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Main.py
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Main.py
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import math
import random
from Vec3 import *
from Mesh import *
from Node import *
from Camera import *
from Scene import *
from Display import *
#### Graphics Functions ####
from tkinter import *
def init(data):
data.level = Scene(Node(Mesh.triangularPyramid(Vec3(0,0,500))), Camera(Vec3(0,0,0), 250, data.width, data.height))
data.level.root.addChildren(Node(Mesh.cube(Vec3(200,200,500))))
data.screen = Display(data.level)
data.paused = True
data.looking = False
data.prevX = 0
data.prevY = 0
def mousePressed(event, data):
pass
def keyPressed(event, data):
if event.keysym == "k":
data.paused = not(data.paused)
if event.keysym == "w":
data.screen.scene.camera.move(0,0,10)
if event.keysym == "a":
data.screen.scene.camera.move(-10,0,0)
if event.keysym == "s":
data.screen.scene.camera.move(0,0,-10)
if event.keysym == "d":
data.screen.scene.camera.move(10,0,0)
if event.keysym == "q":
data.screen.scene.camera.move(0,-10,0)
if event.keysym == "e":
data.screen.scene.camera.move(0,10,0)
if event.keysym == "Up":
data.screen.scene.camera.rotateYZ(5)
if event.keysym == "Down":
data.screen.scene.camera.rotateYZ(-5)
if event.keysym == "Left":
data.screen.scene.camera.rotateXZ(5)
if event.keysym == "Right":
data.screen.scene.camera.rotateXZ(-5)
def mouseMotionR(event, data):
if data.looking == False:
data.looking = True
data.prevX = event.x
data.prevY = event.y
deltaX = 0
deltaY = 0
else:
deltaX = event.x-data.prevX
deltaY = event.y-data.prevY
angleXZ = math.degrees(math.atan(0.5*deltaX/data.screen.scene.camera.focalLength))
angleYZ = math.degrees(math.atan(0.5*deltaY/data.screen.scene.camera.focalLength))
data.screen.scene.camera.rotateXZ(angleXZ)
data.screen.scene.camera.rotateYZ(angleYZ)
data.prevY = event.y
data.prevX = event.x
def mouseReleaseR(event, data):
data.looking = False
def timerFired(data):
pass
if not(data.paused):
data.screen.scene.root.mesh.rotateXZ(5)
data.screen.scene.root.mesh.rotateXY(-5)
data.screen.scene.root.mesh.rotateYZ(-5)
data.screen.scene.root.children[0].mesh.rotateXZ(5)
data.screen.scene.root.children[0].mesh.rotateXY(-5)
data.screen.scene.root.children[0].mesh.rotateYZ(-5)
def redrawAll(canvas, data):
data.screen.drawAll(canvas)
#################################################################
# use the run function as-is
#################################################################
def run(width=300, height=300):
def redrawAllWrapper(canvas, data):
canvas.delete(ALL)
canvas.create_rectangle(0, 0, data.width, data.height,
fill='black', width=0)
redrawAll(canvas, data)
canvas.update()
def mousePressedWrapper(event, canvas, data):
mousePressed(event, data)
redrawAllWrapper(canvas, data)
def keyPressedWrapper(event, canvas, data):
keyPressed(event, data)
redrawAllWrapper(canvas, data)
def mouseMotionRWrapper(event, canvas, data):
mouseMotionR(event, data)
redrawAllWrapper(canvas, data)
def mouseReleaseRWrapper(event, canvas, data):
mouseReleaseR(event, data)
redrawAllWrapper(canvas, data)
def timerFiredWrapper(canvas, data):
timerFired(data)
redrawAllWrapper(canvas, data)
# pause, then call timerFired again
canvas.after(data.timerDelay, timerFiredWrapper, canvas, data)
# Set up data and call init
class Struct(object): pass
data = Struct()
data.width = width
data.height = height
data.timerDelay = 100 # milliseconds
root = Tk()
init(data)
# create the root and the canvas
canvas = Canvas(root, width=data.width, height=data.height)
canvas.configure(bd=0, highlightthickness=0)
canvas.pack()
# set up events
root.bind("<Button-1>", lambda event:
mousePressedWrapper(event, canvas, data))
root.bind("<Key>", lambda event:
keyPressedWrapper(event, canvas, data))
root.bind("<B3-Motion>", lambda event:
mouseMotionRWrapper(event, canvas, data))
root.bind("<ButtonRelease-3>", lambda event:
mouseReleaseRWrapper(event, canvas, data))
timerFiredWrapper(canvas, data)
# and launch the app
root.mainloop() # blocks until window is closed
print("bye!")
run(600, 600)