In the Beginning there was

the Cube
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stephanja102868 committed 2026-10-22 19:03:09 +02:00
commit 442cb227cb
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import math
from tabulate import tabulate
def matmul(matrix_a:list[list[float]], matrix_b: list[list[float]]) -> list[list[float]]:
"""
Add two numbers together.
:param matrix_a: The first Matrix
:type matrix_a: list[list[float]]
:param matrix_b: The second Matrix
:type matrix_b: list[list[float]]
:return: The Matrix Multiplication of matrix_a and matrix_b
:rtype: list[list[float]]
"""
try:
if len(matrix_a[0]) != len(matrix_b):
raise ValueError("Differing Matrix Size")
target_height = len(matrix_a)
target_width = len(matrix_b[0])
end_matrix : list[list[float]]= []
for height in range(target_height):
end_matrix.append([])
for width in range(target_width):
row = matrix_a[height]
column_ = []
for b in matrix_b:
column_.append(b[width])
result_quarter = 0
for i in range(len(row)):
result_quarter += row[i] * column_[i]
end_matrix[height].append(float(result_quarter))
return end_matrix
except ValueError:
print("An Error has occurred")
except IndexError:
print("Tried to call non-existing Index")
except TypeError:
print("Tried to insert not a Number")
def transpose(matrix:list[list[float]]) -> list[list[float]]:
"""
Transposes a matrix.
:param matrix: The Matrix, that will be transposed
:type matrix: list[list[float]]
:return: The transposed matrix
:rtype: list[list[float]]
"""
transposed_matrix = []
for x in range(len(matrix[0])):
column = []
for b in matrix:
column.append(b[x])
transposed_matrix.append(column)
return transposed_matrix
def rot_2d(angle:float) -> list[list[float]]:
"""
Creates a Rotation Matrix out of the given angle
:param angle: The rotation in radians
:type angle: float
:return: The Rotation Matrix
:rtype: list[list[float]]
"""
sin = round(math.sin(angle), 4)
cos = round(math.cos(angle), 4)
return [[cos, -sin],
[sin, cos]]
def rot_3d(angle: float, axis: str) -> list[list[float]]:
"""
Creates a 3D Rotation Matrix out of the given angle and axis
:param angle: The rotation in radians
:type angle: float
:param axis: The Axis on which it rotates; only "x", "y" or "z"
:type axis: str
:return: The 3D Rotation Matrix
:rtype: list[list[float]]
"""
axis = axis.lower()
sin = round(math.sin(angle), 4)
cos = round(math.cos(angle), 4)
if axis == "x":
return[[1, 0, 0],
[0, cos, -sin],
[0, sin, cos]]
if axis == "y":
return[[cos, 0, sin],
[0, 1, 0],
[-sin, 0, cos]]
if axis == "z":
return [[cos, -sin, 0],
[sin, cos, 0],
[0, 0, 1]]
raise ValueError
# For Both below add the Doc String!
def project_ortho(point: tuple[float, float, float], scale: float = 1) -> tuple[float, float]:
"""
Projects a 3D Position into an orthogonal 2D View
:param point: The 3D Point
:type point: tuple[float, float, float]
:param scale: The scale by which the point gets scaled; regular is 1.0
:type scale: float
:return: The 3D Point on a 2D plane
:rtype: tuple[float, float]
"""
return (point[0] * scale,
point[1] * scale)
def project_perspective(point: tuple[float, float, float], focal_length: float = 1.0,
scale: float = 1.0, camera_distance: float = 4.0) -> tuple[float, float]:
"""
Projects a 3D Position into a perspective 2D View
:param point: The 3D Point
:type point: tuple[float, float, float]
:param focal_length: strength of perspective; regular is 1.0
:type focal_length: float
:param scale: The scale by which the point gets scaled; regular is 1.0
:type scale: float
:param camera_distance: How far the Camera is away from the point; regular is 4.0
:return: The 3D Point on a 2D plane
:rtype: tuple[float, float]
"""
return (point[0] * focal_length * scale / (point[2] + camera_distance),
point[1] * focal_length * scale / (point[2] + camera_distance), )
def print_matrix(matrix:list[list[float]]) -> None:
for row in matrix:
print(row)
if __name__ == "__main__":
matrix_bsp_a = [[1, 2, 3], [4, 5, 6]]
matrix_bsp_b = [[1, 2], [3, 4], [5, 6]]
matrix_bsp_c = [[1, 2, 3], [4, 5, 6], [7, 8, 9]]
matrix_bsp_d = [[1, 4, 7], [2, 5, 8], [3, 6, 9]]
if False:
matrix_bsp_result = matmul(matrix_bsp_c, matrix_bsp_d)
print_matrix(matrix_bsp_result)
if False:
matrix_bsp_result = transpose(matrix_bsp_d)
#print_matrix(matrix_bsp_c)
print_matrix(matrix_bsp_result)
if True:
#print_matrix(rot_2d(math.pi*.25))
print(tabulate(rot_2d(1.33)))
# Test Kommenter
print("Done")
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import pygame
from game import Game
import compute
BLACK = (0, 0, 0)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
class CubeGame(Game):
"""Der Mond kreist um die Erde."""
def __init__(self,title: str = "Cube: The Game", fps: int = 60, size: tuple[int, int] = (1280, 800),) -> None:
"""Legt Startposition, Drehwinkel und Rotationsmatrix fest."""
super().__init__(title, fps, size)
self.cube_corner_points = [(-1, -1, -1), ( 1, -1, -1),
(1, 1, -1), (-1, 1, -1),
(-1, -1, 1), ( 1, -1, 1),
( 1, 1, 1), (-1, 1, 1)]
self.cube_edges = [(0, 1), (0, 3), (0, 4),
(6, 2), (6, 7), (6, 5),
(1, 2), (1, 5),
(3, 7), (3, 2),
(4, 5), (4, 7)]
self.screen_middle = (self.size[0]// 2, self.size[1] // 2)
self.spin = .05
self.camera_scale_ortho = 150
self.camera_scale_project = 400
self.orthogonal = False
self.direction = (0, 0)
def handle_event(self, event):
if not super().handle_event(event):
return False
if event.type == pygame.KEYDOWN:
print(self.direction)
if event.key == pygame.K_UP:
self.direction = (max(-1, self.direction[0] - .1), self.direction[1])
if event.key == pygame.K_DOWN:
self.direction = (min(1, self.direction[0] + .1), self.direction[1])
if event.key == pygame.K_RIGHT:
self.direction = (self.direction[0], max(-1, self.direction[1] - .1))
if event.key == pygame.K_LEFT:
self.direction = ( self.direction[0], min(1, self.direction[1] + .1))
if event.key == pygame.K_SPACE:
self.orthogonal = not self.orthogonal
return True
def rotate(self, axis, dir=1):
for point in range(len(self.cube_corner_points)):
point_matrix = [[self.cube_corner_points[point][0]],
[self.cube_corner_points[point][1]],
[self.cube_corner_points[point][2]]]
point_temp = compute.matmul(compute.rot_3d(self.spin*dir, axis), point_matrix)
self.cube_corner_points[point] = (point_temp[0][0], point_temp[1][0], point_temp[2][0])
def update_game(self) -> bool:
"""Dreht den Mond ein Stück weiter."""
if self.direction[0] != 0:
self.rotate("x", self.direction[0])
if self.direction[1] != 0:
self.rotate("y", self.direction[1])
self.direction = (round(self.direction[0], 4), round(self.direction[1], 4))
return True
def draw_game(self) -> None:
"""Zeichnet Erde und Mond."""
self.screen.fill(BLACK)
for edge in self.cube_edges:
point2d_a = self.to_middle(self.perspective(self.cube_corner_points[edge[0]]))
point2d_b = self.to_middle(self.perspective(self.cube_corner_points[edge[1]]))
pygame.draw.line(self.screen, RED, point2d_a, point2d_b)
for point in self.cube_corner_points:
point2d = self.to_middle(self.perspective(point))
pygame.draw.circle(self.screen, GREEN, point2d, 5)
pygame.display.flip()
def perspective(self, point):
if self.orthogonal:
return self.orthogonal_perspective(point)
return self.project_perspective(point)
def orthogonal_perspective(self, point):
return compute.project_ortho(point, scale=self.camera_scale_ortho)
def project_perspective(self, point):
return compute.project_perspective(point, scale=self.camera_scale_project)
def to_middle(self, point):
return point[0] + self.screen_middle[0], point[1] + self.screen_middle[1]
if __name__ == "__main__":
cube = CubeGame()
cube.run()
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"""Basisklasse ``Game`` für einfache pygame-Anwendungen."""
import pygame
class Game:
"""Basisklasse für pygame-Spiele.
Unterklassen passen das Verhalten durch Überschreiben von
:meth:`handle_event`, :meth:`update_game` und :meth:`draw_game` an.
"""
def __init__(
self,
title: str,
fps: int = 60,
size: tuple[int, int] = (640, 400),
) -> None:
"""Legt Fenstertitel, Bildrate und Fenstergröße fest.
Args:
title: Titel des Fensters.
fps: Maximale Bilder pro Sekunde.
size: Fenstergröße als (Breite, Höhe) in Pixeln.
"""
self.title: str = title
self.fps: int = fps
self.size: tuple[int, int] = size
self.clock: pygame.time.Clock = pygame.time.Clock()
self.dt: float = 0
self.screen: pygame.Surface | None = None
def init_game(self) -> None:
"""Initialisiert pygame und erzeugt das Fenster."""
pygame.init()
pygame.display.set_caption(self.title)
self.screen = pygame.display.set_mode(self.size)
def game_loop(self) -> None:
"""Führt die Hauptschleife aus, bis Events oder Update ``False`` liefern."""
while True:
# Berechnung der Zeitdifferenz seit dem letzten Frame
self.dt = self.clock.tick(self.fps) / 1000
if self.event_handling() == False:
break
if self.update_game() == False:
break
self.draw_game()
def exit_game(self) -> None:
"""Beendet pygame."""
pygame.quit()
def event_handling(self) -> bool:
"""Verteilt alle anstehenden Events an :meth:`handle_event`.
Bleibt in der Unterklasse unverändert.
Returns:
``False``, sobald ein Event das Spiel beenden soll, sonst ``True``.
"""
for event in pygame.event.get():
if not self.handle_event(event):
return False
return True
def handle_event(self, event: pygame.event.Event) -> bool:
"""Verarbeitet ein einzelnes Event.
Wird in der Unterklasse überschrieben.
Args:
event: Das zu verarbeitende pygame-Event.
Returns:
``False`` bei ``pygame.QUIT``, sonst ``True``.
"""
if event.type == pygame.QUIT:
return False
return True
def update_game(self) -> bool:
"""Aktualisiert den Spielzustand um einen Frame.
Returns:
``False``, wenn das Spiel beendet werden soll, sonst ``True``.
"""
return True
def draw_game(self) -> None:
"""Zeichnet den aktuellen Frame und bringt ihn zur Anzeige."""
pygame.display.flip()
def run(self) -> None:
"""Startet das Spiel: Initialisierung, Hauptschleife, Beenden."""
self.init_game()
self.game_loop()
self.exit_game()