Python - 3D mapping, without 3D engines -
does know how this? want able map texture 3d cube in python.
here's code far,
from pygame import gfxdraw import pygame, sys, math def rotate2d(pos,rad): x,y=pos; s,c = math.sin(rad),math.cos(rad); return x*c-y*s,y*c+x*s class cam: def __init__(self,pos=(0,0,0),rot=(0,0)): self.pos=list(pos) self.rot=list(rot) def events(self,event): if event.type == pygame.mousemotion: x,y = event.rel x/=200;y/=200 self.rot[0]+=y; self.rot[1]+=x def update(self,dt,key): s=dt*10 if key[pygame.k_q]: self.pos[1]+=s if key[pygame.k_e]: self.pos[1]-=s x,y = s*math.sin(self.rot[1]),s*math.cos(self.rot[1]) if key[pygame.k_w]: self.pos[0]+=x;self.pos[2]+=y if key[pygame.k_s]: self.pos[0]-=x;self.pos[2]-=y if key[pygame.k_a]: self.pos[0]-=y;self.pos[2]+=x if key[pygame.k_d]: self.pos[0]+=y;self.pos[2]-=x class cube: vertices = (-1,-1,-1),(1,-1,-1),(1,1,-1),(-1,1,-1),(-1,-1,1),(1,-1,1),(1,1,1),(-1,1,1) edges = (0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),(0,4),(1,5),(2,6),(3,7) faces = (0,1,2,3),(4,5,6,7),(0,1,5,4),(2,3,7,6),(0,3,7,4),(1,2,6,5) colors = (255,0,0),(0,255,0),(0,0,255),(255,255,0),(255,0,255),(0,255,255) def __init__(self,pos=(0,0,0)): x,y,z = pos self.verts = [(x+x/2,y+y/2,z+z/2) x,y,z in self.vertices] pygame.init() w,h = 400,400; cx,cy = w//2,h//2; fov = min(w,h) screen = pygame.display.set_mode((w,h)) clock = pygame.time.clock() cam=cam((0,0,-5)) pygame.event.get(); pygame.mouse.get_rel() pygame.mouse.set_visible(0); pygame.event.set_grab(1); i1 = pygame.image.load("untitled.png") cubes = [cube((0,0,0)),cube((-2,0,0)),cube((2,0,0))] while true: dt = clock.tick()/1000 event = pygame.event.poll() if event.type == pygame.quit: pygame.quit();sys.exit() if event.type == pygame.keydown: if event.key == pygame.k_escape: pygame.quit();sys.exit() cam.events(event) screen.fill((0,0,0)) face_list = []; face_color = []; depth = [] obj in cubes: vert_list = []; screen_coords = [] x,y,z in obj.verts: x-=cam.pos[0] y-=cam.pos[1] z-=cam.pos[2] x,z = rotate2d((x,z),cam.rot[1]) y,z = rotate2d((y,z),cam.rot[0]) vert_list += [(x,y,z)] f=fov/z x,y = x*f,y*f screen_coords+=[(cx+int(x),cy+int(y))] f in range(len(obj.faces)): face = obj.faces[f] on_screen = false in face: x,y = screen_coords[i] if vert_list[i][2]>0 , x>0 , x<w , y>0 , y<h: on_screen = true; break if on_screen: coords = [screen_coords[i] in face] face_list += [coords] face_color += [obj.colors[f]] depth += [sum([sum(vert_list[j][i] j in face)**2 in range(3)])] order = sorted(range(len(face_list)),key=lambda i: depth[i],reverse=1) in order: try: x-=cam.pos[0] y-=cam.pos[1] z-=cam.pos[2] x,z = rotate2d((x,z),cam.rot[1]) y,z = rotate2d((y,z),cam.rot[0]) vert_list += [(x,y,z)] f=fov/z x,y = x*f,y*f #x2 = str(x) #x2 = int(x2.split('.')[0]) #{ # here textured polygon part!!!!! vvvvvvvv pygame.gfxdraw.textured_polygon(screen, face_list[i], i1, 0, 0) # !!! #} except: pass pygame.display.flip() key=pygame.key.get_pressed() cam.update(dt/10,key)
so far i'm using gfxdraw.textured_polygon, however, that's meant 2d. looks masked , weird. i've tried using x,y values instead of 0,0 in offsetting part.
i followed tutorial this: https://www.youtube.com/watch?v=g4e9iq0bixa
any wanted.
if need else please ask.
Comments
Post a Comment