243 lines
7.2 KiB
Python
243 lines
7.2 KiB
Python
import window
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import math
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import copy
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from tkinter.font import Font
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from matrix import Matrix4x4, Matrix3x3
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from vectors import Vector4d, Vector3d, Vector2d
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from engine import Mesh
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from triangle import Triangle
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ui = window.Window(600, 600)
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near_plane = 0.1
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far_plane = 1000.0
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fov = 90.0
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'''
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tris =[
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Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,0.0)),
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Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,0.0,0.0)),
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Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,1.0,1.0)),
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Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,0.0,1.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(1.0,1.0,1.0),Vector3d(0.0,1.0,1.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,0.0,1.0)),
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Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,1.0,0.0)),
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Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,0.0),Vector3d(0.0,0.0,0.0)),
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Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(0.0,1.0,1.0),Vector3d(1.0,1.0,1.0)),
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Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,1.0,0.0)),
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Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,1.0),Vector3d(0.0,0.0,0.0)),
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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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]
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tris = [
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Matrix3x3(Vector3d(0,0,0),Vector3d(0,2000,0.0),Vector3d(1,1,0))
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]'''
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tris = Mesh()
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def main():
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tris.load_obj_file('reduced.obj')
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#tris.load_csv('values.csv')
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ui.scale = 3
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ui.thetax = 1
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ui.thetaz = 1
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ui.canvas.configure(scrollregion = ui.canvas.bbox("all"))
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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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ui.window.bind('<Down>', down)
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ui.window.bind('<Button-4>', wheel)
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ui.window.bind('<Button-5>', wheel)
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#ui.window.bind('<ButtonPress-1>', mouse_start)
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ui.canvas.bind('<B1-Motion>', mouse_end)
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ui.canvas.bind('<Motion>', mouse_motion)
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ui.canvas.old_coords = None
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ui.canvas.just_the_tip = ui.canvas.create_rectangle(0, 0, 0, 0, fill='blue')
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ui.canvas.just_the_label = ui.canvas.create_text(0, 0)
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ui.window.after(0, draw_scene)
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ui.show()
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def wheel(event):
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# respond to Linux or Windows wheel event
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#if event.num == 5 or event.delta == -120:
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if event.num == 4:
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ui.scale -= .5
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else:
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ui.scale += .5
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if ui.scale < 1.5:
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ui.scale = 1.5
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draw_scene()
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def left(event):
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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.thetaz -= .1
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#draw_scene()
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ui.canvas.yview_moveto(.1)
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ui.canvas.update()
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def up(event):
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ui.thetax += .1
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draw_scene()
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ui.canvas.create_text(100, 100, text="Up pressed")
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def down(event):
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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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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
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if x < 0:
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ui.thetax -= .01
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else:
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ui.thetax += .01
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if y < 0:
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ui.thetaz -= .01
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else:
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ui.thetaz += .01
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draw_scene()
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def mouse_motion(event):
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x, y = event.x, event.y
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draw_x = x
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draw_y = y
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id = ui.canvas.find_closest(x, y)
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n = ui.canvas.coords(id)
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if len(n) != 6: return
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text = "1250 = 100((1 -1.08 ^ -240) / 0.08) | 95%"#"Nearest Triangle: (%d, %d) (%d, %d) (%d, %d)" %(n[0], n[1], n[2], n[3], n[4], n[5])#"Now the tool tip auto sizes to fit text"
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width = Font(size=12, family="Hack").measure(text)
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if width + x > ui.width:
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draw_x = x - width - 30
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if draw_x < 0:
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draw_x = 0
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y += 20
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ui.canvas.delete(ui.canvas.just_the_tip)
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ui.canvas.delete(ui.canvas.just_the_label)
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ui.canvas.just_the_tip = ui.canvas.create_rectangle(draw_x + 14, y, draw_x + width + 16, y + 20, fill='grey')
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ui.canvas.just_the_label = ui.canvas.create_text(draw_x + width / 2 + 15, y + 9, font="Hack 12", text=text)
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ui.canvas.update()
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#width = tk.font.Font(size=12, family="Times New Roman").measure("Some Tool Tip Nonsense")
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#heigth = ui.canvas.find_withtag(ui.canvas.just_the_label) #.winfo_height()
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#print(width)
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#ui.canvas.delete(ui.canvas.just_the_label)
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#ui.canvas.just_the_label = ui.canvas.create_text(x + width, y + y/2, text="Some tool tip nonsense")
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#ui.canvas.update()
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def draw_scene():
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ui.canvas.delete("all")
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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_z = Matrix4x4.get_y_rotation_matrix(ui.thetaz * .5)
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#print("Z:\n%s" %(rotation_matrix_z))
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rotation_matrix_x = Matrix4x4.get_x_rotation_matrix(ui.thetax)
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#print("X:\n%s" %(rotation_matrix_x))
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translation = Matrix4x4.get_translation_matrix(Vector3d(0, 0, ui.scale))
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#print("T:\n%s" %(translation))
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world_matrix = Matrix4x4.get_identity_matrix()
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#print("W:\n%s" %(world_matrix))
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world_matrix = rotation_matrix_z.multiply_matrix(rotation_matrix_x)
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#print("W * Z:\n%s" %(world_matrix))
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world_matrix = world_matrix.multiply_matrix(translation)
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#print("W * T:\n%s" %(world_matrix))
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triangles = []
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for tri in tris:
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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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transformed = Matrix3x3(row1, row2, row3)
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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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normal = normal.get_normalized_form()
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# Do we display this triangle?
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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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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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color = compute(r)
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# Scale into view
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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 = 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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projected.row2.y *= .5 * ui.height
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projected.row3.x *= .5 * ui.width
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projected.row3.y *= .5 * ui.height
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t = Triangle(projected)
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t.color = color
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t.average = (t.coords.row1.z + t.coords.row2.z + t.coords.row3.z) / 3
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triangles.append(t)
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# Sort the triangles so they are drawn in order.
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triangles.sort(key=lambda r: r.average, reverse = True)
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for projected in triangles:
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r = projected.color
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'''
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print("1: x:%f.2 y:%f.2" %(projected.coords.row1.x, projected.coords.row1.y))
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print("2: x:%f.2 y:%f.2" %(projected.coords.row2.x, projected.coords.row2.y))
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print("3: x:%f.2 y:%f.2" %(projected.coords.row3.x, projected.coords.row3.y))
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print()
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'''
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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]
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ui.canvas.create_polygon(coords, fill=from_rgb(r[0], r[1], r[2]), outline=from_rgb(0, 255, 0))
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ui.canvas.update()
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#ui.canvas.after(100, draw_scene)
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def from_rgb(r, b, g):
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return "#%02x%02x%02x" %(r, g, b)
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def compute(r):
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r = r * 0.38
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b = r
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g = r * 1.6
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if g > 255:
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g = 255
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return (int(r), int(g), int(b))
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main()
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