This repository was archived by the owner on Sep 16, 2021. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathshape_class.py
More file actions
112 lines (90 loc) · 3.63 KB
/
shape_class.py
File metadata and controls
112 lines (90 loc) · 3.63 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
from data_structures import Vector
from assistance_functions import map_from_to
import pygame
from random import randint
from math import pi
def vectorise_data(raw):
"""Converts a list of [x,y,z] data to Vector(x,y,z)"""
temp = []
for vert in raw:
temp.append(Vector(vert[0], vert[1], vert[2]))
return temp
def assign_id(vectors):
i = 0
for vec in vectors:
vec.id = i
i += 1
return vectors
class Shape():
def __init__(self, size, verts, faces, texture_verts, normals):
self.size = size
self.verts = assign_id(vectorise_data(verts))
self.faces = faces
self.texture_verts = vectorise_data(texture_verts)
self.draw_averages = False
self.average_size = 5
self.draw_normals = False
for vert in self.verts:
r = randint(0, 255)
g = randint(0, 255)
b = randint(0, 255)
vert.texture = [r, g, b]
self.normals = []
for norm in vectorise_data(normals):
norm.mult(-1)
self.normals.append(norm)
def flip(self):
"""Flips the model 180 degrees (1 PI radians), sometimes OBJ files are exported upside down"""
for vert in self.verts:
vert.rotate_x(pi)
def rotate(self, x=0, y=0.01, z=0):
"""Rotates the model around it's local center, arguments are specified in radians"""
for vert in self.verts:
vert.rotate_x(x)
vert.rotate_y(y)
vert.rotate_z(z)
def draw_line(self, screen):
"""Draws the shape as a mesh of lines between the verticies"""
for vert in self.faces:
polygon = []
for i in vert:
polygon.append(self.verts[i-1].get_xy_center(self.size))
color = self.verts[i-1].texture
pygame.draw.lines(screen, color, True, polygon)
def draw_point(self, screen):
"""Draws the shape as a set of unconected verticies"""
for vert in self.verts:
pygame.draw.circle(screen, [255, 255, 255], vert.get_xy_center(self.size), 2)
def draw_face(self, screen, depth_test=True):
"""Draws the shape as a set of faces, depth check is turned on by default, should you need to disable it, pass in depth_test=False"""
averages = []
def dist(elem):
avrg = Vector(0,0,0)
for vert in elem:
avrg.add(vert)
avrg.div(len(elem))
averages.append(avrg)
if depth_test:
return ((0 - avrg.x)**2 + (0 - avrg.y)**2 + (-1000 - avrg.z)**2)
else:
return 0
polygons = []
for vert in self.faces:
polygon = []
for i in vert:
polygon.append(self.verts[i-1])
polygons.append(polygon)
for verts in sorted(polygons, key=dist):
polygon = []
for i in verts:
polygon.append(i.get_xy_center(self.size))
color = verts[0].texture
pygame.draw.polygon(screen, color, polygon)
if self.draw_averages:
for average in averages:
pygame.draw.circle(screen, [255, 0, 0], average.get_xy_center(self.size), self.average_size)
if self.draw_normals:
for average, normal in zip(averages, self.normals):
pos = average - normal
pos.mult(2)
pygame.draw.line(screen, [0, 255, 0], average.get_xy_center(self.size), pos.get_xy_center(self.size), 3)