This commit is contained in:
2024-04-20 22:27:45 +02:00
Unverified
parent 8766725953
commit a7b1873e2a
9 changed files with 378 additions and 160 deletions

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@@ -2,4 +2,4 @@ from src.app import App
if __name__ == "__main__": if __name__ == "__main__":
app = App() app = App()
app.main() app.main()

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@@ -1,115 +1,97 @@
import pygame as pg from src.renderer import Renderer
import numpy as np
from math import *
import src.constants as cn
import transformation as tm
from src.object_builder import ObjectBuilder from src.object_builder import ObjectBuilder
from src.object import Object
from src.camera import Camera
class App: class App:
clock: pg.time.Clock renderer : Renderer
screen: pg.Surface
camera: Camera
objects = list[Object]
def __init__(self): def __init__(self):
self.clock = pg.time.Clock() self.renderer = Renderer(1280, 720)
self.screen = pg.display.set_mode(cn.WINDOW_SIZE) self.renderer.caption = "Virtual camera"
self.objects = []
self.camera = Camera(-5, 6, -55)
self.create_objects()
def create_objects(self):
obj_builder = ObjectBuilder()
va = obj_builder.add_vertex(-1, -1, 1)
vb = obj_builder.add_vertex( 1, -1, 1)
vc = obj_builder.add_vertex( 1, 1, 1)
vd = obj_builder.add_vertex(-1, 1, 1)
ve = obj_builder.add_vertex(-1, -1, -1)
vf = obj_builder.add_vertex( 1, -1, -1)
vg = obj_builder.add_vertex( 1, 1, -1)
vh = obj_builder.add_vertex(-1, 1, -1)
obj_builder.add_vertices_connection(va, vb)
obj_builder.add_vertices_connection(va, vd)
obj_builder.add_vertices_connection(vd, vc)
obj_builder.add_vertices_connection(vb, vc)
obj_builder.add_vertices_connection(ve, vf)
obj_builder.add_vertices_connection(ve, vh)
obj_builder.add_vertices_connection(vh, vg)
obj_builder.add_vertices_connection(vf, vg)
obj_builder.add_vertices_connection(va, ve)
obj_builder.add_vertices_connection(vb, vf)
obj_builder.add_vertices_connection(vd, vh)
obj_builder.add_vertices_connection(vc, vg)
self.objects.append(obj_builder.build())
def main(self): def main(self):
self.setup() obj_builder1 = ObjectBuilder()
while True: va = obj_builder1.add_vertex(-1, 1, 1)
self.clock.tick(cn.FPS) vb = obj_builder1.add_vertex( 1, 1, 1)
for event in pg.event.get(): vc = obj_builder1.add_vertex( 1, 3, 1)
self.handle_event(event) vd = obj_builder1.add_vertex(-1, 3, 1)
self.update() ve = obj_builder1.add_vertex(-1, 1, -1)
vf = obj_builder1.add_vertex( 1, 1, -1)
vg = obj_builder1.add_vertex( 1, 3, -1)
vh = obj_builder1.add_vertex(-1, 3, -1)
obj_builder1.add_vertices_connection(va, vb)
obj_builder1.add_vertices_connection(va, vd)
obj_builder1.add_vertices_connection(vd, vc)
obj_builder1.add_vertices_connection(vb, vc)
obj_builder1.add_vertices_connection(ve, vf)
obj_builder1.add_vertices_connection(ve, vh)
obj_builder1.add_vertices_connection(vh, vg)
obj_builder1.add_vertices_connection(vf, vg)
obj_builder1.add_vertices_connection(va, ve)
obj_builder1.add_vertices_connection(vb, vf)
obj_builder1.add_vertices_connection(vd, vh)
obj_builder1.add_vertices_connection(vc, vg)
self.renderer.add_object(obj_builder1.build())
def handle_event(self, event: pg.event.Event): obj_builder2 = ObjectBuilder()
match event.type: wa = obj_builder2.add_vertex(-2, 0, 2)
case pg.QUIT: wb = obj_builder2.add_vertex( 2, 0, 2)
self.quit() wc = obj_builder2.add_vertex( 2, 4, 2)
case pg.KEYDOWN: wd = obj_builder2.add_vertex(-2, 4, 2)
match event.key: we = obj_builder2.add_vertex(-2, 0, -2)
case pg.K_ESCAPE: wf = obj_builder2.add_vertex( 2, 0, -2)
self.quit() wg = obj_builder2.add_vertex( 2, 4, -2)
case pg.K_s: wh = obj_builder2.add_vertex(-2, 4, -2)
self.camera.move_backward() obj_builder2.add_vertices_connection(wa, wb)
case pg.K_w: obj_builder2.add_vertices_connection(wa, wd)
self.camera.move_forward() obj_builder2.add_vertices_connection(wd, wc)
case pg.K_d: obj_builder2.add_vertices_connection(wb, wc)
self.camera.move_right() obj_builder2.add_vertices_connection(we, wf)
case pg.K_a: obj_builder2.add_vertices_connection(we, wh)
self.camera.move_left() obj_builder2.add_vertices_connection(wh, wg)
case pg.K_SPACE: obj_builder2.add_vertices_connection(wf, wg)
self.camera.move_up() obj_builder2.add_vertices_connection(wa, we)
case pg.K_LSHIFT: obj_builder2.add_vertices_connection(wb, wf)
self.camera.move_down() obj_builder2.add_vertices_connection(wd, wh)
obj_builder2.add_vertices_connection(wc, wg)
def transform(self, transformation_matrix: np.matrix): self.renderer.add_object(obj_builder2.build())
for key in self.points.keys():
point = self.points[key]
self.points[key] = np.dot(transformation_matrix, point.reshape((3,1)))
def setup(self):
pg.display.set_caption("Virtual camera")
def update(self):
self.screen.fill((255,255,255))
for obj in self.objects:
obj.draw()
pg.display.update()
def quit(self):
pg.quit()
exit()
obj_builder3 = ObjectBuilder()
ua = obj_builder3.add_vertex(-14, 0, 10)
ub = obj_builder3.add_vertex(-8, 0, 10)
uc = obj_builder3.add_vertex(-8, 8, 10)
ud = obj_builder3.add_vertex(-14, 8, 10)
ue = obj_builder3.add_vertex(-14, 0, -2)
uf = obj_builder3.add_vertex(-8, 0, -2)
ug = obj_builder3.add_vertex(-8, 8, -2)
uh = obj_builder3.add_vertex(-14, 8, -2)
obj_builder3.add_vertices_connection(ua, ub)
obj_builder3.add_vertices_connection(ua, ud)
obj_builder3.add_vertices_connection(ud, uc)
obj_builder3.add_vertices_connection(ub, uc)
obj_builder3.add_vertices_connection(ue, uf)
obj_builder3.add_vertices_connection(ue, uh)
obj_builder3.add_vertices_connection(uh, ug)
obj_builder3.add_vertices_connection(uf, ug)
obj_builder3.add_vertices_connection(ua, ue)
obj_builder3.add_vertices_connection(ub, uf)
obj_builder3.add_vertices_connection(ud, uh)
obj_builder3.add_vertices_connection(uc, ug)
self.renderer.add_object(obj_builder3.build())
""" obj_builder4 = ObjectBuilder()
projected_points = {} za = obj_builder4.add_vertex(-2, 0, 10)
zb = obj_builder4.add_vertex( 2, 0, 10)
zc = obj_builder4.add_vertex( 2, 0, 6)
zd = obj_builder4.add_vertex(-2, 0, 6)
ze = obj_builder4.add_vertex( 0, 8, 8)
obj_builder4.add_vertices_connection(za, zb)
obj_builder4.add_vertices_connection(za, zd)
obj_builder4.add_vertices_connection(zd, zc)
obj_builder4.add_vertices_connection(zb, zc)
obj_builder4.add_vertices_connection(za, ze)
obj_builder4.add_vertices_connection(zb, ze)
obj_builder4.add_vertices_connection(zc, ze)
obj_builder4.add_vertices_connection(zd, ze)
self.renderer.add_object(obj_builder4.build())
for point_key in self.points.keys(): self.renderer.run()
point = self.points[point_key]
projected_2D = np.dot(self.projection_matrix, point.reshape((3, 1)))
x = int(projected_2D[0][0] * self.scale) + (1280 / 2)
y = int(projected_2D[1][0] * self.scale) + (720 / 2)
pg.draw.circle(self.screen, (255, 0, 0), (x, y), 5)
projected_points[point_key] = (x, y)
for line in self.lines:
point_a = projected_points[line[0]]
point_b = projected_points[line[1]]
pg.draw.line(self.screen, (0,0,0), point_a, point_b)
"""

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@@ -1,30 +1,148 @@
import numpy as np import numpy as np
import transformation as tm import math as mt
import src.transformations as tn
class Camera: class Camera:
__position: np.ndarray[float]
__yaw: float
__pitch: float
__roll: float
__right: np.ndarray[float]
__up: np.ndarray[float]
__forward: np.ndarray[float]
is_static: bool
moving_speed: float moving_speed: float
rotation_speed: float rotation_speed: float
position: np.ndarray[float] h_fov: float
v_fov: float
near_plane: float
far_plane: float
def __init__(self, x: float, y: int, z: int): def __init__(self, renderer):
self.__renderer = renderer
self.__position = np.array([-5, 6, -55, 1.0])
self.__yaw = 0
self.__pitch = 0
self.__roll = 0
self.__right = np.array([1, 0, 0, 1])
self.__up = np.array([0, 1, 0, 1])
self.__forward = np.array([0, 0, 1, 1])
self.moving_speed = 0.3 self.moving_speed = 0.3
self.rotation_speed = 0.015 self.rotation_speed = 0.015
self.position = np.array([x, y, z, 1.0]) self.is_static = False
self.near_plane = 0.1
self.far_plane = 100
self.set_fov(mt.pi / 3)
def move_forward(self): def projection_matrix(self):
self.position += tm.forward_array * self.moving_speed right = mt.tan(self.h_fov / 2)
top = mt.tan(self.v_fov / 2)
def move_backward(self): m00 = 1 / right
self.position -= tm.forward_array * self.moving_speed m11 = 1 / top
m22 = (self.far_plane + self.near_plane) / (self.far_plane - self.near_plane)
m32 = -2 * self.near_plane * self.far_plane / (self.far_plane - self.near_plane)
def move_right(self): matrix = np.matrix([
self.position += tm.right_array * self.moving_speed [m00, 0, 0, 0],
[0, m11, 0, 0],
[0, 0, m22, 1],
[0, 0, m32, 0]
])
return matrix
def to_screen_matrix(self):
hw = self.__renderer.window_width / 2
hh = self.__renderer.window_height / 2
matrix = np.matrix([
[hw, 0, 0, 0],
[0, -hh, 0, 0],
[0, 0, 1, 0],
[hw, hh, 0, 1]
])
return matrix
def set_fov(self, h_fov: float):
self.h_fov = h_fov
self.v_fov = h_fov * (self.__renderer.window_height / self.__renderer.window_width)
def set_position(self, x: float = None, y: float = None, z: float = None):
if x is not None:
self.__position[0] = x
if y is not None:
self.__position[1] = y
if z is not None:
self.__position[2] = z
def move_left(self): def move_left(self):
self.position -= tm.right_array * self.moving_speed self.__position -= self.__right * self.moving_speed
def move_up(self): def move_right(self):
self.position += tm.up_array * self.moving_speed self.__position += self.__right * self.moving_speed
def move_down(self): def move_down(self):
self.position -= tm.up_array * self.moving_speed self.__position -= self.__up * self.moving_speed
def move_up(self):
self.__position += self.__up * self.moving_speed
def move_backward(self):
self.__position -= self.__forward * self.moving_speed
def move_forward(self):
self.__position += self.__forward * self.moving_speed
def yaw_down(self):
self.__yaw -= self.rotation_speed
def yaw_up(self):
self.__yaw += self.rotation_speed
def pitch_down(self):
self.__pitch -= self.rotation_speed
def pitch_up(self):
self.__pitch += self.rotation_speed
def roll_down(self):
self.__roll -= self.rotation_speed
def roll_up(self):
self.__roll += self.rotation_speed
def fov_up(self):
self.set_fov(self.h_fov - 0.05)
def fov_down(self):
self.set_fov(self.h_fov + 0.05)
def update_axis(self):
rotate = tn.rotate_x(self.__pitch) @ tn.rotate_y(self.__yaw) @ tn.rotate_z(self.__roll)
self.__forward = np.array([0, 0, 1, 1]) @ rotate
self.__right = np.array([1, 0, 0, 1]) @ rotate
self.__up = np.array([0, 1, 0, 1]) @ rotate
def camera_matrix(self) -> np.matrix:
self.update_axis()
return self.translate_matrix() @ self.rotate_matrix()
def translate_matrix(self) -> np.matrix:
x, y, z, w = self.__position
return np.matrix([
[1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[-x, -y, -z, 1]
])
def rotate_matrix(self) -> np.matrix:
rx, ry, rz, w = self.__right
fx, fy, fz, w = self.__forward
ux, uy, uz, w = self.__up
return np.matrix([
[rx, ux, fx, 0],
[ry, uy, fy, 0],
[rz, uz, fz, 0],
[0, 0, 0, 1]
])

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@@ -1,5 +0,0 @@
WINDOW_SIZE = (1280, 720)
FPS = 60
SCALE = 100
ANGLE = 0.05

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@@ -1,12 +1,35 @@
from vertex import Vertex import numpy as np
import pygame as pg
import os
from src.vertex import Vertex
class Object: class Object:
vertices: list[Vertex] vertices: list[Vertex]
lines = list[(Vertex, Vertex)] lines: list[(Vertex, Vertex)]
def __init__(self, vertices: list[Vertex], lines: list[(Vertex, Vertex)]): def __init__(self, vertices: list[Vertex], lines: list[(Vertex, Vertex)]):
self.vertices = vertices self.vertices = vertices
self.lines = lines self.lines = lines
def draw(): def attach_renderer(self, renderer):
pass self.__renderer = renderer
def draw(self):
vertices_matrix = np.array([[v.x, v.y, v.z, 1.0] for v in self.vertices])
vertices_matrix = vertices_matrix @ self.__renderer.camera.camera_matrix()
vertices_matrix = vertices_matrix @ self.__renderer.camera.projection_matrix()
vertices_matrix /= vertices_matrix[:, -1].reshape(-1, 1)
vertices_matrix = vertices_matrix @ self.__renderer.camera.to_screen_matrix()
vertices_matrix = vertices_matrix[:, :2]
vertices = {}
for i in range(len(self.vertices)):
vertices[self.vertices[i]] = vertices_matrix[i].tolist()[0]
for v in vertices.values():
pg.draw.circle(self.__renderer.screen, pg.Color("black"), v, 2)
for l in self.lines:
v1 = vertices[l[0]]
v2 = vertices[l[1]]
pg.draw.line(self.__renderer.screen, pg.Color("black"), v1, v2, 1)

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@@ -1,20 +1,21 @@
from object import Object from src.object import Object
from vertex import Vertex from src.vertex import Vertex
class ObjectBuilder: class ObjectBuilder:
vertices: list[Vertex] __vertices: list[Vertex]
lines: list[(Vertex, Vertex)] __lines: list[(Vertex, Vertex)]
def __init__(self): def __init__(self):
self.vertices = [] self.__vertices = []
self.__lines = []
def add_vertex(self, x: int, y: int, z: int) -> Vertex: def add_vertex(self, x: int, y: int, z: int) -> Vertex:
v = Vertex(x, y, z) v = Vertex(x, y, z)
self.vertices.append(v) self.__vertices.append(v)
return v return v
def add_vertices_connection(self, vertex1: Vertex, vertex2: Vertex): def add_vertices_connection(self, vertex1: Vertex, vertex2: Vertex):
self.lines.append((vertex1, vertex2)) self.__lines.append((vertex1, vertex2))
def build(self) -> Object: def build(self) -> Object:
pass return Object(self.__vertices, self.__lines)

81
src/renderer.py Normal file
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@@ -0,0 +1,81 @@
import pygame as pg
import numpy as np
from math import *
from src.camera import Camera
from src.object import Object
class Renderer:
__clock: pg.time.Clock
screen: pg.Surface
fps: int
caption: str
camera: Camera
window_width: int
window_height: int
objects: list[Object]
def __init__(self, window_width: int, window_height: int):
self.__clock = pg.time.Clock()
self.screen = pg.display.set_mode((window_width, window_height))
self.window_width = window_width
self.window_height = window_height
self.fps = 60
self.caption = "window"
self.camera = Camera(self)
self.objects = []
def __quit(self):
pg.quit()
exit()
def __handle_event(self, event: pg.event.Event):
if event.type == pg.QUIT:
self.__quit()
if not self.camera.is_static:
key = pg.key.get_pressed()
if key[pg.K_w]:
self.camera.move_forward()
if key[pg.K_s]:
self.camera.move_backward()
if key[pg.K_a]:
self.camera.move_left()
if key[pg.K_d]:
self.camera.move_right()
if key[pg.K_SPACE]:
self.camera.move_up()
if key[pg.K_LSHIFT]:
self.camera.move_down()
if key[pg.K_EQUALS]:
self.camera.fov_up()
if key[pg.K_MINUS]:
self.camera.fov_down()
if key[pg.K_r]:
self.camera.pitch_down()
if key[pg.K_f]:
self.camera.pitch_up()
if key[pg.K_q]:
self.camera.yaw_down()
if key[pg.K_e]:
self.camera.yaw_up()
if key[pg.K_z]:
self.camera.roll_down()
if key[pg.K_c]:
self.camera.roll_up()
def __update(self):
self.screen.fill((255,255,255))
for o in self.objects:
o.draw()
pg.display.update()
def add_object(self, object: Object):
object.attach_renderer(self)
self.objects.append(object)
def run(self):
pg.display.set_caption(self.caption)
while True:
for event in pg.event.get():
self.__handle_event(event)
self.__update()
self.__clock.tick(self.fps)

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@@ -1,24 +0,0 @@
import numpy as np
from math import *
rotation_x = lambda angle: np.matrix([
[1, 0, 0 ],
[0, cos(angle), -sin(angle)],
[0, sin(angle), cos(angle) ],
])
rotation_y = lambda angle: np.matrix([
[cos(angle), 0, sin(angle)],
[0, 1, 0 ],
[-sin(angle), 0, cos(angle)],
])
rotation_z = lambda angle: np.matrix([
[cos(angle), -sin(angle), 0],
[sin(angle), cos(angle), 0],
[0, 0, 1],
])
forward_array = np.array([0, 0, 1, 1])
up_array = np.array([0, 1, 0, 1])
right_array = np.array([1, 0, 0, 1])

42
src/transformations.py Normal file
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@@ -0,0 +1,42 @@
import math
import numpy as np
def translate(x, y, z):
return np.array([
[1, 0, 0, 0],
[0, 1, 0, 0],
[0, 0, 1, 0],
[x, y, z, 1]
])
def rotate_x(a):
return np.array([
[1, 0, 0, 0],
[0, math.cos(a), math.sin(a), 0],
[0, -math.sin(a), math.cos(a), 0],
[0, 0, 0, 1]
])
def rotate_y(a):
return np.array([
[math.cos(a), 0, -math.sin(a), 0],
[0, 1, 0, 0],
[math.sin(a), 0, math.cos(a), 0],
[0, 0, 0, 1]
])
def rotate_z(a):
return np.array([
[math.cos(a), math.sin(a), 0, 0],
[-math.sin(a), math.cos(a), 0, 0],
[0, 0, 1, 0],
[0, 0, 0, 1]
])
def scale(n):
return np.array([
[n, 0, 0, 0],
[0, n, 0, 0],
[0, 0, n, 0],
[0, 0, 0, 1]
])