예제 #1
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    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
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    def __projectm(vector, center):
        """
        apply 
        clipping matrix
        camera transformation matrix
        camera rotation matrix

        TODO: finally sort out vertices out of clipping area

        and return tuple on 2D Coordinates
        taken from : http://stackoverflow.com/questions/724219/how-to-convert-a-3d-point-into-2d-perspective-projection
        """
        clipping_m = Matrix3D([
            [FOV * ASPECT_RATIO, 0.0, 0.0                            , 0.0],
            [0.0               , FOV, 0.0                            , 0.0],
            [0.0               , 0.0, (far + near) / (far-near)      , (2.0 * near * far) / (near-far)],
            [0.0               , 0.0, 1.0                            , 0.0]
        ])
        cam_translation_m = Matrix3D.get_shift_matrix(0, 0, -10)
        cam_rot_m = Matrix3D.get_rot_y_matrix(Y_ANGLE).dot(Matrix3D.get_rot_x_matrix(X_ANGLE))
        # mind the order !!
        new_vector = clipping_m.dot(cam_translation_m.dot(cam_rot_m)).v_dot(vector)
        new_x = center[0] + new_vector.x * 16.0 / ( 2.0 * new_vector.z) + 8.0
        new_y = center[1] + new_vector.y * 9.0 / ( 2.0 * new_vector.z) + 4.5
        return new_x, new_y
예제 #3
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    def __projectm(vector, center):
        """
        apply 
        clipping matrix
        camera transformation matrix
        camera rotation matrix

        TODO: finally sort out vertices out of clipping area

        and return tuple on 2D Coordinates
        taken from : http://stackoverflow.com/questions/724219/how-to-convert-a-3d-point-into-2d-perspective-projection
        """
        clipping_m = Matrix3D([[FOV * ASPECT_RATIO, 0.0, 0.0, 0.0],
                               [0.0, FOV, 0.0, 0.0],
                               [
                                   0.0, 0.0, (far + near) / (far - near),
                                   (2.0 * near * far) / (near - far)
                               ], [0.0, 0.0, 1.0, 0.0]])
        cam_translation_m = Matrix3D.get_shift_matrix(0, 0, -10)
        cam_rot_m = Matrix3D.get_rot_y_matrix(Y_ANGLE).dot(
            Matrix3D.get_rot_x_matrix(X_ANGLE))
        # mind the order !!
        new_vector = clipping_m.dot(
            cam_translation_m.dot(cam_rot_m)).v_dot(vector)
        new_x = center[0] + new_vector.x * 16.0 / (2.0 * new_vector.z) + 8.0
        new_y = center[1] + new_vector.y * 9.0 / (2.0 * new_vector.z) + 4.5
        return new_x, new_y
예제 #4
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 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 #5
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 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 #6
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def get_cube_mesh():
    # a cube Mesh consist of six Faces
    # left
    faces = []
    rec = Face3D(get_rectangle_points())
    t = Matrix3D.get_shift_matrix(-1, 0, 0).dot(
        Matrix3D.get_rot_y_matrix(math.pi / 2))
    faces.append(rec.transform(t))
    # right
    t = Matrix3D.get_shift_matrix(1, 0, 0).dot(
        Matrix3D.get_rot_y_matrix(math.pi / 2))
    faces.append(rec.transform(t))
    # bottom
    t = Matrix3D.get_shift_matrix(0, -1, 0).dot(
        Matrix3D.get_rot_x_matrix(math.pi / 2))
    faces.append(rec.transform(t))
    # top
    t = Matrix3D.get_shift_matrix(0, 1, 0).dot(
        Matrix3D.get_rot_x_matrix(math.pi / 2))
    faces.append(rec.transform(t))
    # front
    t = Matrix3D.get_shift_matrix(0, 0, -1)
    faces.append(rec.transform(t))
    # back
    t = Matrix3D.get_shift_matrix(0, 0, 1)
    faces.append(rec.transform(t))
    return Mesh3D(faces)
예제 #7
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def get_pyramid_mesh():
    faces = []
    # front
    tri = Face3D(get_triangle_points())
    #t = Matrix3D.get_shift_matrix(0, 0, 1).dot(Matrix3D.get_rot_x_matrix(-math.pi/4))
    face = tri.transform(Matrix3D.get_rot_x_matrix(-math.pi / 4))
    face = face.transform(Matrix3D.get_shift_matrix(0, 0, 1))
    faces.append(face)
    # back
    face = tri.transform(Matrix3D.get_rot_x_matrix(math.pi / 4))
    face = face.transform(Matrix3D.get_shift_matrix(0, 0, -1))
    faces.append(face)
    # left
    face = tri.transform(Matrix3D.get_rot_x_matrix(-math.pi / 4))
    face = face.transform(Matrix3D.get_rot_y_matrix(-math.pi / 2))
    face = face.transform(Matrix3D.get_shift_matrix(1, 0, 0))
    faces.append(face)
    # right
    face = tri.transform(Matrix3D.get_rot_x_matrix(-math.pi / 4))
    face = face.transform(Matrix3D.get_rot_y_matrix(math.pi / 2))
    face = face.transform(Matrix3D.get_shift_matrix(-1, 0, 0))
    faces.append(face)
    return Mesh3D(faces)
예제 #8
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def get_pyramid_mesh():
    faces = []
    # front
    tri = Face3D(get_triangle_points())
    #t = Matrix3D.get_shift_matrix(0, 0, 1).dot(Matrix3D.get_rot_x_matrix(-math.pi/4))
    face = tri.transform(Matrix3D.get_rot_x_matrix(-math.pi/4))
    face = face.transform(Matrix3D.get_shift_matrix(0, 0, 1))
    faces.append(face)
    # back
    face = tri.transform(Matrix3D.get_rot_x_matrix(math.pi/4))
    face = face.transform(Matrix3D.get_shift_matrix(0, 0, -1))
    faces.append(face)
    # left
    face = tri.transform(Matrix3D.get_rot_x_matrix(-math.pi/4))
    face = face.transform(Matrix3D.get_rot_y_matrix(-math.pi/2))
    face = face.transform(Matrix3D.get_shift_matrix(1, 0, 0))
    faces.append(face)
    # right
    face = tri.transform(Matrix3D.get_rot_x_matrix(-math.pi/4))
    face = face.transform(Matrix3D.get_rot_y_matrix(math.pi/2))
    face = face.transform(Matrix3D.get_shift_matrix(-1, 0, 0))
    faces.append(face)
    return Mesh3D(faces)
예제 #9
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 #10
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def get_cube_mesh():
    # a cube Mesh consist of six Faces
    # left
    faces = []
    rec = Face3D(get_rectangle_points())
    t = Matrix3D.get_shift_matrix(-1, 0, 0).dot(Matrix3D.get_rot_y_matrix(math.pi/2))
    faces.append(rec.transform(t))
    # right
    t = Matrix3D.get_shift_matrix(1, 0, 0).dot(Matrix3D.get_rot_y_matrix(math.pi/2))
    faces.append(rec.transform(t))
    # bottom
    t = Matrix3D.get_shift_matrix(0, -1, 0).dot(Matrix3D.get_rot_x_matrix(math.pi/2))
    faces.append(rec.transform(t))
    # top
    t = Matrix3D.get_shift_matrix(0, 1, 0).dot(Matrix3D.get_rot_x_matrix(math.pi/2))
    faces.append(rec.transform(t))
    # front
    t = Matrix3D.get_shift_matrix(0, 0, -1)
    faces.append(rec.transform(t))
    # back
    t = Matrix3D.get_shift_matrix(0, 0, 1)
    faces.append(rec.transform(t))
    return Mesh3D(faces)