bluatigro
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Berichten: 6
Lid geworden op: di 30 jul 2013, 16:15

[python] 3d polygonen

dit is n poging tot t programmeren van

n 3d polygonen systeem

dit omdat ik opengl niet werkend kreeg

ik heb de code die [ voor mij ] overklaarbare errors zorgt ge#

senario :

- n draaiende kubus

error :

- er is alleen n zwart scherm te zien

? :

- waarom wordt mijn kubus niet getekend

cColor.py

Code: Selecteer alles


import math

# primary colors

black   = (   0 ,   0 ,   0 )

red	 = ( 255 ,   0 ,   0 )

green   = (   0 , 255 ,   0 )

yellow  = ( 255 , 255 ,   0 )

blue	= (   0 ,   0 , 255 )

magenta = ( 255 ,   0 , 255 )

cyan	= (   0 , 255 , 255 )

white   = ( 255 , 255 , 255 )

# mixed colors

orange  = ( 255 , 127 ,   0 )

pink	= ( 255 , 127 , 127 )

gray	= ( 127 , 127 , 127 )

purple  = ( 127 ,   0 , 127 )

def mix( kla , f , klb ) :

r1 , g1 , b1 = kla

r2 , g2 , b2 = klb

r = r1 + ( r2 - r1 ) * f

g = g1 + ( g2 - g1 ) * f

b = b1 + ( b2 - b1 ) * f

return int( r ) , int( g ) , int( b )

def rainbow( deg ) :

r = math.sin( deg * math.pi / 180 ) * 127 + 128

g = math.sin( ( deg - 120 ) * math.pi / 180 ) * 127 + 128

b = math.sin( ( deg + 120 ) * math.pi / 180 ) * 127 + 128

return int( r ) , int( g ) , int( b )

cVector3.py

Code: Selecteer alles


import math

class Vector3 :

def __init__( self , x = 0.0 , y = 0.0 , z = 0.0 ) :

self.x = x

self.y = y

self.z = z

@classmethod

def from_points( self ,  p1 , p2 ) :

return Vector3( p2[ 0 ] - p1[ 0 ] ,

p2[ 1 ] - p1[ 1 ] ,

p2[ 2 ] - p1[ 2 ] )

def lenght( self ) :

   return math.sqrt( self.x**2 + self.y**2 + self.z**2 )

def normalize( self ) :

   self.x /= self.lenght() + 1e-7

   self.y /= self.lenght() + 1e-7

   self.z /= self.lenght() + 1e-7

def __add__( self , r ) :

return Vector3( self.x + r.x ,

self.y + r.y ,

self.z + r.z )

def __sub__( self , r ) :

return Vector3( self.x - r.x ,

self.y - r.y ,

self.z - r.z )

def __neg__( self ) :

return Vector3( -self.x , -self.y , -self.z )

def __mul__( self , f ) :

return Vector3( self.x * f , self.y * f , self.z * f )

def __div__( self , f ) :

return Vector3( self.x / f , self.y / f , self.x / f )

def angle( self , v ) :

return math.acos( ( self.lenght() * v.lenght() ) /

  dot( self , v ) )

def cross( a , b ) :

return Vector3( a.y * b.z - a.z * b.y ,

a.z * b.x - a.x * b.z ,

a.x * b.y - a.y * b.x )

def dot( a , b ) :

return a.x * b.x + a.y * b.y + a.z * b.z + 1e-7

main code

Code: Selecteer alles


import pygame

from pygame.locals import *

import sys

from cVector3 import *

import math

from cColor import *

pygame.init()

width , height = 640 , 480

screen = pygame.display.set_mode( ( width , height ) , 0 , 32 )

class Matrix( object ) :

def __init__( self ) :

self.m = [ [ 1. , 0. , 0. , 0. ] ,

   [ 0. , 1. , 0. , 0. ] ,

   [ 0. , 0. , 1. , 0. ] ,

   [ 0. , 0. , 0. , 1. ] ]

def __mul__( self , r ) :

uit = Matrix()

for i in xrange( 3 ) :

for j in xrange( 3 ) :

uit.m[ i ][ j ] = 0

for k in xrange( 3 ) :

uit.m[ i ][ j ] += self.m[ i ][ k ] * r.m[ k ][ j ]

return uit

lv = []

for i in xrange( 64 ) :

lv.append( Matrix() )

  

lsk = []

for i in xrange( 64 ) :

lsk.append( Vector3() )

number = 0

def rad( x ) :

return x * math.pi / 180.

XYZ , XZY , YXZ , YZX , ZXY , ZYX = 1 , 2 , 3 , 4 , 5 , 6

def link( no , x , y , z , xz , yz , xy , ax , p ) :

if no < 1 or no > len( lv ) - 1 : return

if p < 0 or p > len( lv ) - 1 : return

if no == p : return

rotx = Matrix()

roty = Matrix()

rotz = Matrix()

trans = Matrix()

m = lv[ p ]

  

rotx.m[ 0 ][ 0 ] = math.cos( rad( yz ) )

rotx.m[ 0 ][ 1 ] = -math.sin( rad( yz ) )

rotx.m[ 1 ][ 0 ] = math.sin( rad( yz ) )

rotx.m[ 1 ][ 1 ] = math.cos( rad( yz ) )

  

roty.m[ 0 ][ 0 ] = math.cos( rad( xz ) )

roty.m[ 0 ][ 2 ] = -math.sin( rad( xz ) )

roty.m[ 2 ][ 0 ] = math.sin( rad( xz ) )

roty.m[ 2 ][ 2 ] = math.cos( rad( xz ) )

rotz.m[ 1 ][ 1 ] = math.cos( rad( xy ) )

rotz.m[ 1 ][ 2 ] = -math.sin( rad( xy ) )

rotz.m[ 2 ][ 1 ] = math.sin( rad( xy ) )

rotz.m[ 2 ][ 2 ] = math.cos( rad( xy ) )

trans.m[ 3 ][ 0 ] = x

trans.m[ 3 ][ 1 ] = y

trans.m[ 3 ][ 2 ] = z

if ax == XYZ :

lv[ no ] = m * rotx * roty * rotz * trans

elif ax == XZY :

lv[ no ] = m * rotx * rotz * roty * trans

elif ax == YXZ :

lv[ no ] = m * roty * rotx * rotz * trans

elif ax == YZX :

lv[ no ] = m * roty * rotz * rotx * trans

elif ax == ZXY :

lv[ no ] = m * rotz * rotz * roty * trans

elif ax == ZYX :

lv[ no ] = m * rotz * roty * rotx * trans

else :

lv[ no ] = m

number = no  

def child( no , x , y , z , lim , ax , p ) :

if lim < 0 or lim > len( lsk ) - 1 : return

link( no , x , y , z ,

  lsk[ lim ].y ,

  lsk[ lim ].x ,

  lsk[ lim ].z , ax , p )

def skelet( lim , x , y , z ) :

if lim < 0 or lim > len( lsk ) - 1 : return

lsk[ lim ].x = x

lsk[ lim ].y = y

lsk[ lim ].z = z

def spot( x , y , z ) :

m = lv[ number ]

hx = x * m.m[ 0 ][ 0 ]

+ y * m.m[ 1 ][ 0 ]

+ z * m.m[ 2 ][ 0 ]

+ m.m[ 3 ][ 0 ]

hy = x * m.m[ 0 ][ 1 ]

+ y * m.m[ 1 ][ 1 ]

+ z * m.m[ 2 ][ 1 ]

+ m.m[ 3 ][ 1 ]

hz = x * m.m[ 0 ][ 2 ]

+ y * m.m[ 1 ][ 2 ]

+ z * m.m[ 2 ][ 2 ]

+ m.m[ 3 ][ 2 ]

return ( hx , hy , hz )

  

class Triangle( object ) :

def __init__( self , p1 , p2 , p3 , clr ) :

p1.x , p1.y , p1.z = spot( p1.x , p1.y , p1.z )

p2.x , p2.y , p2.z = spot( p2.x , p2.y , p2.z )

p3.x , p3.y , p3.z = spot( p3.x , p3.y , p3.z )

  

self.p1 = p1

self.p2 = p2

self.p3 = p3

self.led = ( self.p1 + self.p2 + self.p3 ) / 3

self.normal = self.led + cross( self.p2 - self.p1 ,

self.p3 - self.p1 )

self.clr = clr

def draw( self  , light ) :

points = []

points.append(

( width / 2 + self.p1.x / ( self.p1.z + 1000 ) * 1000 ,

  height / 2 - self.p1.y / ( self.p1.z + 1000 ) * 1000 ) )

points.append(

( width / 2 + self.p2.x / ( self.p2.z + 1000 ) * 1000 ,

  height / 2 - self.p2.y / ( self.p2.z + 1000 ) * 1000 ) )

points.append(

( width / 2 + self.p3.x / ( self.p3.z + 1000 ) * 1000 ,

  height / 2 - self.p3.y / ( self.p3.z + 1000 ) * 1000 ) )

#		normal = self.normal - self.led

# 	   normal.normalize()  # ik krijg de indent op deze site niet goed

#		light.normalize()

#		angle = normal.angle( light ) # deze lijn geeft de error [ volgens python ]

#		self.clr = mix( self.clr , math.cos( angle ) / 2 + .5 , black )

  

pygame.draw.polygon( screen , self.clr , points )

class World( object ) :

def __init__( self ) :

self.tri = []

self.pnt = []

for i in xrange( 256 ) :

self.pnt.append( Vector3() )

  

def point( self , no , x , y , z ) :

if no < 0 or no > len( self.pnt ) - 1 : return

self.pnt[ no ].x = x

self.pnt[ no ].y = y

self.pnt[ no ].z = z

def tri( self , p1 , p2 , p3 , clr ) :

self.tri.append( Triangle( self.pnt[ p1 ] ,

   self.pnt[ p2 ] ,

   self.pnt[ p3 ] ,

   clr ) )

def quad( self , p1 , p2 , p3 , p4 , clr ) :

self.tri.append( Triangle( self.pnt[ p1 ] ,

   self.pnt[ p2 ] ,

   self.pnt[ p3 ] ,

   clr ) )

self.tri.append( Triangle( self.pnt[ p4 ] ,

   self.pnt[ p2 ] ,

   self.pnt[ p3 ] ,

   clr ) )

def draw( self , light ) :

# sort trianlges

for h in range( 1 , len( self.tri ) - 1 ) :

for l in range( 0 , h - 1) :

if self.tri[ h ].led.z < self.tri[ l ].led.z :

htri = self.tri[ h ]

self.tri[ h ] = self.tri[ l ]

self.tri[ l ] = htri

for i in xrange( len( self.tri ) - 1 ) :

self.tri[ i ].draw( light )

def color_cube( self , m , d ) :

self.point( 0 , m.x + d.x , m.y + d.y , m.z + d.z )

self.point( 1 , m.x + d.x , m.y + d.y , m.z - d.z )

self.point( 2 , m.x + d.x , m.y - d.y , m.z + d.z )

self.point( 3 , m.x + d.x , m.y - d.y , m.z - d.z )

self.point( 4 , m.x - d.x , m.y + d.y , m.z + d.z )

self.point( 5 , m.x - d.x , m.y + d.y , m.z - d.z )

self.point( 6 , m.x - d.x , m.y - d.y , m.z + d.z )

self.point( 7 , m.x - d.x , m.y - d.y , m.z - d.z )

  

self.quad( 0 , 1 , 3 , 2 , red )

self.quad( 7 , 6 , 4 , 5 , cyan )

self.quad( 0 , 1 , 5 , 4 , green )

self.quad( 7 , 6 , 3 , 2 , magenta )

self.quad( 0 , 2 , 6 , 4 , blue )

self.quad( 7 , 5 , 1 , 3 , yellow )

def clear( self ) :

self.tri[ : ] = []

world = World()

angle = 0.

angle_speed = 180. / 25.

clock = pygame.time.Clock()

pygame.display.set_caption( "VR 3D 1.0" )

while True :

for event in pygame.event.get() :

if event.type == QUIT :

sys.exit()

elif event.type == KEYDOWN :

if event.key == K_ESCAPE :

sys.exit()

screen.fill( black )

world.clear()

link( 1 , 0 , 0 , 0 , angle , angle , 0 , XYZ , 0 )

world.color_cube( Vector3( 0 , 0 , 0 ) , Vector3( 100 , 100 , 100 ) )

world.draw( Vector3( 0 , 200 , 0 ) )

clock.tick( 25 )

angle += angle_speed

pygame.display.update()

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