Added more math functionsto the vectors and matrix classes.
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@@ -61,7 +61,7 @@ def mouse_start(event):
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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 = event.x - ui.width / 2, event.y - ui.height / 2#ui.canvas.old_coords[0] - event.x, ui.canvas.old_coords[1] - event.y
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x, y = event.x - ui.width / 2, event.y - ui.height / 2
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if x < 0:
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ui.thetax -= .01
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else:
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@@ -73,11 +73,9 @@ def mouse_end(event):
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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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def draw_scene():
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ui.canvas.delete("all")
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#ui.theta += .01 # scaling factor
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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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@@ -86,79 +84,56 @@ def draw_scene():
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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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translation = Matrix4x4.get_translation_matrix(Vector3d(0, 0, 3))
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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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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_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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row1 = world_matrix.multiply_3d(tri[0])
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row2 = world_matrix.multiply_3d(tri[1])
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row3 = world_matrix.multiply_3d(tri[2])
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rotated_y = Matrix3x3(row1, row2, row3)
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# Rotate on the x-axis
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row1 = rotation_matrix_x.multiply_3d(rotated_y.row1)
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row2 = rotation_matrix_x.multiply_3d(rotated_y.row2)
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row3 = rotation_matrix_x.multiply_3d(rotated_y.row3)
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transformed = Matrix3x3(row1, row2, row3)
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rotated_x = Matrix3x3(row1, row2, row3)
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# The offset into the screen
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translated = copy.copy(rotated_x)
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translated.row1.z += 3.0
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translated.row2.z += 3.0
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translated.row3.z += 3.0
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# Use cross-product to get the surface normal (a Vector3d)
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x = translated.row2.x - translated.row1.x
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y = translated.row2.y - translated.row1.y
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z = translated.row2.z - translated.row1.z
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line1 = Vector3d(x, y, z)
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x = translated.row3.x - translated.row1.x
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y = translated.row3.y - translated.row1.y
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z = translated.row3.z - translated.row1.z
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line2 = Vector3d(x, y, z)
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line1 = transformed.row2.subtract_3d(transformed.row1)
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line2 = transformed.row3.subtract_3d(transformed.row1)
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normal = line1.cross_product(line2)
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# Now we normalize the normal
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length = math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z)
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normal.x /= length
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normal.y /= length
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normal.z /= length
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normal = normal.get_normalized_form()
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# Do we display this triangle?
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if normal.dot_product(translated.row1) < 0.0:
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if normal.dot_product(transformed.row1) < 0.0:
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# Lighting
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light = Vector3d(0, 0, -1) # Shining at the player.
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length = math.sqrt(light.x * light.x + light.y * light.y + light.z * light.z)
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light.x /= length
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light.y /= length
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light.z /= length
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light = light.get_normalized_form()
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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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row1 = projection_matrix.multiply_3d(translated.row1)
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row2 = projection_matrix.multiply_3d(translated.row2)
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row3 = projection_matrix.multiply_3d(translated.row3)
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row1 = projection_matrix.multiply_3d(transformed.row1)
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row2 = projection_matrix.multiply_3d(transformed.row2)
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row3 = projection_matrix.multiply_3d(transformed.row3)
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projected = Matrix3x3(row1, row2, row3)
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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.row3.x += 1
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projected.row3.y += 1
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projected.row1 = projected.row1.divide_3d(1)
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projected.row2 = projected.row2.divide_3d(1)
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projected.row3 = projected.row3.divide_3d(1)
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offset = Vector3d(1, 1, 0)
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projected.row1 = projected.row1.add_3d(offset)
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projected.row2 = projected.row2.add_3d(offset)
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projected.row3 = projected.row3.add_3d(offset)
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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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