Added a very simple light source so the 3D models now have simple shading applied to them.
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@@ -1,5 +1,6 @@
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from vectors import Vector2d, Vector3d, Vector4d
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from matrix import Matrix3x3
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from triangle import Triangle
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class Engine:
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def __init__(self, width, height):
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@@ -40,7 +41,5 @@ class Mesh:
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row0 = self.vertices[int(tmp[1]) - 1]
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row1 = self.vertices[int(tmp[2]) - 1]
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row2 = self.vertices[int(tmp[3]) - 1]
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tri = Matrix3x3(row0, row1, row2)
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self.triangles.append(tri)#Vector3d(x - 1, y - 1, z - 1))
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self.triangles.append(Triangle(Matrix3x3(row0, row1, row2)))
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@@ -4,16 +4,31 @@ import copy
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from matrix import Matrix4x4, Matrix3x3
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from vectors import Vector4d, Vector3d, Vector2d
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from engine import Mesh
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from triangle import Triangle
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ui = window.Window(600, 600)
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near_plane = 0.1
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far_plane = 1000.0
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fov = 90.0
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tris = Mesh()
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tris =[
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Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,0.0)),
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Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,0.0,0.0)),
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Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,1.0,1.0)),
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Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,0.0,1.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(1.0,1.0,1.0),Vector3d(0.0,1.0,1.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,0.0,1.0)),
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Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,1.0,0.0)),
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Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,0.0),Vector3d(0.0,0.0,0.0)),
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Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(0.0,1.0,1.0),Vector3d(1.0,1.0,1.0)),
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Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,1.0,0.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,1.0),Vector3d(0.0,0.0,0.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,0.0),Vector3d(1.0,0.0,0.0))
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]
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#tris = Mesh()
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def main():
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tris.load_obj_file('shuttle.obj')
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#tris.load_obj_file('shuttle.obj')
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ui.thetax = 1
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ui.window.bind('<Left>', left)
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@@ -31,8 +46,7 @@ def right(event):
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ui.theta += .01
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def mouse_start(event):
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#x, y =
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ui.canvas.old_coords = event.x, event.y #x, y
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ui.canvas.old_coords = event.x, event.y
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def mouse_end(event):
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x, y = ui.canvas.old_coords[0] - event.x, ui.canvas.old_coords[1] - event.y
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@@ -47,6 +61,8 @@ def mouse_end(event):
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ui.thetax += .01
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else:
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ui.thetax -= .01
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draw_scene()
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#ui.theta += x / ui.width
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def draw_scene():
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@@ -76,7 +92,9 @@ def draw_scene():
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rotation_matrix_x = Matrix4x4(row0, row1, row2, row3)
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for tri in tris.triangles:
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triangles = []
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for tri in tris:
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# Rotate on the z-axis
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row0 = rotation_matrix_z.multiply_3d(tri.row0)
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row1 = rotation_matrix_z.multiply_3d(tri.row1)
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@@ -91,34 +109,76 @@ def draw_scene():
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rotated_x = Matrix3x3(row0, row1, row2)
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# The offset into the screen
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translated = copy.copy(rotated_x)
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translated.row0.z += 8.0
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translated.row1.z += 8.0
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translated.row2.z += 8.0
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# Scale into view
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row0 = projection_matrix.multiply_3d(translated.row0)
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row1 = projection_matrix.multiply_3d(translated.row1)
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row2 = projection_matrix.multiply_3d(translated.row2)
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translated.row0.z += 3.0
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translated.row1.z += 3.0
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translated.row2.z += 3.0
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projected = Matrix3x3(row0, row1, row2)
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# Use cross-product to get the surface normal (a Vector3d)
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x = translated.row1.x - translated.row0.x
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y = translated.row1.y - translated.row0.y
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z = translated.row1.z - translated.row0.z
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line1 = Vector3d(x, y, z)
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projected.row0.x += 1
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projected.row0.y += 1
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projected.row1.x += 1
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projected.row1.y += 1
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projected.row2.x += 1
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projected.row2.y += 1
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projected.row0.x *= .5 * ui.width
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projected.row0.y *= .5 * ui.height
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projected.row1.x *= .5 * ui.width
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projected.row1.y *= .5 * ui.height
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projected.row2.x *= .5 * ui.width
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projected.row2.y *= .5 * ui.height
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x = translated.row2.x - translated.row0.x
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y = translated.row2.y - translated.row0.y
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z = translated.row2.z - translated.row0.z
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line2 = Vector3d(x, y, z)
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coords = [projected.row0.x, projected.row0.y, projected.row1.x, projected.row1.y, projected.row2.x, projected.row2.y]
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ui.canvas.create_polygon(coords, fill="", outline="black")
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normal = line1.cross_product(line2)
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# Now we normalize the normal
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w = math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z)
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normal.x /= w
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normal.y /= w
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normal.z /= w
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# Do we display this triangle?
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if normal.dot_product(translated.row0) < 0.0:
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# Lighting
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light = Vector3d(0, 0, -1) # Shining at the player.
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w = math.sqrt(light.x * light.x + light.y * light.y + light.z * light.z)
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light.x /= w
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light.y /= w
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light.z /= w
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dot_product = normal.dot_product(light)
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r = abs(int(255 * dot_product))
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# Scale into view
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row0 = projection_matrix.multiply_3d(translated.row0)
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row1 = projection_matrix.multiply_3d(translated.row1)
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row2 = projection_matrix.multiply_3d(translated.row2)
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projected = Matrix3x3(row0, row1, row2)
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projected.row0.x += 1
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projected.row0.y += 1
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projected.row1.x += 1
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projected.row1.y += 1
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projected.row2.x += 1
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projected.row2.y += 1
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projected.row0.x *= .5 * ui.width
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projected.row0.y *= .5 * ui.height
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projected.row1.x *= .5 * ui.width
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projected.row1.y *= .5 * ui.height
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projected.row2.x *= .5 * ui.width
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projected.row2.y *= .5 * ui.height
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t = Triangle(projected)
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t.color = r
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triangles.append(t)
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for projected in triangles:
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r = projected.color
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coords = [projected.coords.row0.x, projected.coords.row0.y, projected.coords.row1.x, projected.coords.row1.y, projected.coords.row2.x, projected.coords.row2.y]
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ui.canvas.create_polygon(coords, fill=from_rgb(r, r, r), outline="black")
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ui.canvas.update()
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ui.canvas.after(100, draw_scene)
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#ui.canvas.after(100, draw_scene)
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def from_rgb(r, b, g):
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return "#%02x%02x%02x" %(r, g, b)
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main()
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@@ -0,0 +1,7 @@
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import vectors
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class Triangle:
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def __init__(self, coords):
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self.coords = coords # Matrix3x3
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self.object_id = None
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self.color = None
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+1
-1
@@ -17,7 +17,7 @@ class Vector3d:
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# Returns the 'normal'.
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x = self.y * vector3d.z - self.z * vector3d.y
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y = self.z * vector3d.x - self.x * vector3d.z
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z = self.x * vectored.y - self.y * vector3d.x
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z = self.x * vector3d.y - self.y * vector3d.x
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return Vector3d(x, y, z)
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