Triangles and projection
A Coracle implementation of the Code-It-Yourself! 3D Graphics Engine Part #1 tutorial
import coracle.*
import coracle.shapes.Mesh
/*
Code-It-Yourself! 3D Graphics Engine Part #1 - Triangles & Projection
Adapted from: https://github.com/OneLoneCoder/videos/blob/master/OneLoneCoder_olcEngine3D_Part1.cpp
See: https://youtu.be/ih20l3pjoeu
*/
class TrianglesAndProjection: Drawing() {
var cube: Mesh
lateinit
var projectionMatrix = Matrix.projectionMatrix(450f / 450f, 90.0f, 0.1f, 1000.0f)
var matRotZ = Matrix()
var matRotX = Matrix()
var frame = 0
override fun setup() {
(450, 450)
size
= Mesh.cube()
cube
()
noFill(0xffffff)
stroke}
override fun draw() {
(0x1d1d1d)
background++
frame
val f = frame/20.0f
.rotateZ(f)
matRotZ.rotateX(f * 0.5f)
matRotX
.triangles.forEach { triangle ->
cube
//Rotate
val rotatedTriangle = triangle * matRotZ
*= matRotX
rotatedTriangle .applyZOffset(3f)
rotatedTriangle
//Project to 2D
val tri2D = rotatedTriangle.to2D(projectionMatrix)
.scale(width/2f)
tri2D.translate(width/2f, height/2f)
tri2D.draw()
tri2D}
}
}