私は次の 3D キューブを作成しました。たとえば、このキューブを移動するための変換関数を作成する必要があります。関数を翻訳しますが、ここでは 2D 用ですが、私のマインド スタックと私は混乱しています。
ここで、次のことをお願いします。この変換関数をコードにどのように調整できますか、またはキューブを移動して、以下のコードの vertices3 に変換する方法を誰かに教えてください。
誰か助けてください
import sys, math, pygame
class Point3D:
def __init__(self, x = 0, y = 0, z = 0):
self.x, self.y, self.z = float(x), float(y), float(z)
def rotateX(self, angle):
""" Rotates the point around the X axis by the given angle in degrees. """
rad = angle * math.pi / 180
cosa = math.cos(rad)
sina = math.sin(rad)
y = self.y * cosa - self.z * sina
z = self.y * sina + self.z * cosa
return Point3D(self.x, y, z)
def rotateY(self, angle):
""" Rotates the point around the Y axis by the given angle in degrees. """
rad = angle * math.pi / 180
cosa = math.cos(rad)
sina = math.sin(rad)
z = self.z * cosa - self.x * sina
x = self.z * sina + self.x * cosa
return Point3D(x, self.y, z)
def rotateZ(self, angle):
""" Rotates the point around the Z axis by the given angle in degrees. """
rad = angle * math.pi / 180
cosa = math.cos(rad)
sina = math.sin(rad)
x = self.x * cosa - self.y * sina
y = self.x * sina + self.y * cosa
return Point3D(x, y, self.z)
def project(self, win_width, win_height, fov, viewer_distance):
""" Transforms this 3D point to 2D using a perspective projection. """
factor = fov / (viewer_distance + self.z)
x = self.x * factor + win_width / 2
y = -self.y * factor + win_height / 2
return Point3D(x, y, 1)
class Simulation:
def __init__(self, win_width = 640, win_height = 480):
pygame.init()
self.screen = pygame.display.set_mode((win_width, win_height))
pygame.display.set_caption("3D Wireframe Cube Simulation (http://codeNtronix.com)")
self.clock = pygame.time.Clock()
self.vertices = [
Point3D(-1,-1,-1),
Point3D(-1,1,-1),
Point3D(1,1,-1),
Point3D(1,-1,-1),
Point3D(-1,1,1),
Point3D(1,1,1),
Point3D(1,-1,1),
Point3D(-1,-1,1)
]
self.vertices2 = [
Point3D(-1,-1,-1),
Point3D(-1,0,-1),
Point3D(0,0,-1),
Point3D(0,-1,-1),
Point3D(-1,0,0),
Point3D(0,0,0),
Point3D(0,-1,0),
Point3D(-1,-1,0)
]
self.vertices3 = [
Point3D(0,-1,-1),
Point3D(0,0,-1),
Point3D(1,0,-1),
Point3D(1,-1,-1),
Point3D(0,0,0),
Point3D(1,0,0),
Point3D(1,-1,0),
Point3D(0,-1,0)
]
# Define the vertices that compose each of the 6 faces. These numbers are
# indices to the vertices list defined above.
self.faces = [(0,1,2,3),(0,1,4,7),(4,5,6,7),(7,6,3,0),(5,6,3,2)]
self.faces2 = [(0,1,2,3),(0,1,4,7),(4,5,6,7),(7,6,3,0),(5,6,3,2)]
self.angleX, self.angleY, self.angleZ = 0, 0, 0
def run(self):
""" Main Loop """
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
self.clock.tick(50)
self.screen.fill((0,0,0))
# Will hold transformed vertices.
t = []
t1 = []
for v in self.vertices:
# Rotate the point around X axis, then around Y axis, and finally around Z axis.
r = v.rotateX(self.angleX).rotateY(self.angleY).rotateZ(self.angleZ)
# Transform the point from 3D to 2D
p = r.project(self.screen.get_width(), self.screen.get_height(), 256, 4)
# Put the point in the list of transformed vertices
t.append(p)
x, y = int(p.x), int(p.y)
self.screen.fill((255,0,0),(x,y,2,2))
for v1 in self.vertices2:
# Rotate the point around X axis, then around Y axis, and finally around Z axis.
r1 = v1.rotateX(self.angleX).rotateY(self.angleY).rotateZ(self.angleZ)
# Transform the point from 3D to 2D
p1 = r1.project(self.screen.get_width(), self.screen.get_height(), 256, 4)
# Put the point in the list of transformed vertices
t1.append(p1)
x, y = int(p1.x), int(p1.y)
self.screen.fill((255,0,0),(x,y,3,3))
for f in self.faces:
pygame.draw.line(self.screen, (255,255,255), (t[f[0]].x, t[f[0]].y), (t[f[1]].x, t[f[1]].y))
pygame.draw.line(self.screen, (255,255,255), (t[f[1]].x, t[f[1]].y), (t[f[2]].x, t[f[2]].y))
pygame.draw.line(self.screen, (255,255,255), (t[f[2]].x, t[f[2]].y), (t[f[3]].x, t[f[3]].y))
pygame.draw.line(self.screen, (255,255,255), (t[f[3]].x, t[f[3]].y), (t[f[0]].x, t[f[0]].y))
for f1 in self.faces2:
pygame.draw.line(self.screen, (255,255,255), (t1[f1[0]].x, t1[f1[0]].y), (t1[f1[1]].x, t1[f1[1]].y))
pygame.draw.line(self.screen, (255,255,255), (t1[f1[1]].x, t1[f1[1]].y), (t1[f1[2]].x, t1[f1[2]].y))
pygame.draw.line(self.screen, (255,255,255), (t1[f1[2]].x, t1[f1[2]].y), (t1[f1[3]].x, t1[f1[3]].y))
pygame.draw.line(self.screen, (255,255,255), (t1[f1[3]].x, t1[f1[3]].y), (t1[f1[0]].x, t1[f1[0]].y))
self.angleX += 1
self.angleY += 1
self.angleZ += 1
pygame.display.flip()
if __name__ == "__main__":
Simulation().run()