Pygame 3D立方体平移和移动

0 投票
2 回答
2038 浏览
提问于 2025-04-18 01:29

我做了一个3D立方体,现在我想写一个移动的功能,比如用键盘的上箭头键来让立方体在X轴上移动,用Y轴来让它在Y轴上移动,用右箭头键来让它在Z轴上移动。我找到了一个关于2D移动的函数,在这里,但是我有点卡住了,不知道该怎么做。

现在我想请教一下,怎么把这个移动的函数调整到我的代码里,或者有没有人能给我一些建议,告诉我怎么把我的立方体移动到下面代码中的vertices3?

请大家帮帮我。

import sys, math, pygame

class Point3D:
    def __init__(self, x = 0, y = 0, z = 0):
        self.x, self.y, self.z = float(x), float(y), float(z)

    def rotateX(self, angle):
        """ Rotates the point around the X axis by the given angle in degrees. """
        rad = angle * math.pi / 180
        cosa = math.cos(rad)
        sina = math.sin(rad)
        y = self.y * cosa - self.z * sina
        z = self.y * sina + self.z * cosa
        return Point3D(self.x, y, z)

    def rotateY(self, angle):
        """ Rotates the point around the Y axis by the given angle in degrees. """
        rad = angle * math.pi / 180
        cosa = math.cos(rad)
        sina = math.sin(rad)
        z = self.z * cosa - self.x * sina
        x = self.z * sina + self.x * cosa
        return Point3D(x, self.y, z)

    def rotateZ(self, angle):
        """ Rotates the point around the Z axis by the given angle in degrees. """
        rad = angle * math.pi / 180
        cosa = math.cos(rad)
        sina = math.sin(rad)
        x = self.x * cosa - self.y * sina
        y = self.x * sina + self.y * cosa
        return Point3D(x, y, self.z)

    def project(self, win_width, win_height, fov, viewer_distance):
        """ Transforms this 3D point to 2D using a perspective projection. """
        factor = fov / (viewer_distance + self.z)
        x = self.x * factor + win_width / 2
        y = -self.y * factor + win_height / 2
        return Point3D(x, y, 1)

class Simulation:
    def __init__(self, win_width = 640, win_height = 480):
        pygame.init()

        self.screen = pygame.display.set_mode((win_width, win_height))
        pygame.display.set_caption("3D Wireframe Cube Simulation (http://codeNtronix.com)")

        self.clock = pygame.time.Clock()

        self.vertices = [
            Point3D(-1,-1,-1),
            Point3D(-1,1,-1),
            Point3D(1,1,-1),
            Point3D(1,-1,-1),
            Point3D(-1,1,1),
            Point3D(1,1,1),
            Point3D(1,-1,1),
            Point3D(-1,-1,1)
            ]

        self.vertices2 = [
            Point3D(-1,-1,-1),
            Point3D(-1,0,-1),
            Point3D(0,0,-1),
            Point3D(0,-1,-1),
            Point3D(-1,0,0),
            Point3D(0,0,0),
            Point3D(0,-1,0),
            Point3D(-1,-1,0)
            ]


        self.vertices3 = [
            Point3D(0,-1,-1),
            Point3D(0,0,-1),
            Point3D(1,0,-1),
            Point3D(1,-1,-1),
            Point3D(0,0,0),
            Point3D(1,0,0),
            Point3D(1,-1,0),
            Point3D(0,-1,0)
            ]

        # Define the vertices that compose each of the 6 faces. These numbers are
        # indices to the vertices list defined above.
        self.faces = [(0,1,2,3),(0,1,4,7),(4,5,6,7),(7,6,3,0),(5,6,3,2)]
        self.faces2 = [(0,1,2,3),(0,1,4,7),(4,5,6,7),(7,6,3,0),(5,6,3,2)]


        self.angleX, self.angleY, self.angleZ = 0, 0, 0

    def run(self):
        """ Main Loop """
        while 1:
            for event in pygame.event.get():
                if event.type == pygame.QUIT:       
                    sys.exit()

            self.clock.tick(50)
            self.screen.fill((0,0,0))

            # Will hold transformed vertices.
            t = []
            t1 = []  

            for v in self.vertices:
                # Rotate the point around X axis, then around Y axis, and finally around Z axis.
                r = v.rotateX(self.angleX).rotateY(self.angleY).rotateZ(self.angleZ)
                # Transform the point from 3D to 2D
                p = r.project(self.screen.get_width(), self.screen.get_height(), 256, 4)
                # Put the point in the list of transformed vertices
                t.append(p)
                x, y = int(p.x), int(p.y)
                self.screen.fill((255,0,0),(x,y,2,2))


            for v1 in self.vertices2:
                # Rotate the point around X axis, then around Y axis, and finally around Z axis.
                r1 = v1.rotateX(self.angleX).rotateY(self.angleY).rotateZ(self.angleZ)
                # Transform the point from 3D to 2D
                p1 = r1.project(self.screen.get_width(), self.screen.get_height(), 256, 4)
                # Put the point in the list of transformed vertices
                t1.append(p1)
                x, y = int(p1.x), int(p1.y)
                self.screen.fill((255,0,0),(x,y,3,3)) 

            for f in self.faces:
                pygame.draw.line(self.screen, (255,255,255), (t[f[0]].x, t[f[0]].y), (t[f[1]].x, t[f[1]].y))
                pygame.draw.line(self.screen, (255,255,255), (t[f[1]].x, t[f[1]].y), (t[f[2]].x, t[f[2]].y))
                pygame.draw.line(self.screen, (255,255,255), (t[f[2]].x, t[f[2]].y), (t[f[3]].x, t[f[3]].y))
                pygame.draw.line(self.screen, (255,255,255), (t[f[3]].x, t[f[3]].y), (t[f[0]].x, t[f[0]].y))


            for f1 in self.faces2:
                pygame.draw.line(self.screen, (255,255,255), (t1[f1[0]].x, t1[f1[0]].y), (t1[f1[1]].x, t1[f1[1]].y))
                pygame.draw.line(self.screen, (255,255,255), (t1[f1[1]].x, t1[f1[1]].y), (t1[f1[2]].x, t1[f1[2]].y))
                pygame.draw.line(self.screen, (255,255,255), (t1[f1[2]].x, t1[f1[2]].y), (t1[f1[3]].x, t1[f1[3]].y))
                pygame.draw.line(self.screen, (255,255,255), (t1[f1[3]].x, t1[f1[3]].y), (t1[f1[0]].x, t1[f1[0]].y))

            self.angleX += 1
            self.angleY += 1
            self.angleZ += 1

            pygame.display.flip()

if __name__ == "__main__":
    Simulation().run()

2 个回答

0
import pygame
import math
import numpy as np
import sys

'''
Not really sure but I think pygame needs to run under Python 3.6

Here is what I used:
Pycharm - Community Version
Python Ver:3.6
Pygame Ver:2.0.1
Numpy Ver: 1.19.3

Good Luck!
'''
print()
print("Python Ver: " + str(sys.version_info.major) + '.' + str(sys.version_info.minor))
print("Pygame Ver: " + pygame.__version__)
print("Numpy Ver:  " + np.__version__)

BLACK = (  0,   0,   0)
WHITE = (255, 255, 255)
GREEN = (  0, 255,   0)
RED   = (  0,   0, 255)

WDT = 640
HGT = 480

pygame.init()                                     # Set up pygame parameters
pygame.display.set_caption("Rotating 3D Cube Projection in PYGame")
screen = pygame.display.set_mode((WDT, HGT))

points = [n for n in range(8)]                   # Define 3D cube

points[0] = [[-1], [-1],  [1]]
points[1] = [[1],  [-1],  [1]]
points[2] = [[1],   [1],  [1]]
points[3] = [[-1],  [1],  [1]]
points[4] = [[-1], [-1], [-1]]
points[5] = [[1],  [-1], [-1]]
points[6] = [[1],   [1], [-1]]
points[7] = [[-1],  [1], [-1]]


def draw_line(i, j, k):                   # Draw lines between edges of cube
    a = k[i]
    b = k[j]
    pygame.draw.line(screen, GREEN, (a[0], a[1]), (b[0], b[1]), 2)


angle_x = 0                    # starting x position
angle_y = 0                    # starting y position
angle_z = 0                    # starting z position

cube_size = 600                # 300 = small   900 = large
distance_from_cube = 5         # view point distance - MUST BE GREATER THAN 1

while True:
    screen.fill(BLACK)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:    pygame.quit()
        if event.type == pygame.KEYDOWN: pygame.quit()

    projected_points = [j for j in range(len(points))]

    rotation_x = [[1,                 0,                  0],
                  [0, math.cos(angle_x), -math.sin(angle_x)],
                  [0, math.sin(angle_x),  math.cos(angle_x)]]

    rotation_y = [[math.cos(angle_y), 0, -math.sin(angle_y)],
                  [0,                 1,                  0],
                  [math.sin(angle_y), 0, math.cos(angle_y)]]

    rotation_z = [[math.cos(angle_z), -math.sin(angle_z), 0],
                  [math.sin(angle_z),  math.cos(angle_z), 0],
                  [0,              0,                     1]]

    index = 0
    for point in points:
        rotated_y = np.matmul(rotation_y, point)        # Cube rotation in y axis
        rotated_x = np.matmul(rotation_x, rotated_y)    # Cube rotation in yx axis
        rotated_xyz = np.matmul(rotation_z, rotated_x)  # Cube rotation in yxz axis

        z = 1 / (distance_from_cube - rotated_xyz[2][0])
        projection_matrix = [[z, 0, 0], [0, z, 0]]
        projected_2d = np.matmul(projection_matrix, rotated_xyz)

        x = int(projected_2d[0][0] * cube_size) + WDT // 2   # x,y 2D projection
        y = int(projected_2d[1][0] * cube_size) + HGT // 2

        projected_points[index] = [x, y]
        index += 1
        pygame.draw.circle(screen, RED, (x, y), 4)

    for m in range(4):                                 # Draw lines to connect dots/circles
        draw_line(m,       (m+1)%4, projected_points)
        draw_line(m+4, (m+1)%4 + 4, projected_points)
        draw_line(m,           m+4, projected_points)

    angle_x += 0.00030       # Rotation speed about x axis
    angle_y += 0.00020       # Rotation speed about y axis
    angle_z += 0.00010       # Rotation speed about z axis

    pygame.display.update()

当然可以!请把你想要翻译的内容发给我,我会帮你用简单易懂的语言解释清楚。

0

我找到了我的问题的答案,还有更多的内容。通过下面的方法,我可以移动、旋转和缩放一个立方体,你可以在这里找到代码。

这里这里

把这个页面保存为 .py 文件,放在同一个文件夹里,然后运行 displaywireframe3 就可以了。如果你想知道控制键是什么,可以查看 displayWireframe3 里的代码。

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