import colorsys import copy from typing import NamedTuple import imageio import numpy class Colour: r = 0 g = 0 b = 0 a = 0 def __init__(self, rgb): if len(rgb) == 3: self.r = rgb[0] self.g = rgb[1] self.b = rgb[2] elif len(rgb) == 4: self.r = rgb[0] self.g = rgb[1] self.b = rgb[2] self.a = rgb[3] def set_rgb(self, rgb: list[int]): self.r = rgb[0] self.g = rgb[1] self.b = rgb[2] def get_rgb(self): return [self.r, self.g, self.b] def set_hsv(self, hsv): rgb = [x * 256 for x in colorsys.hsv_to_rgb(hsv[0] / 256, hsv[1] / 256, hsv[2] / 256)] self.r = rgb[0] self.g = rgb[1] self.b = rgb[2] def get_hsv(self): hsv = [x * 256 for x in colorsys.hsv_to_rgb(self.r / 256, self.g / 256, self.b / 256)] return [self.r, self.g, self.b] def get_alpha(self): if self.a > 128: return True else: return False class WindowSize(NamedTuple): height: int width: int class Point2D(NamedTuple): x: float y: float def get(self): return [self.x, self.y] def conv_coord(self, size, scale): return Point2D((self.x * scale) + size[0]/2, (self.y * scale) + size[1]/2) class Point3D(NamedTuple): # todo: # check if i have missed anything obvious x: float y: float z: float def xyz(self): xyz: list[float] = [self.x, self.y, self.z] return xyz def translate(self, t_vec): # but whyy self.x += t_vec.x self.y += t_vec.y self.z += t_vec.z return self def inv_translate(self, t_vec): # but whyy self.x -= t_vec.x self.y -= t_vec.y self.z -= t_vec.z return self def snap(self): # sets x y z to the nearest integer self.x = round(self.x) self.y = round(self.y) self.z = round(self.z) def apply_matrix(self, rot_matrix: numpy.array): point = numpy.array([self.x, self.y, self.z]) numpy.multiply(point, rot_matrix) def get_2d_point(self, fp_distance): # converts a 3d point into a 2d point (replacement for the projection function) distance = 0 # calculate x pos try: x = ((fp_distance * self.x) / (self.y - distance)) # calculate y pos y = ((fp_distance * self.z) / (self.y - distance)) except ZeroDivisionError: x = 0 y = 0 return Point2D(x, y) def to_list(self): return [self.x, self.y, self.z] class Texture: # this class *should* be finished # Y -> X -> Colour pixels: list[list[Colour]] = [] def __init__(self, path: str): self.pixels = [] image = imageio.imread(path) for i, image_y in enumerate(image): self.pixels.append([]) for image_x in image_y: self.pixels[i].append(Colour(image_x)) def get(self): return self.pixels def get_pixel(self, x, y): return self.pixels[y][x] def get_pixel_alpha(self, x, y): return self.pixels[y][x].get_alpha() class Face: # The face class stores a face with N points, a colour, information about edges and faces with nothing else # todo: # make a cleaner way of extracting values points: list[Point3D] colour: Colour has_faces: bool has_edges: bool def __init__(self, points: list[Point3D], colour: Colour, has_edges: bool, has_faces: bool): self.hasEdges = has_edges # whether the main face has edges if type(colour) is list: raise ZeroDivisionError self.colour = colour self.points = points self.hasFaces = has_faces def get_points(self): # returns the positions of points (not rotated, not relative to the player) return self.points def fix_points_behind_camera(self): for point in self.points: if point.y <= 0.5: self.points.remove(point) class TexturedFace(Face): # todo: # write the ability to get sub faces # figure out a way of storing the 'index' of the face (probably in the cube class) texture: Texture # This class inherits from Face, and instead of a base colour it has a texture def set_texture(self, texture: Texture): # sets the texture of the textured Face self.texture = texture def get_sub_faces(self, face_point_dict): # idk self.texture = 0 class Cube: position: Point3D colour: list[Colour] texture: list[Texture] faces: list[Face] # ordered top - north - east - south - west - bottom cubePoints = [Point3D([.5, .5, .5]), Point3D([.5, .5, -.5]), Point3D([.5, -.5, .5]), Point3D([.5, -.5, -.5]), Point3D([-.5, .5, .5]), Point3D([-.5, .5, -.5]), Point3D([-.5, -.5, .5]), Point3D([-.5, -.5, -.5])] # same as the dictionary, but no longer used. not sure why it still exists. # cubeSides = [[3, 7, 5, 1], [2, 6, 7, 3], [4, 5, 7, 6], [0, 1, 5, 4], [0, 2, 3, 1], [6, 2, 0, 4]] # hardcoded dict for the relative positions of cube faces cubeFaces: list[list[Point3D]] = [ [cubePoints[3], cubePoints[5], cubePoints[7], cubePoints[1]], # top [cubePoints[2], cubePoints[6], cubePoints[7], cubePoints[3]], # north [cubePoints[4], cubePoints[5], cubePoints[7], cubePoints[6]], # east [cubePoints[0], cubePoints[1], cubePoints[5], cubePoints[4]], # south [cubePoints[0], cubePoints[2], cubePoints[3], cubePoints[1]], # west [cubePoints[6], cubePoints[2], cubePoints[0], cubePoints[4]]] # bottom] def __init__(self, position: Point3D, texture : list[Colour], has_faces, has_edges): self.faces = [] self.position = Point3D([0, 0, 0]) # todo # implement texture self.position = position self.colours = texture self.has_faces = has_faces self.has_edges = has_edges # initialises faces when the cube is placed. Faces are in global coordinates for i in range(6): new_points = 0 self.faces.append(Face([point.translate(self.position) for point in copy.deepcopy(self.cubeFaces[i])], self.colours[i], self.has_edges, self.has_faces)) print(self.position.xyz()) def get_faces(self): return copy.deepcopy(self.faces)