import colorsys
import copy
from typing import NamedTuple
import imageio
# todo fix this
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 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 AbstractPoint3D(NamedTuple):
x: float
y: float
z: float
class Point3D(NamedTuple):
# todo:
# check if i have missed anything obvious
x: float
y: float
z: float
def xyz(self):
return self
def translate(self, t_vec):
return Point3D(self.x + t_vec.x,
self.y + t_vec.y,
self.z + t_vec.z)
def inv_translate(self, t_vec):
return Point3D(self.x - t_vec.x,
self.y - t_vec.y,
self.z - t_vec.z, )
def snap(self): # sets x y z to the nearest integer
return Point3D(round(self.x), round(self.y), round(self.z))
def apply_matrix(self, rot_matrix: numpy.array):
# point: numpy.array = numpy.multiply(rot_matrix, numpy.array([self.x, self.y, self.z, 0]))
point = rot_matrix.dot(numpy.array([self.x, self.y, self.z, 1]))
point = numpy.delete(point, 3)
return Point3D._make(point)
def get_2d_point(self, map_matrix):
# converts a 3d point into a 2d point (replacement for the projection function)
# distance = 0
pos = map_matrix.dot(numpy.array([self.x, self.y, self.z]))
# convert from homogenous coordinate to cartesian coordinate
pos = [pos[0] / pos[2], pos[1] / pos[2]]
# 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(pos[0], pos[1])
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, fp_dis):
cut_off = fp_dis + .05
new_points: list[list[Point3D, bool]] = []
invalid_points = 0
# find and mark invalid points
for point in self.points:
if point.z <= cut_off:
new_points.append([point, False])
invalid_points += 1
else:
new_points.append([point, True])
if invalid_points == len(self.points): # check if there are no remaining points
self.points = []
return
valid_points = []
for j, point in enumerate(new_points):
if point[1]:
valid_points.append(point[0])
else:
# check points forward and backwards in list
# could just copy and paste the code twice instead of a for loop but it felt wrong.
for k in [-1, 1]:
if new_points[(j + k) % len(new_points)][1]:
front_point = new_points[(j + k) % len(new_points)][0]
diff = front_point.inv_translate(point[0])
percentage = (front_point.z - cut_off) / (front_point.z - point[0].z)
new_back_point = Point3D(front_point.x - (diff.x * percentage),
front_point.y - (diff.y * percentage), cut_off)
valid_points.append(new_back_point)
self.points = valid_points
class TexturedFace(Face):
# todo write the ability to get sub faces
# todo 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[7], cubePoints[5], 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
# This 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))
def get_faces(self):
return copy.deepcopy(self.faces)
def set_faces(self, visible):
self.has_faces = visible
return self
def set_edges(self, visible):
self.has_edges = visible
return self