Cleaned up the proof of concept code to be more object oriented. Functionally, some mouse and key bindings were added to make the demo a bit more interactive.
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import vectors
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class Matrix4x4:
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def __init__(self):
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self.row0 = None
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self.row1 = None
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self.row2 = None
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self.row3 = None
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def __init__(self, row0, row1, row2, row3):
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if not isinstance(row0, vectors.Vector4d):
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raise ValueError("Row must be a Vector4d object.", row0)
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if not isinstance(row1, vectors.Vector4d):
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raise ValueError("Row must be a Vector4d object.", row1)
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if not isinstance(row2, vectors.Vector4d):
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raise ValueError("Row must be a Vector4d object.", row2)
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if not isinstance(row3, vectors.Vector4d):
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raise ValueError("Row must be a Vector4d object.", row3)
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self.row0 = row0
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self.row1 = row1
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self.row2 = row2
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self.row3 = row3
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def multiply_3d(self, vector3d):
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x = vector3d.x * self.row0.x + vector3d.y * self.row1.x + vector3d.z * self.row2.x + self.row3.x
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y = vector3d.x * self.row0.y + vector3d.y * self.row1.y + vector3d.z * self.row2.y + self.row3.y
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z = vector3d.x * self.row0.z + vector3d.y * self.row1.z + vector3d.z * self.row2.z + self.row3.z
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w = vector3d.x * self.row0.w + vector3d.y * self.row1.w + vector3d.z * self.row2.w + self.row3.w
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if w != 0:
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x /= w
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y /= w
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z /= w
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return vectors.Vector3d(x, y, z)
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class Matrix3x3:
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def __init__(self):
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self.row0 = None
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self.row1 = None
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self.row2 = None
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def __init__(self, row0, row1, row2):
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self.row0 = row0
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self.row1 = row1
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self.row2 = row2
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