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geometry.py
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geometry.py
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from collections import namedtuple
from math import tan
from math import pi
from math import sqrt
import curses
import time
class Vector:
x: float
y: float
z: float
def __init__(self, x, y, z):
self.x = x
self.y = y
self.z = z
def __add__(self, other):
return Vector(self.x+other.x, self.y+other.y, self.z+other.z)
def __mul__(self, other):
if (isinstance(other, Vector)):
return self.x * other.x + self.y * other.y + self.z * other.z
else:
return Vector(self.x * other, self.y * other, self.z * other)
def __sub__(self, other):
return self + other * -1
#Cross product
def __pow__(self, other):
return Vector(self.y * other.z - self.z * other.y, self.z * other.x - self.x * other.z, self.x * other.y - self.y * other.x)
def __str__(self):
return "" + str(self.x) + " " + str(self.y) + " " + str(self.z) + ""
class Ray:
location: Vector
direction: Vector
def __init__(self, loc, dir):
self.location = loc
self.direction = dir
def __str__(self):
return str(self.location) + " " + str(self.direction)
#Basically classes without functions and actual type checking
Plane = namedtuple("Plane", "location direction")
Triangle = namedtuple("Triangle", "a b c color")
#Returns the time when a ray intersects a plane. Could be positive, negative, or throw an error
def intersection(plane, ray):
return (plane.location - ray.location) * plane.direction / (ray.direction * plane.direction)
#Uses intersection to determine if a ray collides with a plane while moving forwards
def colliding(plane, ray):
try:
t = intersection(plane, ray)
if t < 0:
return False
else:
return True
except:
return False
#Converts a ray to a simple vector
def rayToVector(r, t = 1):
return r.direction * t + r.location
#Determines if a given point (given through a vector and a time) is inside of a triangle.
def isBounded(q, bounds, n, t):
p = rayToVector(q, t)
if ((bounds.b - bounds.a) ** (p - bounds.a)) * n >= 0:
if ((bounds.c - bounds.b) ** (p - bounds.b)) * n >= 0:
if ((bounds.a - bounds.c) ** (p - bounds.c)) * n >= 0:
return True
#Checks if it collides from the other direction
if ((bounds.b - bounds.a) ** (p - bounds.a)) * n < 0:
if ((bounds.c - bounds.b) ** (p - bounds.b)) * n < 0:
if ((bounds.a - bounds.c) ** (p - bounds.c)) * n < 0:
return True
return False
#Converts a triangle to a plane with normalized normal
def triToPlane(triangle):
normal = (triangle.a - triangle.b) ** (triangle.b - triangle.c)
return normal * (1/sqrt(normal.x ** 2 + normal.y ** 2 + normal.z ** 2))
#Fires a ray and finds the triangle it first intersects
def launchRay(ray, triangles):
shortest = 100000
color = Vector(0, 0, 0)
tri = None
for triangle in triangles:
p = Plane(triangle.a, triToPlane(triangle))
if colliding(p, ray):
time = intersection(p, ray)
if isBounded(ray, triangle, p.direction, time):
if intersection(p, ray) < shortest:
shortest = time
tri = triangle
return (shortest, tri)
#Given a ray and some triangles, determines a color based on shadows and colors
def rayCast(ray, triangles, light):
(time, tri) = launchRay(ray, triangles)
color = Vector(0, 0, 0)
if time != 100000:
p = Plane(tri.a, triToPlane(tri))
secondT = launchRay(Ray(rayToVector(ray, time) + p.direction * 1e-4, light - (rayToVector(ray, time) + p.direction * 1e-4)), triangles)
if secondT[0] != 100000:
color = tri.color - Vector(150, 150, 150)
else:
color = tri.color
color = Vector(max(color.x, 0), max(color.y, 0), max(color.z, 0))
return color
#Creates a ray for every pixel on the screen
def render(height, width, fov, tris, light):
result = []
hstep = 1 / height
wstep = 1 / width
aspectRatio = width / height
for h in range(0,height):
for w in range(0,width):
pixelScreen = ((((w + 0.5) * wstep) * 2 - 1) * aspectRatio * tan(fov), (1 - ((h + 0.5) * hstep) * 2) * tan(fov))
result.append(rayCast(Ray(Vector(0, 0, 0), Vector(pixelScreen[0], pixelScreen[1], 1)), tris, light))
return result
t = Triangle(Vector(3, 3, 3), Vector(3, -3, 3), Vector(0, -3, 6), Vector(255, 0, 0))
tt = Triangle(Vector(0, -3, 6), Vector(0, 3, 6), Vector(3, 3, 3), Vector(0, 255, 0))
ttt = Triangle(Vector(0, 3, 5), Vector(0, 3, 3), Vector(3, 3, 3), Vector(0, 0, 255))
floor = Triangle(Vector(-10, -3, 10), Vector(30, -3, 0), Vector(-10, -3, -10), Vector(0, 255, 255))
def chunker(seq, size):
return (seq[pos:pos + size] for pos in range(0, len(seq), size))
def initColors():
curses.init_pair(1, curses.COLOR_YELLOW, curses.COLOR_BLACK)
curses.init_pair(2, curses.COLOR_RED, curses.COLOR_BLACK)
curses.init_pair(3, curses.COLOR_CYAN, curses.COLOR_BLACK)
curses.init_pair(4, curses.COLOR_GREEN, curses.COLOR_BLACK)
curses.init_pair(5, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
curses.init_pair(6, curses.COLOR_BLUE, curses.COLOR_BLACK)
curses.init_pair(7, curses.COLOR_BLACK, curses.COLOR_BLACK)
def loadImages(fileName):
with open(fileName) as f:
tris = f.readlines()
return (list(map(lambda a: stringToTri(a), tris[1:])), stringToVector(tris[0]))
def stringToTri(s):
split = list(map(lambda a: stringToVector(a), s.split(",")))
return Triangle(split[0], split[1], split[2], split[3])
def stringToVector(s):
split = s.split(" ")
return Vector(float(split[0]), float(split[1]), float(split[2]))
def getKeyboardInput(stdscr):
key = stdscr.getch()
if key == 10:
return ""
else:
return chr(key) + getKeyboardInput(stdscr)
pass
def getUserInput(stdscr, preText = " "):
try:
stdscr.clear()
curses.echo()
stdscr.addstr(2, 0, preText)
stdscr.addstr(3, 0, "Enter a file name for the scene:")
stdscr.move(4, 0)
lightAndTris = loadImages(getKeyboardInput(stdscr))
curses.noecho()
stdscr.clear()
stdscr.addstr(3, 0, "Rendering...")
stdscr.refresh()
return lightAndTris
except:
return getUserInput(stdscr, "Invalid file")
def main(stdscr):
stdscr.clear()
initColors()
(tris, light) = getUserInput(stdscr)
# Prepare and render
pad = curses.newpad(curses.LINES + 1, curses.COLS + 1)
scene = render(curses.LINES, curses.COLS, pi/4, tris, light)
stdscr.clear()
loc = [0, 0]
lines = list(chunker(scene, curses.COLS))
for l in lines:
loc[0] = 0
for c in l:
color = 1
brightness = 0
char = " "
if c.x != 0 and c.y != 0 and c.z != 0:
color = 0
brightness = c.x
elif c.x != 0 and c.y != 0 and c.z == 0:
color = 1
brightness = c.x
elif c.x != 0 and c.y == 0 and c.z == 0:
color = 2
brightness = c.x
elif c.x == 0 and c.y != 0 and c.z != 0:
color = 3
brightness = c.z
elif c.x == 0 and c.y != 0 and c.z == 0:
color = 4
brightness = c.y
elif c.x != 0 and c.y == 0 and c.z != 0:
color = 5
brightness = c.z
elif c.x == 0 and c.y == 0 and c.z != 0:
color = 6
brightness = c.z
elif c.x == 0 and c.y == 0 and c.z == 0:
color = 7
brightness = 0
if brightness > 200:
char = "@"
elif brightness > 0:
char = ":"
pad.addstr(loc[1], loc[0], char, curses.color_pair(color))
loc[0] += 1
loc[1] += 1
stdscr.refresh()
pad.refresh(0, 0, 0, 0, curses.LINES-1, curses.COLS-1)
stdscr.refresh()
stdscr.getkey()
curses.wrapper(main)