Ejemplo n.º 1
0
    def loadMesh(self, mesh, scale, color):
        self.scale = scale

        x = self.Position.x
        y = self.Position.y
        z = self.Position.z

        with open(mesh, "r") as m:
            self.meshData = json.load(m)

        self.vertices = []
        for v in self.meshData["vertices"]:
            self.verticesData.append(Vertex(Vector(v[0],
                                        v[1],
                                        v[2])))

        self.triangles = []
        for t in self.meshData["triangles"]:
            self.createTriangle(t[0], t[1], t[2])

        #v json jsou data o barve
        if ("colors" in self.meshData):
            self.colors = []
            for c in self.meshData["colors"]:
                self.colors.append(c)
        else:
            self.createColor(color)
Ejemplo n.º 2
0
    def updateMesh(self):
        self.vertices = []
        for i, v in enumerate(self.verticesData):
            vertex = Vector(self.Position.x + v.Position.x*self.scale,
                            self.Position.y + v.Position.y*self.scale,
                            self.Position.z + v.Position.z*self.scale)

            vertex = vertex.rotateAround(self.Position, self.Rotation)
            self.vertices.append(Vertex(vertex))
Ejemplo n.º 3
0
    def drawLines(self, screen):
        nul = Vertex(0, 0, 0)

        x1 = Vertex(self.scale, 0, 0)
        x2 = Vertex(-self.scale, 0, 0)
        y1 = Vertex(0, self.scale, 0)
        y2 = Vertex(0, -self.scale, 0)
        z1 = Vertex(0, 0, self.scale)
        z2 = Vertex(0, 0, -self.scale)

        edge1 = Edge(self.engine, x1, x2).drawEdge(screen)
        edge2 = Edge(self.engine, y1, y2).drawEdge(screen)
        edge3 = Edge(self.engine, z1, z2).drawEdge(screen)
        """if (self.isInFrontOfCamera(self.engine.camera, x1, nul)):
Ejemplo n.º 4
0
    def createVertices(self):
        self.mesh.verticesData = []
        self.mesh.triangles = []
        for x in range(self.width):
            for z in range(self.height):
                self.mesh.verticesData.append(
                    Vertex(
                        Vector(self.Position.x + x, self.Position.y,
                               self.Position.z + z)))

        i = 0
        for x in range(self.width - 1):
            for z in range(self.height):
                if (i + self.width + 1 < len(self.mesh.verticesData)):
                    self.mesh.createTriangle(i + 1, i, i + self.width)
                    self.mesh.createTriangle(i + 1, i + self.width,
                                             i + self.width + 1)

                i += 1

        self.mesh.scale = self.scale
Ejemplo n.º 5
0
    def drawRadius(self, screen):
        step = 40
        for i in range(0, 360, step):
            radian = i*math.pi/180
            
            x1 = self.Position.x + self.radius*math.sin(radian)
            y1 = self.Position.y + self.radius*math.cos(radian)

            radian = (i+step)*math.pi/180
            x2 = self.Position.x + self.radius*math.sin(radian)
            y2 = self.Position.y + self.radius*math.cos(radian)

            a1 = Vertex(x1,y1,self.Position.z)
            a2 = Vertex(x2,y2,self.Position.z)
            
            edge = Edge(self.engine, a1, a2).drawEdge(screen)
            
        for i in range(0, 360, step):
            radian = i*math.pi/180
            
            z1 = self.Position.z + self.radius*math.sin(radian)
            y1 = self.Position.y + self.radius*math.cos(radian)

            radian = (i+step)*math.pi/180
            z2 = self.Position.z + self.radius*math.sin(radian)
            y2 = self.Position.y + self.radius*math.cos(radian)

            a1 = Vertex(self.Position.x,y1,z1)
            a2 = Vertex(self.Position.x,y2,z2)
            
            edge = Edge(self.engine, a1, a2).drawEdge(screen)
            
        for i in range(0, 360, step):
            radian = i*math.pi/180
            
            x1 = self.Position.x + self.radius*math.sin(radian)
            z1 = self.Position.z + self.radius*math.cos(radian)

            radian = (i+step)*math.pi/180
            x2 = self.Position.x + self.radius*math.sin(radian)
            z2 = self.Position.z + self.radius*math.cos(radian)

            a1 = Vertex(x1,self.Position.y,z1)
            a2 = Vertex(x2,self.Position.y,z2)
            
            edge = Edge(self.engine, a1, a2).drawEdge(screen)
Ejemplo n.º 6
0
    def updateHitbox(self):
        try:
            maxmin = [
                self.Position.x, self.Position.y, self.Position.z,
                self.Position.x, self.Position.y, self.Position.z
            ]  #maxX,maxY,maxZ,minX,minY,minZ
            for face in self.Faces:
                for vertex in [face.A, face.B, face.C]:
                    if (vertex.Position.x > maxmin[0]):  #nejvetsi X
                        maxmin[0] = vertex.Position.x
                    if (vertex.Position.x < maxmin[3]):  #nejmensi X
                        maxmin[3] = vertex.Position.x

                    if (vertex.Position.y > maxmin[1]):  #nejvetsi Y
                        maxmin[1] = vertex.Position.y
                    if (vertex.Position.y < maxmin[4]):  #nejmensi Y
                        maxmin[4] = vertex.Position.y

                    if (vertex.Position.z > maxmin[2]):  #nejvetsi Z
                        maxmin[2] = vertex.Position.z
                    if (vertex.Position.z < maxmin[5]):  #nejmensi Z
                        maxmin[5] = vertex.Position.z

            self.hitBox = maxmin

            self.hitBoxEdges = []
            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[0], maxmin[1], maxmin[2]),
                     Vertex(maxmin[3], maxmin[1], maxmin[2])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[0], maxmin[1], maxmin[2]),
                     Vertex(maxmin[0], maxmin[1], maxmin[5])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[3], maxmin[1], maxmin[5]),
                     Vertex(maxmin[0], maxmin[1], maxmin[5])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[3], maxmin[1], maxmin[2]),
                     Vertex(maxmin[3], maxmin[1], maxmin[5])))
            #down
            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[0], maxmin[4], maxmin[2]),
                     Vertex(maxmin[3], maxmin[4], maxmin[2])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[0], maxmin[4], maxmin[2]),
                     Vertex(maxmin[0], maxmin[4], maxmin[5])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[3], maxmin[4], maxmin[5]),
                     Vertex(maxmin[0], maxmin[4], maxmin[5])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[3], maxmin[4], maxmin[2]),
                     Vertex(maxmin[3], maxmin[4], maxmin[5])))
            #between
            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[0], maxmin[4], maxmin[2]),
                     Vertex(maxmin[0], maxmin[1], maxmin[2])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[0], maxmin[4], maxmin[5]),
                     Vertex(maxmin[0], maxmin[1], maxmin[5])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[3], maxmin[4], maxmin[2]),
                     Vertex(maxmin[3], maxmin[1], maxmin[2])))

            self.hitBoxEdges.append(
                Edge(self.engine, Vertex(maxmin[3], maxmin[4], maxmin[5]),
                     Vertex(maxmin[3], maxmin[1], maxmin[5])))

            return maxmin
        except:
            return None
Ejemplo n.º 7
0
    def updateVertices(self, mesh):
        self.V = []
        for i in range(0, len(self.v)):
            vector = self.v[i].addVectorReturn(mesh.Position)

            self.V.append(Vertex(vector.x, vector.y, vector.z))
Ejemplo n.º 8
0
 def Draw(self, screen):
     end = self.Position.addVectorReturn(self.v)
     edge = Edge(self.engine,
                 Vertex(self.Position.x, self.Position.y, self.Position.z),
                 Vertex(end.x, end.y, end.z))