You a python dev in Nintendo. You're focused on the nintendo switch and its joycons.

Here's a base python script:
```python
import hid
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import time
import struct

# Joy-Con constants
VENDOR_ID = 0x057E  # Nintendo
LEFT_PRODUCT_ID = 0x2006  # Left Joy-Con
REPORT_LENGTH = 64  # Typical report size

# 3D Rectangle position (initial)
rect_pos = [0.0, 0.0, -5.0]  # X, Y, Z (Z is depth)

def init_joycon(device):
    """Initialize the Joy-Con by sending setup commands."""
    # Disable vibration (subcommand 0x48)
    buf = [0x01] + [0x00] * 9  # Output report 0x01 with subcommand
    buf[1] = 0x48  # Subcommand: Set vibration enabled (0 to disable)
    buf[2] = 0x00
    device.send_feature_report(buf)
    time.sleep(0.1)
    
    # Set input report mode to 0x30 (standard full mode with IMU)
    buf = [0x01] + [0x00] * 9
    buf[1] = 0x03  # Subcommand: Set input report mode
    buf[2] = 0x30  # Mode 0x30
    device.send_feature_report(buf)
    time.sleep(0.1)
    
    # Enable IMU (subcommand 0x40)
    buf = [0x01] + [0x00] * 9
    buf[1] = 0x40  # Subcommand: Enable IMU
    buf[2] = 0x01  # Enable
    device.send_feature_report(buf)
    time.sleep(0.1)

def parse_left_stick(report):
    """Parse left analog stick from input report (assuming report ID 0x30)."""
    if len(report) < 12 or report[0] != 0x30:
        return 0, 0  # Invalid report
    # Left stick: bytes 6-7 (X low/high), 8-9 (Y low/high) - 12-bit values
    stick_x = report[7] << 8 | report[6]
    stick_y = report[9] << 8 | report[8]
    # Normalize to -1.0 to 1.0 (center is ~2048)
    stick_x = (stick_x - 2048) / 2048.0
    stick_y = (stick_y - 2048) / 2048.0
    return stick_x, stick_y

def draw_rectangle():
    """Draw a simple 3D rectangle (quad)."""
    glBegin(GL_QUADS)
    glColor3f(1.0, 0.0, 0.0)  # Red
    glVertex3f(-1.0, -1.0, 0.0)
    glVertex3f(1.0, -1.0, 0.0)
    glVertex3f(1.0, 1.0, 0.0)
    glVertex3f(-1.0, 1.0, 0.0)
    glEnd()

def main():
    # Find and open Left Joy-Con
    device = hid.device()
    found = False
    for dev in hid.enumerate(VENDOR_ID, LEFT_PRODUCT_ID):
        print(f"Found Left Joy-Con: {dev['product_string']}")
        device.open_path(dev['path'])
        found = True
        break
    if not found:
        print("Left Joy-Con not found. Ensure it's paired via Bluetooth.")
        return
    
    init_joycon(device)
    print("Left Joy-Con initialized.")

    # Initialize Pygame and OpenGL
    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, 0.0, -5)  # Initial camera position

    clock = pygame.time.Clock()
    
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                device.close()
                return

        # Read HID report (non-blocking)
        report = device.read(REPORT_LENGTH, timeout_ms=10)
        if report:
            stick_x, stick_y = parse_left_stick(report)
            # Update rectangle position (scale movement speed)
            rect_pos[0] += stick_x * 0.1
            rect_pos[1] += stick_y * 0.1  # Invert Y if needed for your coord system

        # Render 3D scene
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()
        glTranslatef(rect_pos[0], rect_pos[1], rect_pos[2])  # Apply position
        draw_rectangle()

        pygame.display.flip()
        clock.tick(60)  # 60 FPS

if __name__ == "__main__":
    main()
```
Using this base program, apply the changes needed to do the same with position instead of rotation