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| 1 | +import pygame |
| 2 | +import pygame.gfxdraw |
| 3 | +import glm |
| 4 | + |
| 5 | + |
| 6 | +class Camera: |
| 7 | + def __init__(self) -> None: |
| 8 | + self.pos = glm.vec3(0, 0, -10) |
| 9 | + self.dir = glm.vec3(0, 0, 1) |
| 10 | + self.up = glm.vec3(0, 1, 0) |
| 11 | + |
| 12 | + @property |
| 13 | + def target(self): |
| 14 | + return self.pos + self.dir |
| 15 | + |
| 16 | + |
| 17 | +class Mesh: |
| 18 | + def __init__(self) -> None: |
| 19 | + self.pos = glm.vec3() |
| 20 | + self.rot = glm.vec3() |
| 21 | + self.scale = glm.vec3(1) |
| 22 | + self.vertices = [] |
| 23 | + |
| 24 | + |
| 25 | +class Cube(Mesh): |
| 26 | + def __init__(self) -> None: |
| 27 | + super().__init__() |
| 28 | + self.vertices = [ |
| 29 | + glm.vec3(-1.0, -1.0, 1.0), |
| 30 | + glm.vec3(1.0, -1.0, 1.0), |
| 31 | + glm.vec3(1.0, 1.0, 1.0), |
| 32 | + glm.vec3(-1.0, 1.0, 1.0), |
| 33 | + glm.vec3(-1.0, -1.0, -1.0), |
| 34 | + glm.vec3(1.0, -1.0, -1.0), |
| 35 | + glm.vec3(1.0, 1.0, -1.0), |
| 36 | + glm.vec3(-1.0, 1.0, -1.0), |
| 37 | + ] |
| 38 | + |
| 39 | + |
| 40 | +def main(): |
| 41 | + pygame.init() |
| 42 | + pygame.display.set_caption("minimal program") |
| 43 | + size = width, height = (800, 600) |
| 44 | + screen = pygame.display.set_mode(size) |
| 45 | + mesh = Cube() |
| 46 | + mesh2 = Cube() |
| 47 | + mesh2.pos = glm.vec3(1, 1, 1) |
| 48 | + camera = Camera() |
| 49 | + camera.pos = glm.vec3(0, 0, -10) |
| 50 | + running = True |
| 51 | + |
| 52 | + while running: |
| 53 | + for event in pygame.event.get(): |
| 54 | + if event.type == pygame.QUIT: |
| 55 | + running = False |
| 56 | + |
| 57 | + mouse_rel = pygame.mouse.get_rel() |
| 58 | + if pygame.mouse.get_pressed()[0]: |
| 59 | + camera.dir = glm.rotateY(camera.dir, mouse_rel[0] * 0.01) |
| 60 | + camera.dir = glm.rotateX(camera.dir, mouse_rel[1] * 0.01) |
| 61 | + |
| 62 | + keys = pygame.key.get_pressed() |
| 63 | + movement = glm.vec3(0, 0, 0) |
| 64 | + if keys[pygame.K_w]: |
| 65 | + movement += camera.dir * .01 |
| 66 | + if keys[pygame.K_s]: |
| 67 | + movement -= camera.dir * .01 |
| 68 | + if keys[pygame.K_a]: |
| 69 | + movement += glm.normalize(glm.cross(camera.dir, camera.up)) * .01 |
| 70 | + if keys[pygame.K_d]: |
| 71 | + movement -= glm.normalize(glm.cross(camera.dir, camera.up)) * .01 |
| 72 | + if keys[pygame.K_SPACE]: |
| 73 | + movement += camera.up * .01 |
| 74 | + if keys[pygame.K_LSHIFT]: |
| 75 | + movement -= camera.up * .01 |
| 76 | + |
| 77 | + camera.pos += movement |
| 78 | + |
| 79 | + mesh.rot.x += 0.001 |
| 80 | + mesh.rot.y += 0.002 |
| 81 | + mesh.rot.z += 0.003 |
| 82 | + |
| 83 | + screen.fill((0, 0, 0)) |
| 84 | + |
| 85 | + vp_matrix = glm.mat4(1) |
| 86 | + vp_matrix = vp_matrix * glm.perspectiveFovLH(glm.radians(45), width, height, .1, 100) |
| 87 | + vp_matrix = vp_matrix * glm.lookAt(camera.pos, camera.target, camera.up) |
| 88 | + |
| 89 | + for m in mesh, mesh2: |
| 90 | + world_matrix = glm.mat4(1) |
| 91 | + world_matrix = glm.translate(world_matrix, m.pos) |
| 92 | + world_matrix = glm.rotate(world_matrix, m.rot.x, glm.vec3(1, 0, 0)) |
| 93 | + world_matrix = glm.rotate(world_matrix, m.rot.y, glm.vec3(0, 1, 0)) |
| 94 | + world_matrix = glm.rotate(world_matrix, m.rot.z, glm.vec3(0, 0, 1)) |
| 95 | + world_matrix = glm.scale(world_matrix, m.scale) |
| 96 | + |
| 97 | + for v in m.vertices: |
| 98 | + point = glm.project(v, world_matrix, vp_matrix, glm.vec4(0, 0, width, height)) |
| 99 | + if 0 < point.x < width and 0 < point.y < height: |
| 100 | + pygame.gfxdraw.pixel(screen, int(point.x), int(point.y), (255, 255, 255)) |
| 101 | + |
| 102 | + origin = glm.project(glm.vec3(0, 0, 0), glm.mat4(1), vp_matrix, glm.vec4(0, 0, width, height)) |
| 103 | + for v in glm.vec3(1, 0, 0), glm.vec3(0, 1, 0), glm.vec3(0, 0, 1): |
| 104 | + p = glm.project(v, glm.mat4(1), vp_matrix, glm.vec4(0, 0, width, height)) |
| 105 | + try: |
| 106 | + pygame.gfxdraw.line(screen, int(origin.x), int(origin.y), int(p.x), int(p.y), |
| 107 | + (v * glm.vec3(255, 255, 255))) |
| 108 | + except: |
| 109 | + pass |
| 110 | + |
| 111 | + font = pygame.font.Font(pygame.font.get_default_font(), 20) |
| 112 | + screen.blit(font.render(f"camera pos: f{camera.pos}", True, (255, 255, 0)), (5, 5)) |
| 113 | + screen.blit(font.render(f"camera target: f{camera.target}", True, (255, 255, 0)), (5, 20)) |
| 114 | + |
| 115 | + pygame.display.flip() |
| 116 | + |
| 117 | + |
| 118 | +if __name__ == "__main__": |
| 119 | + main() |
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