import window import math import copy from matrix import Matrix4x4, Matrix3x3 from vectors import Vector4d, Vector3d, Vector2d from engine import Mesh ui = window.Window(600, 600) near_plane = 0.1 far_plane = 1000.0 fov = 90.0 tris = Mesh() def main(): tris.load_obj_file('shuttle.obj') ui.thetax = 1 ui.window.bind('', left) ui.window.bind('', right) ui.window.bind('', mouse_start) ui.canvas.bind('', mouse_end) ui.canvas.old_coords = None ui.window.after(0, draw_scene) ui.show() def left(event): ui.theta -= .01 def right(event): ui.theta += .01 def mouse_start(event): #x, y = ui.canvas.old_coords = event.x, event.y #x, y def mouse_end(event): x, y = ui.canvas.old_coords[0] - event.x, ui.canvas.old_coords[1] - event.y if x < 0: ui.theta += .01 else: ui.theta -= .01 print(ui.theta) if y < 0: ui.thetax += .01 else: ui.thetax -= .01 #ui.theta += x / ui.width def draw_scene(): ui.canvas.delete("all") #ui.theta += .01 # scaling factor aspect_ratio = ui.height / ui.width fov_rad = ui.theta / math.tan(fov * 0.5 / 180.0 * math.pi) row0 = Vector4d(aspect_ratio * fov_rad, 0, 0, 0) row1 = Vector4d(0, fov_rad, 0, 0) row2 = Vector4d(0, 0, far_plane / (far_plane - near_plane), 1.0) row3 = Vector4d(0, 0, -far_plane * near_plane / (far_plane - near_plane), 0) projection_matrix = Matrix4x4(row0, row1, row2, row3) row0 = Vector4d(math.cos(ui.theta), math.sin(ui.theta), 0, 0) row1 = Vector4d(-math.sin(ui.theta), math.cos(ui.theta), 0, 0) row2 = Vector4d(0, 0, 1, 0) row3 = Vector4d(0, 0, 0, 1) rotation_matrix_z = Matrix4x4(row0, row1, row2, row3) row0 = Vector4d(1, 0, 0, 0) row1 = Vector4d(0, math.cos(ui.thetax * 0.5), math.sin(ui.thetax * 0.5), 0) row2 = Vector4d(0, -math.sin(ui.thetax * 0.5), math.cos(ui.thetax * 0.5), 0) row3 = Vector4d(0, 0, 0, 1) rotation_matrix_x = Matrix4x4(row0, row1, row2, row3) for tri in tris.triangles: # Rotate on the z-axis row0 = rotation_matrix_z.multiply_3d(tri.row0) row1 = rotation_matrix_z.multiply_3d(tri.row1) row2 = rotation_matrix_z.multiply_3d(tri.row2) rotated_z = Matrix3x3(row0, row1, row2) # Rotate on the x-axis row0 = rotation_matrix_x.multiply_3d(rotated_z.row0) row1 = rotation_matrix_x.multiply_3d(rotated_z.row1) row2 = rotation_matrix_x.multiply_3d(rotated_z.row2) rotated_x = Matrix3x3(row0, row1, row2) # The offset into the screen translated = copy.copy(rotated_x) translated.row0.z += 8.0 translated.row1.z += 8.0 translated.row2.z += 8.0 # Scale into view row0 = projection_matrix.multiply_3d(translated.row0) row1 = projection_matrix.multiply_3d(translated.row1) row2 = projection_matrix.multiply_3d(translated.row2) projected = Matrix3x3(row0, row1, row2) projected.row0.x += 1 projected.row0.y += 1 projected.row1.x += 1 projected.row1.y += 1 projected.row2.x += 1 projected.row2.y += 1 projected.row0.x *= .5 * ui.width projected.row0.y *= .5 * ui.height projected.row1.x *= .5 * ui.width projected.row1.y *= .5 * ui.height projected.row2.x *= .5 * ui.width projected.row2.y *= .5 * ui.height coords = [projected.row0.x, projected.row0.y, projected.row1.x, projected.row1.y, projected.row2.x, projected.row2.y] ui.canvas.create_polygon(coords, fill="", outline="black") ui.canvas.update() ui.canvas.after(100, draw_scene) main()