Updated how the vertices and matrices can be accessed. That is via indices ([x][y]) or just by named properties (like x or y).
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@@ -30,7 +30,7 @@ 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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def main():
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#tris.load_obj_file('teddy.obj')
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ui.thetax = 1
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ui.thetay = 1
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ui.thetaz = 1
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ui.window.bind('<Left>', left)
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ui.window.bind('<Right>', right)
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ui.window.bind('<Up>', up)
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@@ -42,19 +42,19 @@ def main():
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ui.show()
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def left(event):
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ui.thetax -= .1
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ui.thetaz += .1
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draw_scene()
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def right(event):
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ui.thetax += .1
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ui.thetaz -= .1
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draw_scene()
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def up(event):
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ui.thetay += .1
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ui.thetax += .1
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draw_scene()
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def down(event):
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ui.thetay -= .1
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ui.thetax -= .1
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draw_scene()
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def mouse_start(event):
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@@ -68,9 +68,9 @@ def mouse_end(event):
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ui.thetax += .01
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if y < 0:
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ui.thetay -= .01
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ui.thetaz -= .01
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else:
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ui.thetay += .01
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ui.thetaz += .01
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draw_scene()
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#ui.theta += x / ui.width
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@@ -81,18 +81,25 @@ def draw_scene():
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aspect_ratio = ui.height / ui.width
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projection_matrix = Matrix4x4.get_projection_matrix(fov, aspect_ratio, near_plane, far_plane)
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rotation_matrix_y = Matrix4x4.get_y_rotation_matrix(ui.thetax)
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rotation_matrix_x = Matrix4x4.get_x_rotation_matrix(ui.thetay)
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rotation_matrix_z = Matrix4x4.get_y_rotation_matrix(ui.thetaz * .5)
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rotation_matrix_x = Matrix4x4.get_x_rotation_matrix(ui.thetax)
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#translation = Matrix4x4.get_translation_matrix(Vector3d(0, 0, 16))
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#world_matrix = Matrix4x4.get_identity_matrix()
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#world_matrix = rotation_matrix_z.multiply_matrix(rotation_matrix_x)
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#world_matrix = world_matrix.multiply_matrix(translation)
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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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row1 = rotation_matrix_y.multiply_3d(tri.row1)
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row2 = rotation_matrix_y.multiply_3d(tri.row2)
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row3 = rotation_matrix_y.multiply_3d(tri.row3)
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row1 = rotation_matrix_z.multiply_3d(tri.row1)
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row2 = rotation_matrix_z.multiply_3d(tri.row2)
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row3 = rotation_matrix_z.multiply_3d(tri.row3)
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rotated_y = Matrix3x3(row1, row2, row3)
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# Rotate on the x-axis
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