Using TheOneLoneCoder's 'Code-It-Yourself! 3D Graphics Engine Part #1' video as a reference, I ported some of his code to create the first step in this engine, perspective.
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import window
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import math
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import copy
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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 = [
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# SOUTH
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[ [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], [1.0, 1.0, 0.0] ],
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[ [0.0, 0.0, 0.0], [1.0, 1.0, 0.0], [1.0, 0.0, 0.0 ]],
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# EAST
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[ [1.0, 0.0, 0.0], [1.0, 1.0, 0.0], [1.0, 1.0, 1.0 ]],
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[ [1.0, 0.0, 0.0], [1.0, 1.0, 1.0], [1.0, 0.0, 1.0 ]],
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# NORTH
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[ [1.0, 0.0, 1.0], [1.0, 1.0, 1.0], [0.0, 1.0, 1.0 ]],
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[ [1.0, 0.0, 1.0], [0.0, 1.0, 1.0], [0.0, 0.0, 1.0 ]],
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# WEST
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[[ 0.0, 0.0, 1.0], [0.0, 1.0, 1.0], [0.0, 1.0, 0.0 ]],
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[ [0.0, 0.0, 1.0], [0.0, 1.0, 0.0], [0.0, 0.0, 0.0 ]],
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# TOP
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[[ 0.0, 1.0, 0.0], [0.0, 1.0, 1.0], [1.0, 1.0, 1.0 ]],
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[[ 0.0, 1.0, 0.0], [1.0, 1.0, 1.0], [1.0, 1.0, 0.0 ]],
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# BOTTOM
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[[ 1.0, 0.0, 1.0], [0.0, 0.0, 1.0], [0.0, 0.0, 0.0 ]],
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[[ 1.0, 0.0, 1.0], [0.0, 0.0, 0.0], [1.0, 0.0, 0.0 ]]
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]
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def matric_mul(d_vector, transform_mat):
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out_matrix = []
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out_matrix.append(d_vector[0] * transform_mat[0][0] + d_vector[1] * transform_mat[1][0] + d_vector[2] * transform_mat[2][0] + transform_mat[3][0]) # x
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out_matrix.append(d_vector[0] * transform_mat[0][1] + d_vector[1] * transform_mat[1][1] + d_vector[2] * transform_mat[2][1] + transform_mat[3][1]) # y
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out_matrix.append(d_vector[0] * transform_mat[0][2] + d_vector[1] * transform_mat[1][2] + d_vector[2] * transform_mat[2][2] + transform_mat[3][2]) # z
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# 4th row
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w = d_vector[0] * transform_mat[0][3] + d_vector[1] * transform_mat[1][3] + d_vector[2] * transform_mat[2][3] + transform_mat[3][3]
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if w != 0:
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out_matrix[0] /= w
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out_matrix[1] /= w
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out_matrix[2] /= w
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return out_matrix
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def make_matrix(row1, row2, row3, row4):
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mat = []
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mat.append([])
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mat[0].append([row1[0], row1[1], row1[2], row1[3]])
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mat.append([])
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mat[1].append([row2[0], row2[1], row2[2], row2[3]])
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mat.append([])
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mat[2].append([row3[0], row3[1], row3[2], row3[3]])
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mat.append([])
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mat[3].append([row4[0], row4[1], row4[2], row4[3]])
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return mat
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def main():
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ui = window.Window(600, 600)
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ui.window.after(0, draw_scene)
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ui.show()
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def draw_scene():
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ui.canvas.delete("all")
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ui.theta += .01
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projection_matrix = []
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rotation_matrix_z = []
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rotation_matrix_x = []
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aspect_ratio = ui.height / ui.width
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fov_rad = ui.theta / math.tan(fov * 0.5 / 180.0 * math.pi)
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projection_matrix.append([aspect_ratio * fov_rad, 0, 0, 0])
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projection_matrix.append([0, fov_rad, 0, 0])
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projection_matrix.append([0, 0, far_plane / (far_plane - near_plane), 1.0])
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projection_matrix.append([0, 0, -far_plane * near_plane / (far_plane - near_plane), 0])
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rotation_matrix_z.append([math.cos(ui.theta), math.sin(ui.theta), 0, 0])
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rotation_matrix_z.append([-math.sin(ui.theta), math.cos(ui.theta), 0, 0])
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rotation_matrix_z.append([0, 0, 1, 0])
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rotation_matrix_z.append([0, 0, 0, 1])
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#--------------------------------------------
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rotation_matrix_x.append([1, 0, 0, 0])
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rotation_matrix_x.append([0, math.cos(ui.theta * 0.5), math.sin(ui.theta * 0.5), 0])
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rotation_matrix_x.append([0, -math.sin(ui.theta * 0.5), math.cos(ui.theta * 0.5), 0])
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rotation_matrix_x.append([0, 0, 0, 1])
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for tri in tris:
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rotated_z = []
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rotated_z.append(matric_mul(tri[0], rotation_matrix_z))
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rotated_z.append(matric_mul(tri[1], rotation_matrix_z))
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rotated_z.append(matric_mul(tri[2], rotation_matrix_z))
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rotated_x = []
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rotated_x.append(matric_mul(rotated_z[0], rotation_matrix_x))
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rotated_x.append(matric_mul(rotated_z[1], rotation_matrix_x))
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rotated_x.append(matric_mul(rotated_z[2], rotation_matrix_x))
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translated = copy.copy(rotated_x)
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translated[0][2] = rotated_x[0][2] + 3.0
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translated[1][2] = rotated_x[1][2] + 3.0
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translated[2][2] = rotated_x[2][2] + 3.0
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projected = []
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projected.append(matric_mul(translated[0], projection_matrix))
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projected.append(matric_mul(translated[1], projection_matrix))
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projected.append(matric_mul(translated[2], projection_matrix))
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projected[0][0] += 1
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projected[0][1] += 1
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projected[1][0] += 1
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projected[1][1] += 1
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projected[2][0] += 1
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projected[2][1] += 1
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projected[0][0] *= .5 * ui.width
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projected[0][1] *= .5 * ui.height
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projected[1][0] *= .5 * ui.width
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projected[1][1] *= .5 * ui.height
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projected[2][0] *= .5 * ui.width
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projected[2][1] *= .5 * ui.height
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coords = [projected[0][0], projected[0][1], projected[1][0], projected[1][1], projected[2][0], projected[2][1]]
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ui.canvas.create_polygon(coords, fill="", outline="black")
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ui.canvas.update()
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ui.canvas.after(100, draw_scene)
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main()
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