import window import math import copy from matrix import Matrix4x4, Matrix3x3 from vectors import Vector4d, Vector3d, Vector2d from engine import Mesh from triangle import Triangle ui = window.Window(600, 600) near_plane = 0.1 far_plane = 1000.0 fov = 90.0 #''' tris =[ Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,0.0)), Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,0.0,0.0)), Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,1.0,1.0)), Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,0.0,1.0)), Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(1.0,1.0,1.0),Vector3d(0.0,1.0,1.0)), Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,0.0,1.0)), Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,1.0,0.0)), Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,0.0),Vector3d(0.0,0.0,0.0)), Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(0.0,1.0,1.0),Vector3d(1.0,1.0,1.0)), Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,1.0,0.0)), Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,1.0),Vector3d(0.0,0.0,0.0)), Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,0.0),Vector3d(1.0,0.0,0.0)) ] #''' #tris = Mesh() def main(): #tris.load_obj_file('teddy.obj') ui.thetax = 1 ui.thetay = 1 ui.window.bind('', left) ui.window.bind('', right) ui.window.bind('', up) ui.window.bind('', down) 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.thetax -= .1 draw_scene() def right(event): ui.thetax += .1 draw_scene() def up(event): ui.thetay += .1 draw_scene() def down(event): ui.thetay -= .1 draw_scene() def mouse_start(event): ui.canvas.old_coords = event.x, event.y def mouse_end(event): 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 if x < 0: ui.thetax -= .01 else: ui.thetax += .01 if y < 0: ui.thetay -= .01 else: ui.thetay += .01 draw_scene() #ui.theta += x / ui.width def draw_scene(): ui.canvas.delete("all") #ui.theta += .01 # scaling factor aspect_ratio = ui.height / ui.width projection_matrix = Matrix4x4.get_projection_matrix(fov, aspect_ratio, near_plane, far_plane) rotation_matrix_y = Matrix4x4.get_y_rotation_matrix(ui.thetax) rotation_matrix_x = Matrix4x4.get_x_rotation_matrix(ui.thetay) triangles = [] for tri in tris: # Rotate on the z-axis row1 = rotation_matrix_y.multiply_3d(tri.row1) row2 = rotation_matrix_y.multiply_3d(tri.row2) row3 = rotation_matrix_y.multiply_3d(tri.row3) rotated_y = Matrix3x3(row1, row2, row3) # Rotate on the x-axis row1 = rotation_matrix_x.multiply_3d(rotated_y.row1) row2 = rotation_matrix_x.multiply_3d(rotated_y.row2) row3 = rotation_matrix_x.multiply_3d(rotated_y.row3) rotated_x = Matrix3x3(row1, row2, row3) # The offset into the screen translated = copy.copy(rotated_x) translated.row1.z += 3.0 translated.row2.z += 3.0 translated.row3.z += 3.0 # Use cross-product to get the surface normal (a Vector3d) x = translated.row2.x - translated.row1.x y = translated.row2.y - translated.row1.y z = translated.row2.z - translated.row1.z line1 = Vector3d(x, y, z) x = translated.row3.x - translated.row1.x y = translated.row3.y - translated.row1.y z = translated.row3.z - translated.row1.z line2 = Vector3d(x, y, z) normal = line1.cross_product(line2) # Now we normalize the normal length = math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z) normal.x /= length normal.y /= length normal.z /= length # Do we display this triangle? if normal.dot_product(translated.row1) < 0.0: # Lighting light = Vector3d(0, 0, -1) # Shining at the player. length = math.sqrt(light.x * light.x + light.y * light.y + light.z * light.z) light.x /= length light.y /= length light.z /= length dot_product = normal.dot_product(light) r = abs(int(255 * dot_product)) # Scale into view row1 = projection_matrix.multiply_3d(translated.row1) row2 = projection_matrix.multiply_3d(translated.row2) row3 = projection_matrix.multiply_3d(translated.row3) projected = Matrix3x3(row1, row2, row3) projected.row1.x += 1 projected.row1.y += 1 projected.row2.x += 1 projected.row2.y += 1 projected.row3.x += 1 projected.row3.y += 1 projected.row1.x *= .5 * ui.width projected.row1.y *= .5 * ui.height projected.row2.x *= .5 * ui.width projected.row2.y *= .5 * ui.height projected.row3.x *= .5 * ui.width projected.row3.y *= .5 * ui.height t = Triangle(projected) t.color = r t.average = (t.coords.row1.z + t.coords.row2.z + t.coords.row3.z) / 3 triangles.append(t) # Sort the triangles so they are drawn in order. triangles.sort(key=lambda r: r.average, reverse = True) for projected in triangles: r = projected.color coords = [projected.coords.row1.x, projected.coords.row1.y, projected.coords.row2.x, projected.coords.row2.y, projected.coords.row3.x, projected.coords.row3.y] ui.canvas.create_polygon(coords, fill=from_rgb(r, r, r), outline="black") ui.canvas.update() #ui.canvas.after(100, draw_scene) def from_rgb(r, b, g): return "#%02x%02x%02x" %(r, g, b) main()