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main.py
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701 lines (564 loc) · 20 KB
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# Requirements:
# PyOpenGL
# PyOpenGL_accelerate
# glfw
# numpy
# imgui
import glfw
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import numpy as np
import math
# GEOMETRY DEFINITIONS
def make_cube():
vertices = np.array([
[-1, -1, -1],
[ 1, -1, -1],
[ 1, 1, -1],
[-1, 1, -1],
[-1, -1, 1],
[ 1, -1, 1],
[ 1, 1, 1],
[-1, 1, 1]
], dtype=np.float32)
edges = [
(0,1),(1,2),(2,3),(3,0),
(4,5),(5,6),(6,7),(7,4),
(0,4),(1,5),(2,6),(3,7)
]
return vertices, edges
def make_pyramid():
vertices = np.array([
[-1, -1, -1], # base
[ 1, -1, -1],
[ 1, -1, 1],
[-1, -1, 1],
[ 0, 1, 0], # tip
], dtype=np.float32)
edges = [
(0,1),(1,2),(2,3),(3,0),
(0,4),(1,4),(2,4),(3,4)
]
return vertices, edges
def make_cylinder(n=20):
verts = []
# bottom circle
for i in range(n):
ang = 2*np.pi*i/n
verts.append([math.cos(ang), -1, math.sin(ang)])
# top circle
for i in range(n):
ang = 2*np.pi*i/n
verts.append([math.cos(ang), 1, math.sin(ang)])
vertices = np.array(verts, dtype=np.float32)
edges = []
# bottom ring
for i in range(n):
edges.append((i, (i+1) % n))
# top ring
for i in range(n):
edges.append((i+n, ((i+1) % n) + n))
# verticals
for i in range(n):
edges.append((i, i+n))
return vertices, edges
# DRAW HELPERS
def draw_edges(vertices, edges):
glBegin(GL_LINES)
glColor3f(1, 1, 1)
for a, b in edges:
glVertex3fv(vertices[a])
glVertex3fv(vertices[b])
glEnd()
def draw_selected_vertex(vertices, index):
if 0 <= index < len(vertices):
glPointSize(14)
glBegin(GL_POINTS)
glColor3f(1.0, 1.0, 0.0) # yellow
glVertex3fv(vertices[index])
glEnd()
def draw_first_edge_vertex(vertices, index):
if 0 <= index < len(vertices):
glPointSize(14)
glBegin(GL_POINTS)
glColor3f(0.0, 1.0, 0.0) # green
glVertex3fv(vertices[index])
glEnd()
def draw_highlighted_edge(vertices, edges, edge_index):
if 0 <= edge_index < len(edges):
a, b = edges[edge_index]
glLineWidth(4)
glBegin(GL_LINES)
glColor3f(0.0, 1.0, 1.0) # cyan
glVertex3fv(vertices[a])
glVertex3fv(vertices[b])
glEnd()
glLineWidth(1)
def draw_world_axes(length=2.0):
glLineWidth(3)
glBegin(GL_LINES)
# X axis (red)
glColor3f(1, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(length, 0, 0)
# Y axis (green)
glColor3f(0, 1, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, length, 0)
# Z axis (blue)
glColor3f(0, 0, 1)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, length)
glEnd()
glLineWidth(1)
def draw_text(x, y, text, size=GLUT_BITMAP_9_BY_15):
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, 800, 0, 600)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
glDisable(GL_DEPTH_TEST)
glColor3f(1, 1, 1)
glRasterPos2f(x, y)
for ch in text:
glutBitmapCharacter(size, ord(ch))
glEnable(GL_DEPTH_TEST)
glPopMatrix()
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
# MAIN
def main():
if not glfw.init():
raise Exception("Could not init GLFW")
window = glfw.create_window(800, 600, "3D Tool + SVD Visualizer", None, None)
glfw.make_context_current(window)
glutInit()
glEnable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60, 800/600, 0.1, 100)
glMatrixMode(GL_MODELVIEW)
# CAMERA
cam_pos = np.array([0.0,0.0,5.0],dtype=np.float32)
cam_yaw = 0.0
cam_pitch = 0.0
# OBJECTS
cube = make_cube()
pyramid = make_pyramid()
cylinder = make_cylinder(20)
objects = [cube,pyramid,cylinder]
object_names = ["Cube","Pyramid","Cylinder"]
current_object = 0
vertices, edges = objects[current_object]
# STATE FLAGS
rotate_mode = False
scale_mode = False
vertex_mode = False
edge_mode = False
edge_create_mode = False
show_instructions = False
r_press = e_press = v_press = q_press = j_press = False
m_press = False
c_press = False
selected_vertex = 0
selected_edge = 0
first_vertex_selected = None
tab_locked = False
enter_locked = False
cube_rot_x = 0
cube_rot_y = 0
cube_scale = 1.0
# SVD VISUALIZER STATE
svd_M = np.array([
[1.2, 0.4, 0.1],
[0.0, 0.9, 0.3],
[0.2, 0.0, 1.1]
], dtype=np.float32)
svd_U, svd_S, svd_Vt = np.linalg.svd(svd_M)
svd_mode = False
svd_step = 0
svd_animating = False
svd_anim_phase = 0
svd_anim_t = 0.0
t_press = False
key1_press = key2_press = key3_press = key4_press = False
while not glfw.window_should_close(window):
# M = Instructions Page
if glfw.get_key(window, glfw.KEY_M) == glfw.PRESS:
if not m_press:
show_instructions = not show_instructions
m_press = True
else:
m_press = False
if show_instructions:
glClearColor(0,0,0,1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
y = 550
dy = -25
def line(txt):
nonlocal y
draw_text(50, y, txt)
y += dy
draw_text(50,580,"=== CONTROLS ===", GLUT_BITMAP_HELVETICA_18)
line("M : Toggle this help page")
line("W/A/S/D : Move Camera")
line("Arrow Keys : Rotate Camera")
line("R : Rotate Mode")
line("E : Scale Mode")
line("V : Vertex Edit Mode")
line("Q : Edge Select Mode")
line("C : Edge Create Mode")
line("TAB / Shift+TAB : Cycle vertices/edges")
line("ENTER : Insert or create edges")
line("J : Switch objects")
line("")
line("T : Toggle SVD Mode")
line(" 1 : Show V^T")
line(" 2 : Show ΣV^T")
line(" 3 : Show UΣV^T")
line(" 4 : Animate (now slower)")
line("")
draw_text(50, 80, "Press M to return.")
glfw.swap_buffers(window)
glfw.poll_events()
continue
# Normal Rendering
glClearColor(0,0,0,1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
move_speed = 0.025
rot_speed = 0.25
vertex_speed = 0.05
# OBJECT SWITCHING (J)
if glfw.get_key(window,glfw.KEY_J)==glfw.PRESS:
if not j_press:
current_object = (current_object+1)%len(objects)
vertices,edges = objects[current_object]
selected_vertex = 0
selected_edge = 0
first_vertex_selected = None
j_press=True
else:
j_press=False
# Mode toggles (Disable SVD)
if glfw.get_key(window,glfw.KEY_R)==glfw.PRESS:
if not r_press:
rotate_mode = not rotate_mode
scale_mode = False
vertex_mode = False
edge_mode = False
edge_create_mode = False
svd_mode = False
r_press=True
else:
r_press=False
if glfw.get_key(window,glfw.KEY_E)==glfw.PRESS:
if not e_press:
scale_mode = not scale_mode
rotate_mode = False
vertex_mode = False
edge_mode = False
edge_create_mode = False
svd_mode = False
e_press=True
else:
e_press=False
if glfw.get_key(window,glfw.KEY_V)==glfw.PRESS:
if not v_press:
vertex_mode = not vertex_mode
edge_mode = False
rotate_mode = False
scale_mode = False
edge_create_mode = False
svd_mode = False
v_press=True
else:
v_press=False
if glfw.get_key(window,glfw.KEY_Q)==glfw.PRESS:
if not q_press:
edge_mode = not edge_mode
vertex_mode = False
rotate_mode = False
scale_mode = False
edge_create_mode = False
svd_mode = False
q_press=True
else:
q_press=False
if glfw.get_key(window,glfw.KEY_C)==glfw.PRESS:
if not c_press:
edge_create_mode = not edge_create_mode
first_vertex_selected = None
vertex_mode = False
edge_mode = False
rotate_mode = False
scale_mode = False
svd_mode = False
c_press=True
else:
c_press=False
# SVD MODE TOGGLE (T)
if glfw.get_key(window, glfw.KEY_T) == glfw.PRESS:
if not t_press:
svd_mode = not svd_mode
svd_animating = False
svd_step = 0
svd_anim_phase = 0
svd_anim_t = 0.0
# Disable editing modes, but DO NOT disable camera rotation
if svd_mode:
rotate_mode = False
scale_mode = False
vertex_mode = False
edge_mode = False
edge_create_mode = False
t_press = True
else:
t_press = False
# TAB cycling
tab = glfw.get_key(window, glfw.KEY_TAB)==glfw.PRESS
if tab and not tab_locked:
tab_locked=True
shift = (glfw.get_key(window,glfw.KEY_LEFT_SHIFT)==glfw.PRESS or
glfw.get_key(window,glfw.KEY_RIGHT_SHIFT)==glfw.PRESS)
if edge_mode and len(edges)>0:
selected_edge = (selected_edge - 1) % len(edges) if shift else (selected_edge + 1) % len(edges)
else:
if len(vertices) > 0:
selected_vertex = (selected_vertex - 1) % len(vertices) if shift else (selected_vertex + 1) % len(vertices)
if not tab:
tab_locked=False
# ENTER
enter_pressed = (
glfw.get_key(window,glfw.KEY_ENTER)==glfw.PRESS or
glfw.get_key(window,glfw.KEY_KP_ENTER)==glfw.PRESS
)
if edge_mode and enter_pressed and not enter_locked and len(edges)>0:
enter_locked=True
eA,eB = edges[selected_edge]
vA, vB = vertices[eA], vertices[eB]
new_v = (vA+vB)/2.0
vertices = np.vstack([vertices,new_v])
new_idx = len(vertices)-1
edges.pop(selected_edge)
edges.insert(selected_edge,(eA,new_idx))
edges.insert(selected_edge+1,(new_idx,eB))
objects[current_object] = (vertices,edges)
vertex_mode=True
edge_mode=False
edge_create_mode=False
svd_mode = False
selected_vertex=new_idx
if edge_create_mode and enter_pressed and not enter_locked:
enter_locked = True
if first_vertex_selected is None:
first_vertex_selected = selected_vertex
else:
vA = first_vertex_selected
vB = selected_vertex
if vA != vB and (vA,vB) not in edges and (vB,vA) not in edges:
edges.append((vA,vB))
edge_create_mode = False
first_vertex_selected = None
if not enter_pressed:
enter_locked=False
# CAMERA ORIENTATION
yaw=np.radians(cam_yaw)
pitch=np.radians(cam_pitch)
forward=np.array([
np.sin(yaw)*np.cos(pitch),
np.sin(pitch),
-np.cos(yaw)*np.cos(pitch)
],dtype=np.float32)
forward/=np.linalg.norm(forward)
world_up=np.array([0,1,0],dtype=np.float32)
right=np.cross(forward,world_up); right/=np.linalg.norm(right)
up=np.cross(right,forward); up/=np.linalg.norm(up)
# APPLY CAMERA
glLoadIdentity()
center=cam_pos+forward
gluLookAt(
cam_pos[0],cam_pos[1],cam_pos[2],
center[0],center[1],center[2],
up[0],up[1],up[2]
)
# CAMERA MOVEMENT (WASD)
keys=[]
if glfw.get_key(window,glfw.KEY_W)==glfw.PRESS:
cam_pos+=forward*move_speed; keys.append("W")
if glfw.get_key(window,glfw.KEY_S)==glfw.PRESS:
cam_pos-=forward*move_speed; keys.append("S")
if glfw.get_key(window,glfw.KEY_A)==glfw.PRESS:
cam_pos-=right*move_speed; keys.append("A")
if glfw.get_key(window,glfw.KEY_D)==glfw.PRESS:
cam_pos+=right*move_speed; keys.append("D")
# CAMERA ROTATION (ALWAYS enabled, except editing modes)
editing_block = (rotate_mode or scale_mode or vertex_mode or edge_mode or edge_create_mode)
if not editing_block:
if glfw.get_key(window,glfw.KEY_LEFT)==glfw.PRESS:
cam_yaw-=rot_speed
if glfw.get_key(window,glfw.KEY_RIGHT)==glfw.PRESS:
cam_yaw+=rot_speed
if glfw.get_key(window,glfw.KEY_UP)==glfw.PRESS:
cam_pitch+=rot_speed
if glfw.get_key(window,glfw.KEY_DOWN)==glfw.PRESS:
cam_pitch-=rot_speed
cam_pitch=np.clip(cam_pitch,-89,89)
# VERTEX EDIT
if vertex_mode and len(vertices) > 0:
if glfw.get_key(window,glfw.KEY_UP)==glfw.PRESS:
vertices[selected_vertex][1]+=vertex_speed
if glfw.get_key(window,glfw.KEY_DOWN)==glfw.PRESS:
vertices[selected_vertex][1]-=vertex_speed
if glfw.get_key(window,glfw.KEY_LEFT)==glfw.PRESS:
vertices[selected_vertex][0]-=vertex_speed
if glfw.get_key(window,glfw.KEY_RIGHT)==glfw.PRESS:
vertices[selected_vertex][0]+=vertex_speed
if rotate_mode:
if glfw.get_key(window,glfw.KEY_LEFT)==glfw.PRESS:
cube_rot_y -= 2
if glfw.get_key(window,glfw.KEY_RIGHT)==glfw.PRESS:
cube_rot_y += 2
if glfw.get_key(window,glfw.KEY_UP)==glfw.PRESS:
cube_rot_x -= 2
if glfw.get_key(window,glfw.KEY_DOWN)==glfw.PRESS:
cube_rot_x += 2
# OBJECT SCALING (E mode)
if scale_mode:
if glfw.get_key(window,glfw.KEY_UP)==glfw.PRESS:
cube_scale *= 1.02
if glfw.get_key(window,glfw.KEY_DOWN)==glfw.PRESS:
cube_scale *= 0.98
objects[current_object]=(vertices,edges)
# SVD STEP KEYS (1,2,3,4)
if svd_mode:
if glfw.get_key(window, glfw.KEY_1) == glfw.PRESS:
if not key1_press:
svd_step = 1
svd_animating=False
key1_press = True
else: key1_press=False
if glfw.get_key(window, glfw.KEY_2) == glfw.PRESS:
if not key2_press:
svd_step = 2
svd_animating=False
key2_press = True
else: key2_press=False
if glfw.get_key(window, glfw.KEY_3) == glfw.PRESS:
if not key3_press:
svd_step = 3
svd_animating=False
key3_press = True
else: key3_press=False
if glfw.get_key(window, glfw.KEY_4) == glfw.PRESS:
if not key4_press:
svd_animating = not svd_animating
svd_anim_phase = 0
svd_anim_t = 0.0
svd_step = 0
key4_press = True
else: key4_press=False
# BUILD SVD TRANSFORMED VERTICES
render_vertices = vertices
centroid = None
if svd_mode and len(vertices) > 0:
centroid = vertices.mean(axis=0)
Xc = vertices - centroid
I3 = np.eye(3, dtype=np.float32)
Vt = svd_Vt
Sig = np.diag(svd_S)
U = svd_U
A1 = Vt
A2 = Sig @ Vt
A3 = U @ Sig @ Vt
if svd_animating:
if svd_anim_phase == 0: A_from, A_to = I3, A1
elif svd_anim_phase == 1: A_from, A_to = A1, A2
elif svd_anim_phase == 2: A_from, A_to = A2, A3
else: A_from, A_to = A3, I3
svd_anim_t += 0.005
alpha = svd_anim_t
A_current = (1-alpha)*A_from + alpha*A_to
if svd_anim_t >= 1.0:
svd_anim_t = 0.0
svd_anim_phase = (svd_anim_phase+1) % 4
else:
if svd_step == 0: A_current = I3
elif svd_step == 1: A_current = A1
elif svd_step == 2: A_current = A2
elif svd_step == 3: A_current = A3
else: A_current = I3
render_vertices = Xc @ A_current.T + centroid
# DRAW SCENE
glPushMatrix()
# In SVD mode skip local rotate/scale
if not svd_mode:
glScalef(cube_scale,cube_scale,cube_scale)
glRotatef(cube_rot_x,1,0,0)
glRotatef(cube_rot_y,0,1,0)
draw_edges(render_vertices,edges)
draw_selected_vertex(render_vertices,selected_vertex)
if edge_mode:
draw_highlighted_edge(render_vertices,edges,selected_edge)
if edge_create_mode and first_vertex_selected is not None:
draw_first_edge_vertex(render_vertices, first_vertex_selected)
# Draw singular axes in SVD mode
if svd_mode and centroid is not None:
V = svd_Vt.T
glLineWidth(3)
glBegin(GL_LINES)
for i in range(3):
axis = V[:, i]
scale = svd_S[i] * 1.5
if i == 0: glColor3f(1,0,0)
elif i == 1: glColor3f(0,1,0)
else: glColor3f(0,0,1)
start = centroid
end = centroid + axis * scale
glVertex3f(*start)
glVertex3f(*end)
glEnd()
glLineWidth(1)
glDisable(GL_DEPTH_TEST)
draw_world_axes(2.0)
glEnable(GL_DEPTH_TEST)
glPopMatrix()
# HUD
draw_text(10,570,f"Camera: {cam_pos[0]:.2f} {cam_pos[1]:.2f} {cam_pos[2]:.2f}")
draw_text(10,545,"Keys: "+(", ".join(keys) if keys else "(none)"))
draw_text(10,520,f"Object: {object_names[current_object]} (J to switch)")
draw_text(10,495,f"Selected Vertex: {selected_vertex}")
if edge_mode and len(edges)>0:
a,b = edges[selected_edge]
draw_text(10,470,f"Selected Edge: {selected_edge} (v{a} - v{b})")
if edge_create_mode:
if first_vertex_selected is None:
draw_text(10,470,"Edge Create: select FIRST vertex, ENTER to confirm")
else:
draw_text(10,470,f"Edge Create: first={first_vertex_selected}, choose SECOND, ENTER")
# Mode display
if svd_mode:
anim_state = "ON" if svd_animating else "OFF"
mode_txt = f"Mode: SVD (T) | 1:V^T 2:ΣV^T 3:UΣV^T 4:Animate [{anim_state}]"
elif vertex_mode:
mode_txt = "Mode: Vertex Edit (V)"
elif edge_mode:
mode_txt = "Mode: Edge Select (Q)"
elif edge_create_mode:
mode_txt = "Mode: Edge Create (C)"
elif rotate_mode:
mode_txt = "Mode: Rotate (R)"
elif scale_mode:
mode_txt = "Mode: Scale (E)"
else:
mode_txt = "Mode: Camera (WASD + Arrow Keys)"
draw_text(10,450,mode_txt)
draw_text(10,425,"Press M for help/instructions")
glfw.swap_buffers(window)
glfw.poll_events()
glfw.terminate()
if __name__ == "__main__":
main()