pygame.init() # size = width, height = 320, 400 size = width, height = 625, 400 xoffset = 50 yoffset = 50 offset = xoffset/2, yoffset/2 screen = pygame.display.set_mode(size) black = 0, 0, 0 white = 255, 255, 255 bgcolor = white ## For visual reference, we will also draw a ## coordinate axis. coords = math3d.wireframe('coords.dat') ## This is where I will be experimenting with movement... nextscreen = 0 pygame.mouse.set_visible(False) center_x = width/2; center_y = height/2 inner_r = 50*50; outer_r = 100*100 m_0 = (float(height)/width); m_1 =-(float(height)/width) clockwise_image = \ pygame.image.load('../images/arrow_rotate_clockwise.png') counter_clockwise_image = \ pygame.image.load('../images/arrow_rotate_anticlockwise.png') fwd_image = pygame.image.load('../images/add.png') back_image = pygame.image.load('../images/money_yen.png')
# what we use to draw things to the screen. camera = math3d.camera(width-xoffset, height-yoffset) # We will be rotating eight different cubes. The # following vectors will be used to position each # cube. vec = math3d.vector positions = [ vec(50, 50, 50), vec(-50, 50, 50), vec(-50, -50, 50), vec(50, -50, 50), vec(50, 50, -50), vec(-50, 50, -50), vec(-50, -50, -50), vec(50, -50, -50) ] cube = [] #for i in range(8): #cube.append(math3d.wireframe('littlecube.dat', #pos = positions[i], axis=positions[(i+1)%8])) cube.append(math3d.wireframe('worm_middle_segment.dat', pos = vec(0, 0, 0), axis = vec(1, 0, 0))) cube.append(math3d.wireframe('worm_head_tail.dat', pos = vec(0, 0, 100), axis = vec(1, 0, 0))) cube.append(math3d.wireframe('worm_ball_type_I.dat', pos = vec(0, 0, 200), axis = vec(1, 0, 0))) cube.append(math3d.wireframe('worm_elbow.dat', pos = vec(0, 0, -100), axis = vec(1, 0, 0))) # For visual reference, we will also draw a # coordinate axis. coords = math3d.wireframe('coords.dat') camera.film.fill(bgcolor) # Rotate cubes around Fwd axis i = 0 nextscreen = 0 while 1: for event in pygame.event.get():
# We can now create a camera object. This will be # what we use to draw things to the screen. camera = math3d.camera(width-xoffset, height-yoffset) # We will be rotating eight different cubes. The # following vectors will be used to position each # cube. vec = math3d.vector positions = [ vec(50, 50, 50), vec(-50, 50, 50), vec(-50, -50, 50), vec(50, -50, 50), vec(50, 50, -50), vec(-50, 50, -50), vec(-50, -50, -50), vec(50, -50, -50) ] cube = [] for i in range(8): cube.append(math3d.wireframe('littlecube.dat', pos = positions[i], axis=positions[(i+1)%8])) # For visual reference, we will also draw a # coordinate axis. coords = math3d.wireframe('coords.dat') camera.film.fill(bgcolor) # Rotate cubes around Fwd axis i = 0 nextscreen = 0 while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN:
pos=math3d.vector(-500, 0, 0)) # We will be rotating eight different cubes. The # following vectors will be used to position each # cube. # All of the following is used by the "residue" # from my initial program vec = math3d.vector positions = [ vec(50, 50, 50), vec(-50, 50, 50), vec(-50, -50, 50), vec(50, -50, 50), vec(50, 50, -50), vec(-50, 50, -50), vec(-50, -50, -50), vec(50, -50, -50) ] cube = [] cube.append(math3d.wireframe('worm_middle_segment.dat', pos = vec(0, 0, 0), axis = vec(1, 0, 0))) #cube.append(math3d.wireframe('worm_head_tail.dat', # pos = vec(0, 0, 100), axis = vec(1, 0, 0))) #cube.append(math3d.wireframe('worm_middle_segment.dat', # pos = vec(0, 0, -100), axis = vec(1, 0, 0))) #cube.append(math3d.wireframe('worm_elbow.dat', # pos = vec(0, 0, -200), axis = vec(1, 0, 0), beta=64)) #cube.append(math3d.wireframe('worm_middle_segment.dat', # pos = vec(0, -100, -200), axis = vec(1, 0, 0), beta=64)) #cube.append(math3d.wireframe('worm_elbow.dat', # pos = vec(0, -200, -200), axis = vec(0, 0, 1), beta=128)) #cube.append(math3d.wireframe('worm_head_tail.dat', # pos = vec(0, 0, -100), axis = vec(1, 0, 0), beta=128)) #cube.append(math3d.wireframe('worm_ball_type_I.dat', # pos = vec(0, 0, 200), axis = vec(1, 0, 0)))