Exemple #1
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    def _calculate_global_tranform(self):
        if not self.parent:
            self._global_transform = self
            return

        parent_global_transform = self.parent.get_global_transform()

        position = vector3.add(
            parent_global_transform.position,
            Quaternion.rotate_vector(self.position,
                                     parent_global_transform.rotation))
        rotation = Quaternion.composite_rotations(
            self.rotation, parent_global_transform.rotation)
        scale = Quaternion.rotate_vector(self.scale,
                                         parent_global_transform.rotation)
        obj = self.object

        transform = Transform(obj, position, rotation, scale)

        transform.forward = Quaternion.rotate_vector(
            self.forward, parent_global_transform.rotation)
        transform.backward = Quaternion.rotate_vector(
            self.backward, parent_global_transform.rotation)
        transform.right = Quaternion.rotate_vector(
            self.right, parent_global_transform.rotation)
        transform.left = Quaternion.rotate_vector(
            self.left, parent_global_transform.rotation)
        transform.up = Quaternion.rotate_vector(
            self.up, parent_global_transform.rotation)
        transform.down = Quaternion.rotate_vector(
            self.down, parent_global_transform.rotation)

        self._global_transform = transform
Exemple #2
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def Point_collision(box, point):
    box_center = vector3.add(
        box.parent.transform.position,
        Quaternion.rotate_vector(box.center, box.parent.transform.rotation))
    rotated_point = Quaternion.rotate_vector(
        vector3.subtract(point, box_center),
        box.parent.transform.rotation.conjugate())
    if abs(rotated_point[0]) > box.size[0] * box.parent.transform.scale[0]:
        return False
    if abs(rotated_point[1]) > box.size[1] * box.parent.transform.scale[1]:
        return False
    if abs(rotated_point[2]) > box.size[2] * box.parent.transform.scale[2]:
        return False
    return True
Exemple #3
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    def __init__(self,
                 parent,
                 center,
                 size_tuple,
                 rotation=Quaternion(1, (0, 0, 0))):
        self.parent = parent
        self.center = center
        self.size = size_tuple
        self.rotation = rotation

        self.normals = [(1, 0, 0), (0, -1, 0), (0, 0, 1), (-1, 0, 0),
                        (0, 1, 0), (0, 0, -1)]
        self.points = [(self.size[0], self.size[1], self.size[2]),
                       (self.size[0], self.size[1], -self.size[2]),
                       (self.size[0], -self.size[1], self.size[2]),
                       (self.size[0], -self.size[1], -self.size[2]),
                       (-self.size[0], self.size[1], self.size[2]),
                       (-self.size[0], self.size[1], -self.size[2]),
                       (-self.size[0], -self.size[1], self.size[2]),
                       (-self.size[0], -self.size[1], -self.size[2])]

        self.faces = [
            Mesh.Face((self.points[0], self.points[1], self.points[2],
                       self.points[3])),
            Mesh.Face((self.points[4], self.points[5], self.points[6],
                       self.points[7])),
            Mesh.Face((self.points[0], self.points[1], self.points[4],
                       self.points[5])),
            Mesh.Face((self.points[2], self.points[3], self.points[6],
                       self.points[7])),
            Mesh.Face((self.points[0], self.points[2], self.points[4],
                       self.points[6])),
            Mesh.Face((self.points[1], self.points[3], self.points[5],
                       self.points[7])),
        ]
Exemple #4
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    def __init__(self, position, rotation = Quaternion.identity(), scale = (1,1,1), main = True, resolution = (1200, 600)):
        self.transform = Transform(self, position, rotation, scale)
        if main == True or len(all_cameras)==0:
            for cam in all_cameras:
                cam.main = False
            self.main = True
        all_cameras.append(self)
        global main_camera
        main_camera = self
        
        self.parent = None
        
        self.clip_min = 0.1
        self.clip_max = 100
        self.resolution = resolution
        self.aspect_ratio = resolution[0]/resolution[1]
        self.FOV = 120
        
        # tg(FOV/2) = tg(FOV_vertical/2)*aspect_ratio
        self.FOV_vertical = math.degrees(math.atan((math.tan(math.radians(self.FOV/2))/self.aspect_ratio)))*2
        
        self.middle_pixel = (int(vector2.scale(main_camera.resolution, (1/2))[0]), int(vector2.scale(main_camera.resolution, (1/2))[1]))
        self.left_top_pixel = (0,0)
        self.right_top_pixel = (self.resolution[0],0)
        self.left_bottom_pixel = (0, self.resolution[1])
        self.right_bottom_pixel = (self.resolution[0], self.resolution[1])

        self._clipping_plane_manager = ClippingPlaneManager(self)
Exemple #5
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    def _update_mesh_(self):
        if not 'mesh' in dir(self.object):
            return
        mesh = self.object.mesh
        if 'vertices' in dir(mesh):
            for i in range(0, len(mesh.vertices_init)):
                vertex = vector3.scale_by_vector(mesh.vertices_init[i],
                                                 self.scale)
                mesh.vertices[i] = self._rotate_vertex_(vertex)

        if 'edges' in dir(mesh):
            for i in range(0, len(mesh.edges_init)):
                vertex_a = vector3.scale_by_vector(mesh.edges_init[i].A,
                                                   self.scale)
                vertex_b = vector3.scale_by_vector(mesh.edges_init[i].B,
                                                   self.scale)
                mesh.edges[i].A = self._rotate_vertex_(vertex_a)
                mesh.edges[i].B = self._rotate_vertex_(vertex_b)

        if 'faces' in dir(mesh):
            for i in range(0, len(mesh.faces_init)):
                for k in range(0, len(mesh.faces_init[i].vertex)):
                    vertex = vector3.scale_by_vector(
                        mesh.faces_init[i].vertex[k], self.scale)
                    mesh.faces[i].vertex[k] = self._rotate_vertex_(vertex)
                mesh.faces[i].normal = Quaternion.rotate_vector(
                    mesh.faces_init[i].normal, self.rotation)
Exemple #6
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    def __init__(self,
                 position,
                 rotation=Quaternion(1, (0, 0, 0)),
                 scale=(1, 1, 1),
                 mesh=None,
                 collider=None,
                 name="Default",
                 material=None,
                 parent=None):
        self.parent = parent
        self.transform = Transform(self, position, rotation, scale)
        if not material:
            self.material = Color.default_material
        else:
            self.material = material

        self.mesh = mesh
        if self.mesh:
            self.mesh.parent = self
            for face in self.mesh.faces_init:
                face.material = self.material
            for face in self.mesh.faces:
                face.material = self.material

        self.collider = collider
        if mesh and not collider:
            self.Calculate_collider()

        self.transform._update_mesh_()
        self.rigidbody = Rigidbody(self)

        if self.mesh == None:
            name = "Empty"

        self.name = None
        for obj in objects:
            if obj.name == name:
                i = 1
                name = name + "[" + str(i) + "]"
                self.name = name

        if not self.name:
            self.name = name

        objects.append(self)
    def __init__(self, position, rotation = Quaternion(1,(0,0,0)), scale = (1,1,1)):
        self.transform = Transform(self, position, rotation, scale)
        
        self.edges_init = []
        self.vertices_init = []
        
        self.vertices_init.append(vector3.add((0.5,0.5,0.5), self.transform.position))
        self.vertices_init.append(vector3.add((0.5,-0.5,0.5), self.transform.position))
        self.vertices_init.append(vector3.add((-0.5,-0.5,0.5), self.transform.position))
        self.vertices_init.append(vector3.add((-0.5,0.5,0.5), self.transform.position))
        self.vertices_init.append(vector3.add((0.5,0.5,-0.5), self.transform.position))
        self.vertices_init.append(vector3.add((0.5,-0.5,-0.5), self.transform.position))
        self.vertices_init.append(vector3.add((-0.5,-0.5,-0.5), self.transform.position))
        self.vertices_init.append(vector3.add((-0.5,0.5,-0.5), self.transform.position))
        
        self.edges_init.append(Edge(self.vertices_init[0], self.vertices_init[1]))
        self.edges_init.append(Edge(self.vertices_init[1], self.vertices_init[2]))
        self.edges_init.append(Edge(self.vertices_init[2], self.vertices_init[3]))
        self.edges_init.append(Edge(self.vertices_init[3], self.vertices_init[0]))
        self.edges_init.append(Edge(self.vertices_init[4], self.vertices_init[5]))
        self.edges_init.append(Edge(self.vertices_init[5], self.vertices_init[6]))
        self.edges_init.append(Edge(self.vertices_init[6], self.vertices_init[7]))
        self.edges_init.append(Edge(self.vertices_init[7], self.vertices_init[4]))
        self.edges_init.append(Edge(self.vertices_init[0], self.vertices_init[4]))
        self.edges_init.append(Edge(self.vertices_init[1], self.vertices_init[5]))
        self.edges_init.append(Edge(self.vertices_init[2], self.vertices_init[6]))
        self.edges_init.append(Edge(self.vertices_init[3], self.vertices_init[7]))
        
        self.edges = []
        self.vertices = []
        
        for edge in self.edges_init:
            A = edge.A
            B = edge.B
            self.edges.append(Edge(A, B))
            
        for vertex in self.vertices_init:
            self.vertices.append(vertex)
            
#        if rotation.struct !=(1,0,0,0):
#            self.transform.Rotate(rotation = rotation)
Exemple #8
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    def Rotate(self,
               angle=0,
               axis=(0, 0, 0),
               rotation=Quaternion(1, (0, 0, 0))):
        """Rotation of the object"""
        if axis == (0, 0, 0):
            self.rotation = Quaternion.composite_rotations(
                self.rotation, rotation)
        else:
            rotQuaternion = Quaternion.from_angle_axis(angle, axis)
            self.rotation = Quaternion.composite_rotations(
                self.rotation, rotQuaternion)

        self._update_mesh_()

        self.forward = Quaternion.rotate_vector((1, 0, 0), self.rotation)
        self.backward = vector3.scale(self.forward, -1)
        self.right = Quaternion.rotate_vector((0, -1, 0), self.rotation)
        self.left = vector3.scale(self.right, -1)
        self.up = Quaternion.rotate_vector((0, 0, 1), self.rotation)
        self.down = vector3.scale(self.up, -1)
Exemple #9
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 def Set_collider(self, center, size, rotation=Quaternion(1, (0, 0, 0))):
     self.collider = Collider.Box_collider(self, center, size, rotation)
Exemple #10
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def SAT_collision(collider1, collider2):
    points1 = list(collider1.points)
    center1 = vector3.add(
        collider1.parent.transform.position,
        Quaternion.rotate_vector(collider1.center,
                                 collider1.parent.transform.rotation))
    for i in range(0, len(points1)):
        points1[i] = Quaternion.rotate_vector(
            points1[i], collider1.parent.transform.rotation)
        points1[i] = vector3.add(points1[i], center1)

    points2 = list(collider2.points)
    center2 = vector3.add(
        collider2.parent.transform.position,
        Quaternion.rotate_vector(collider2.center,
                                 collider2.parent.transform.rotation))
    for i in range(0, len(points2)):
        points2[i] = Quaternion.rotate_vector(
            points2[i], collider2.parent.transform.rotation)
        points2[i] = vector3.add(points2[i], center2)

    for normal in collider1.normals:
        rotated_normal = Quaternion.rotate_vector(
            Quaternion.rotate_vector(normal, collider1.rotation),
            collider1.parent.transform.rotation)
        min1 = None
        max1 = None
        for point in points1:
            axis_view = vector3.dot(rotated_normal, point)
            if min1 == None or min1 > axis_view:
                min1 = axis_view
            if max1 == None or max1 < axis_view:
                max1 = axis_view

        min2 = None
        max2 = None
        for point in points2:
            axis_view = vector3.dot(rotated_normal, point)
            if min2 == None or min2 > axis_view:
                min2 = axis_view
            if max2 == None or max2 < axis_view:
                max2 = axis_view

        if min1 > max2 or max1 < min2:
            return False

    for normal in collider2.normals:
        rotated_normal = Quaternion.rotate_vector(
            Quaternion.rotate_vector(normal, collider2.rotation),
            collider2.parent.transform.rotation)
        min1 = None
        max1 = None
        for point in points1:
            axis_view = vector3.dot(rotated_normal, point)
            if min1 == None or min1 > axis_view:
                min1 = axis_view
            if max1 == None or max1 < axis_view:
                max1 = axis_view

        min2 = None
        max2 = None
        for point in points2:
            axis_view = vector3.dot(rotated_normal, point)
            if min2 == None or min2 > axis_view:
                min2 = axis_view
            if max2 == None or max2 < axis_view:
                max2 = axis_view

        if max1 < min2 or min1 > max2:
            return False
    return True
def Local_to_world_space(point, transform):
    point_rotated = Quaternion.rotate_vector(point, transform.rotation)
    point_rotated_and_translated = vector3.add(point_rotated, transform.position)
    return point_rotated_and_translated
def World_to_local_space(point, transform):
    point_translated = vector3.subtract(point, transform.position)
    point_translated_and_rotated = Quaternion.rotate_vector(point_translated, transform.rotation.inverse())
    return point_translated_and_rotated
Exemple #13
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 def _rotate_vertex_(self, vertex_init):
     resultant_local_pos = Quaternion.rotate_vector(vertex_init,
                                                    self.rotation)
     resultant_global_pos = vector3.add(resultant_local_pos, self.position)
     return resultant_global_pos
Exemple #14
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def Import_obj(obj_file,
               position,
               rotation=Quaternion(1, (0, 0, 0)),
               scale=(1, 1, 1)):
    path = "models/" + obj_file
    obj_lines = open(path, "r").readlines()
    vertices = []
    edges = []
    normals = []
    faces = []
    for line in obj_lines:
        if line[0] == "v" and line[1] == " ":
            vertex_coords = []
            value = ""
            for sign in line:
                if ord(sign) == 45 or (ord(sign) >= 48
                                       and ord(sign) <= 57) or ord(sign) == 46:
                    value += sign
                if ord(sign) == 32 and len(value) > 0:
                    vertex_coords.append(float(value))
                    value = ""
            vertex_coords.append(float(value))
            vertex = tuple(vertex_coords)
            vertices.append(vertex)

        if line[0] == "v" and line[1] == "n" and line[2] == " ":
            normal_coords = []
            value = ""
            for sign in line:
                if ord(sign) == 45 or (ord(sign) >= 48
                                       and ord(sign) <= 57) or ord(sign) == 46:
                    value += sign
                if ord(sign) == 32 and len(value) > 0:
                    normal_coords.append(float(value))
                    value = ""
            normal_coords.append(float(value))
            normal = tuple(normal_coords)
            normals.append(normal)

        if line[0] == "f" and line[1] == " ":
            vertex_list = []
            value = ""
            slash_passed = False
            for sign in line:
                if ord(sign) == 45 or (ord(sign) >= 48
                                       and ord(sign) <= 57) or ord(sign) == 46:
                    value += sign
                if ord(sign) == 47 and len(value) > 0:
                    if not slash_passed:
                        vertex_list.append(vertices[int(value) - 1])
                    slash_passed = True
                    value = ""
                if ord(sign) == 32 and len(value) > 0:
                    slash_passed = False
                    normal = normals[int(value) - 1]
                    value = ""

            faces.append(Mesh.Face(vertex_list, normal))
            face_edges = []

            if len(vertex_list) == 4:
                face_edges.append(Mesh.Edge(vertex_list[0], vertex_list[1]))
                face_edges.append(Mesh.Edge(vertex_list[1], vertex_list[2]))
                face_edges.append(Mesh.Edge(vertex_list[2], vertex_list[3]))
                face_edges.append(Mesh.Edge(vertex_list[3], vertex_list[0]))
#                print("Only triangles accepted")
            else:
                face_edges.append(Mesh.Edge(vertex_list[0], vertex_list[1]))
                face_edges.append(Mesh.Edge(vertex_list[1], vertex_list[2]))
                face_edges.append(Mesh.Edge(vertex_list[2], vertex_list[0]))

            for face_edge in face_edges:
                already_exists = False
                for edge in edges:
                    if edge.A == face_edge.A and edge.B == face_edge.B:
                        already_exists = True
                        break
                    if edge.A == face_edge.B and edge.B == face_edge.A:
                        already_exists = True
                        break

                if not already_exists:
                    edges.append(face_edge)

    mesh = Mesh.Mesh(None, vertices, edges, faces)
    obj = Mesh.Object(position, rotation, scale, mesh)
    name = ""
    for i in range(0, len(obj_file) - 4):
        name += obj_file[i]
    obj.name = name
    return obj