Files
Block-Party-Firmware/tools/animation-tools/animation-tool.py

207 lines
7.6 KiB
Python

import math
import pygame
from itertools import product
from pygame_widgets.slider import Slider
import pygame_widgets
def project(vector, w, h, fov, distance):
factor = math.atan(fov / 2 * math.pi / 180) / (distance + vector.z)
x = vector.x * factor * w + w / 2
y = -vector.y * factor * w + h / 2
return pygame.math.Vector3(x, y, vector.z)
def rotate_vertices(vertices, angle, axis):
return [v.rotate(angle, axis) for v in vertices]
def scale_vertices(vertices, s):
return [pygame.math.Vector3(v[0]*s[0], v[1]*s[1], v[2]*s[2]) for v in vertices]
def translate_vertices(vertices, t):
return [v + pygame.math.Vector3(t) for v in vertices]
def project_vertices(vertices, w, h, fov, distance):
return [project(v, w, h, fov, distance) for v in vertices]
class Mesh():
def __init__(self, vertices, faces):
self.__vertices = [pygame.math.Vector3(v) for v in vertices]
self.__faces = faces
self.face_color = (0, 0, 0)
self.edge_color = (0,0,0)
def rotate(self, angle, axis):
self.__vertices = rotate_vertices(self.__vertices, angle, axis)
def scale(self, s):
self.__vertices = scale_vertices(self.__vertices, s)
def translate(self, t):
self.__vertices = translate_vertices(self.__vertices, t)
def calculate_average_z(self, vertices):
return [(i, sum([vertices[j].z for j in f]) / len(f)) for i, f in enumerate(self.__faces)]
def get_face(self, index):
return self.__faces[index]
def get_vertices(self):
return self.__vertices
def create_polygon(self, face, vertices):
return [(vertices[i].x, vertices[i].y) for i in [*face, face[0]]]
def set_face_color(self, color : tuple[int]):
self.face_color = color
def set_edge_color(self, color : tuple[int]):
self.edge_color = color
class Scene:
def __init__(self, meshes, fov, distance):
self.meshes: list[Mesh] = meshes
self.fov = fov
self.distance = distance
self.euler_angles = [0, 0, 0]
def transform_vertices(self, vertices, width, height):
transformed_vertices = vertices
axis_list = [(1, 0, 0), (0, 1, 0), (0, 0, 1)]
for angle, axis in reversed(list(zip(list(self.euler_angles), axis_list))):
transformed_vertices = rotate_vertices(transformed_vertices, angle, axis)
transformed_vertices = project_vertices(transformed_vertices, width, height, self.fov, self.distance)
return transformed_vertices
def point_in_polygon(self, point, polygon):
""" Determine if the point (x, y) is inside the polygon """
x, y = point
n = len(polygon)
inside = False
p1x, p1y = polygon[0]
for i in range(n + 1):
p2x, p2y = polygon[i % n]
if y > min(p1y, p2y):
if y <= max(p1y, p2y):
if x <= max(p1x, p2x):
if p1y != p2y:
xints = (y - p1y) * (p2x - p1x) / (p2y - p1y) + p1x
if p1x == p2x or x <= xints:
inside = not inside
p1x, p1y = p2x, p2y
return inside
def get_mesh_from_xy(self, pos: tuple[int]) -> Mesh:
x, y = pos
closest_mesh = None
closest_z = float('inf')
for mesh in self.meshes:
transformed_vertices = self.transform_vertices(mesh.get_vertices(), *pygame.display.get_surface().get_size())
avg_z = mesh.calculate_average_z(transformed_vertices)
for i, avg_z_value in avg_z:
polygon = mesh.create_polygon(mesh.get_face(i), transformed_vertices)
if self.point_in_polygon((x, y), polygon):
if avg_z_value < closest_z:
closest_z = avg_z_value
closest_mesh = mesh
return closest_mesh
def draw(self, surface):
polygons = []
for mesh in self.meshes:
transformed_vertices = self.transform_vertices(mesh.get_vertices(), *surface.get_size())
avg_z = mesh.calculate_average_z(transformed_vertices)
for z in avg_z:
#for z in sorted(avg_z, key=lambda x: x[1], reverse=True):
pointlist = mesh.create_polygon(mesh.get_face(z[0]), transformed_vertices)
polygons.append((pointlist, z[1], mesh.face_color, mesh.edge_color))
#pygame.draw.polygon(surface, (128, 128, 192), pointlist)
#pygame.draw.polygon(surface, (0, 0, 0), pointlist, 3)
for poly in sorted(polygons, key=lambda x: x[1], reverse=True):
pygame.draw.polygon(surface, poly[2], poly[0])
pygame.draw.polygon(surface, poly[3], poly[0], 3)
class Cube(Mesh):
def __init__(self):
vertices = [(-1,-1,1), (1,-1,1), (1,1,1), (-1,1,1), (-1,-1,-1), (1,-1,-1), (1,1,-1), (-1,1,-1)]
faces = [(0,1,2,3), (1,5,6,2), (5,4,7,6), (4,0,3,7), (3,2,6,7), (1,0,4,5)]
super().__init__(vertices, faces)
def set_position(self, position : tuple):
super().translate(position)
class ColorPicker:
def __init__(self, screen, x_pos: int, y_pos: int, width: int, height: int):
width = max(50, width)
self.sliders: list[Slider] = [
Slider(screen, int(x_pos + i*(width/3)), y_pos, int((width-50)/3), height, min=0, max=255, step=1, vertical=True) for i in range(3)
]
for slider in self.sliders:
slider.enable()
def get_color(self) -> tuple[int]:
# return (0,0,0)
return tuple([slider.getValue() for slider in self.sliders])
def set_color(self, color: tuple[int]):
for i, slider in enumerate(self.sliders):
slider.setValue(color[i])
meshes: list[Cube] = []
for origin in product([-1, 0, 1],[-1, 0, 1],[-1, 0, 1]):
cube = Cube()
cube.scale((0.35, 0.35, 0.35))
cube.set_position(origin)
cube.set_face_color((0, 0, 0))
meshes.append(cube)
scene = Scene(meshes, 90, 5)
pygame.init()
window = pygame.display.set_mode((500, 500))
colorPicker = ColorPicker(window, 20, 20, 100, 300)
clock = pygame.time.Clock()
selected_meshes = []
run = True
trackMouseMotion = False
while run:
clock.tick(60)
window.fill((255, 255, 255))
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 2: # middle mouse click
trackMouseMotion = True
elif event.button == 1: # left click
mousePosition = pygame.mouse.get_pos()
mesh = scene.get_mesh_from_xy(mousePosition)
if mesh != None:
if mesh in selected_meshes:
mesh.set_edge_color((0,0,0))
selected_meshes.remove(mesh)
else:
mesh.set_edge_color((255,0,0))
selected_meshes.append(mesh)
pass
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 2: # middle mouse release
trackMouseMotion = False
elif trackMouseMotion and event.type == pygame.MOUSEMOTION:
mouseMovement = pygame.mouse.get_rel()
scene.euler_angles[0] -= mouseMovement[1]
scene.euler_angles[1] -= mouseMovement[0]
pygame_widgets.update(events)
if not trackMouseMotion:
pygame.mouse.get_rel()
for mesh in selected_meshes:
mesh.set_face_color(colorPicker.get_color())
scene.draw(window)
pygame.display.flip()
pygame.quit()