예제 #1
0
    def update(self):
        """
        called on every frame
        apply transformation matrix and project every polygon to 2d
        for color avg_z function is used
        polygons are sorted on avg_z value

        finally painting on surface is called
        """
        # Clock vector
        vector = Matrix3D.get_rot_z_matrix(self.angle).v_dot(self.vector)
        # projected = self.__project(self.vector, self.center)
        projected = self.__projectm(vector, self.center)
        pygame.draw.polygon(self.surface, pygame.Color(255,255,255,0), (self.center, projected), 1)
        # Cube
        mesh = self.model.transform(Matrix3D.get_rot_z_matrix(self.angle))
        #mesh = mesh.transform(Matrix3D.get_rot_x_matrix(self.angle))
        mesh = mesh.transform(Matrix3D.get_scale_matrix(SCALE, SCALE, SCALE))
        mesh = mesh.transform(Matrix3D.get_shift_matrix(X_SHIFT, Y_SHIFT, Z_SHIFT))
        for face in mesh:
            vertices = [self.__projectm(vertice, self.center) for vertice in face]
            pygame.draw.polygon(self.surface, pygame.Color(255,255,255,0), vertices, 1)
        self.angle += self.angle_step
        # axis vectors
        pygame.draw.polygon(self.surface, pygame.Color(255,0,0,0), (self.center, self.__projectm(self.x_axis, self.center)), 1)
        pygame.draw.polygon(self.surface, pygame.Color(0,255,0,0), (self.center, self.__projectm(self.y_axis, self.center)), 1)
        pygame.draw.polygon(self.surface, pygame.Color(0,0,255,0), (self.center, self.__projectm(self.z_axis, self.center)), 1)
예제 #2
0
 def test_m_transforms(self):
     v = Vector3D(1, 1, 0, 1)
     m = Matrix3D.get_shift_matrix(5, 5, 0)
     print "shift matrix:\n", m
     print "shifted vector:", m.v_dot(v)
     m = Matrix3D.get_scale_matrix(2, 2, 0)
     print "scale matrix:\n", m
     print "scaled vector:", m.v_dot(v)
예제 #3
0
 def test_m_transforms(self):
     v = Vector3D(1, 1, 0, 1)
     m = Matrix3D.get_shift_matrix(5, 5, 0)
     print "shift matrix:\n", m
     print "shifted vector:", m.v_dot(v)
     m = Matrix3D.get_scale_matrix(2, 2, 0)
     print "scale matrix:\n", m
     print "scaled vector:", m.v_dot(v)
예제 #4
0
    def update(self):
        """
        called on every frame
        apply transformation matrix and project every polygon to 2d
        for color avg_z function is used
        polygons are sorted on avg_z value

        finally painting on surface is called
        """
        # Clock vector
        vector = Matrix3D.get_rot_z_matrix(self.angle).v_dot(self.vector)
        # projected = self.__project(self.vector, self.center)
        projected = self.__projectm(vector, self.center)
        pygame.draw.polygon(self.surface, pygame.Color(255, 255, 255, 0),
                            (self.center, projected), 1)
        # Cube
        mesh = self.model.transform(Matrix3D.get_rot_z_matrix(self.angle))
        #mesh = mesh.transform(Matrix3D.get_rot_x_matrix(self.angle))
        mesh = mesh.transform(Matrix3D.get_scale_matrix(SCALE, SCALE, SCALE))
        mesh = mesh.transform(
            Matrix3D.get_shift_matrix(X_SHIFT, Y_SHIFT, Z_SHIFT))
        for face in mesh:
            vertices = [
                self.__projectm(vertice, self.center) for vertice in face
            ]
            pygame.draw.polygon(self.surface, pygame.Color(255, 255, 255, 0),
                                vertices, 1)
        self.angle += self.angle_step
        # axis vectors
        pygame.draw.polygon(
            self.surface, pygame.Color(255, 0, 0, 0),
            (self.center, self.__projectm(self.x_axis, self.center)), 1)
        pygame.draw.polygon(
            self.surface, pygame.Color(0, 255, 0, 0),
            (self.center, self.__projectm(self.y_axis, self.center)), 1)
        pygame.draw.polygon(
            self.surface, pygame.Color(0, 0, 255, 0),
            (self.center, self.__projectm(self.z_axis, self.center)), 1)