Transformações no Espaço e Projeção Cônica: Implementação
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Revisão de 00h01min de 22 de maio de 2019 por Admin (discussão | contribs) (Criou página com 'Afluentes: Computação Gráfica = space.py = <syntaxhighlight lang=python n> import sys import math import pygame class Point: x = None y = None z = None...')
Afluentes: Computação Gráfica
space.py
import sys
import math
import pygame
class Point:
x = None
y = None
z = None
def __init__(self, vet):
self.x = vet[0]
self.y = vet[1]
self.z = vet[2]
def copy(self, p):
self.x = p.x
self.y = p.y
self.z = p.z
def get(self):
return [self.x, self.y, self.z]
class Cube:
screen = None
point = []
def __init__(self, screen):
self.screen = screen
self.point += [Point([0, 0, 0])]
self.point += [Point([-50, -50, -50])]
self.point += [Point([+50, -50, -50])]
self.point += [Point([+50, +50, -50])]
self.point += [Point([-50, +50, -50])]
self.point += [Point([-50, -50, +50])]
self.point += [Point([+50, -50, +50])]
self.point += [Point([+50, +50, +50])]
self.point += [Point([-50, +50, +50])]
self.translate(0, 0, 300)
def translate(self, tx, ty, tz):
for p in self.point:
p.x += tx
p.y += ty
p.z += tz
def scale(self, sx, sy, sz):
pivot = Point(self.point[0].get())
self.translate(-pivot.x, -pivot.y, -pivot.z)
for p in self.point:
p.x *= sx
p.y *= sy
p.z *= sz
self.translate(pivot.x, pivot.y, pivot.z)
def rotate_x(self, angle):
angle /= 100
pivot = Point(self.point[0].get())
self.translate(-pivot.x, -pivot.y, -pivot.z)
for p in self.point:
y = p.y
z = p.z
p.y = (y * math.cos(angle)) - (z * math.sin(angle))
p.z = (z * math.cos(angle)) + (y * math.sin(angle))
self.translate(pivot.x, pivot.y, pivot.z)
def rotate_y(self, angle):
angle /= 100
pivot = Point(self.point[0].get())
self.translate(-pivot.x, -pivot.y, -pivot.z)
for p in self.point:
x = p.x
z = p.z
p.x = (x * math.cos(angle)) - (z * math.sin(angle))
p.z = (z * math.cos(angle)) + (x * math.sin(angle))
self.translate(pivot.x, pivot.y, pivot.z)
def rotate_z(self, angle):
angle /= 100
pivot = Point(self.point[0].get())
self.translate(-pivot.x, -pivot.y, -pivot.z)
for p in self.point:
x = p.x
y = p.y
p.x = (x * math.cos(angle)) - (y * math.sin(angle))
p.y = (y * math.cos(angle)) + (x * math.sin(angle))
self.translate(pivot.x, pivot.y, pivot.z)
def line(self, p1, p2):
pygame.draw.line(self.screen, Color_line, (p1.x, p1.y), (p2.x, p2.y))
def perpective(self, i, point):
if conical and point.z != 0:
point.x = (DISTANCE / point.z) * point.x
point.y = (DISTANCE / point.z) * point.y
def draw(self):
p = []
for i in range(9):
point = Point(self.point[i].get())
self.perpective(i, point)
point.x += 400
point.y += 300
p += [point]
self.screen.fill(Color_screen)
self.line(p[0], p[0]) # draw point over pivot
for i in range(3):
self.line(p[i + 1], p[i + 2])
self.line(p[i + 5], p[i + 5 + 1])
self.line(p[i + 1], p[i + 5])
self.line(p[4], p[1])
self.line(p[8], p[4])
self.line(p[5], p[8])
pygame.display.flip()
def change(self, move):
if move == "translate_left":
self.translate(-SPEED, 0, 0)
elif move == "translate_right":
self.translate(SPEED, 0, 0)
elif move == "translate_up":
self.translate(0, -SPEED, 0)
elif move == "translate_down":
self.translate(0, SPEED, 0)
elif move == "translate_front":
self.translate(0, 0, SPEED)
elif move == "translate_back":
self.translate(0, 0, -SPEED)
elif move == "rotate_y_left":
self.rotate_y(-SPEED)
elif move == "rotate_y_right":
self.rotate_y(SPEED)
elif move == "rotate_x_up":
self.rotate_x(SPEED)
elif move == "rotate_x_down":
self.rotate_x(-SPEED)
elif move == "rotate_z_right":
self.rotate_z(SPEED)
elif move == "rotate_z_left":
self.rotate_z(-SPEED)
SPEED = 2
width = 800
height = 600
Color_screen = (0, 0, 0)
Color_line = (255, 255, 255)
conical = False
DISTANCE = 300
def main():
global conical
screen = pygame.display.set_mode((width, height))
cube = Cube(screen)
cube.draw()
move = ""
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_LEFT:
move = "translate_left"
elif event.key == pygame.K_RIGHT:
move = "translate_right"
elif event.key == pygame.K_DOWN:
move = "translate_down"
elif event.key == pygame.K_UP:
move = "translate_up"
elif event.key == pygame.K_q:
move = "translate_back"
elif event.key == pygame.K_e:
move = "translate_front"
elif event.key == pygame.K_a:
move = "rotate_y_left"
elif event.key == pygame.K_d:
move = "rotate_y_right"
elif event.key == pygame.K_w:
move = "rotate_x_up"
elif event.key == pygame.K_s:
move = "rotate_x_down"
elif event.key == pygame.K_x:
move = "rotate_z_right"
elif event.key == pygame.K_z:
move = "rotate_z_left"
elif event.key == pygame.K_c:
conical = not conical
elif event.key == pygame.K_ESCAPE:
sys.exit(0)
elif event.type == pygame.KEYUP:
move = ""
cube.change(move)
cube.draw()
main()