float, c_void_p] CreateOcTree.restype = c_void_p OctreeBlock=openb3d.OctreeBlock OctreeBlock.argtypes = [c_void_p, c_void_p, c_int, c_float, c_float, c_float, c_float, c_float] OctreeMesh=openb3d.OctreeMesh OctreeMesh.argtypes = [c_void_p, c_void_p, c_int, c_float, c_float, c_float, c_float, c_float] CreateParticleEmitter=openb3d.CreateParticleEmitter CreateParticleEmitter.argtypes = [c_void_p, c_void_p] CreateParticleEmitter.restype = c_void_p ActMoveBy=openb3d.ActMoveBy ActMoveBy.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ActMoveBy.restype = c_void_p ActTurnBy=openb3d.ActTurnBy ActTurnBy.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ActTurnBy.restype = c_void_p ActVector=openb3d.ActVector ActVector.argtypes = [c_void_p, c_float, c_float, c_float] ActVector.restype = c_void_p ActMoveTo=openb3d.ActMoveTo ActMoveTo.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ActMoveTo.restype = c_void_p ActTurnTo=openb3d.ActTurnTo ActTurnTo.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ActTurnTo.restype = c_void_p ActScaleTo=openb3d.ActScaleTo ActScaleTo.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ActScaleTo.restype = c_void_p ActFadeTo=openb3d.ActFadeTo ActFadeTo.argtypes = [c_void_p, c_float, c_float] ActFadeTo.restype = c_void_p ActTintTo=openb3d.ActTintTo ActTintTo.argtypes = [c_void_p, c_float, c_float, c_float, c_float] ActTintTo.restype = c_void_p ActTrackByPoint=openb3d.ActTrackByPoint ActTrackByPoint.argtypes = [c_void_p, c_void_p, c_float, c_float, c_float, c_float] ActTrackByPoint.restype = c_void_p ActTrackByDistance=openb3d.ActTrackByDistance ActTrackByDistance.argtypes = [c_void_p, c_void_p, c_float, c_float] ActTrackByDistance.restype = c_void_p ActNewtonian=openb3d.ActNewtonian ActNewtonian.argtypes = [c_void_p, c_float] ActNewtonian.restype = c_void_p AppendAction=openb3d.AppendAction AppendAction.argtypes = [c_void_p, c_void_p] FreeAction=openb3d.FreeAction FreeAction.argtypes = [c_void_p] Flip=sdl.SDL_GL_SwapBuffers With this module, OpenB3D commands can be used in Python. With small changes it should work under Windows, too. In my opinion, one great feature of Blitz3D was the immediateness: one could type few lines, press a key, and see the 3d instantly, and that made it a great learning tool. BlitzMax+minib3d/OpenB3D was not as immediate, it is good for people who started with Blitz3D and want something more complex, but not as good for people who starts from scratch and want to learn 3d programming. I wonder if a python module (when commands can be executed immediately) could encourage some beginner to try. |