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() {
lateinit var cube: Mesh
var projectionMatrix = Matrix.projectionMatrix(450f / 450f, 90.0f, 0.1f, 1000.0f)
var matRotZ = Matrix()
var matRotX = Matrix()
var frame = 0
override fun setup() {
size(450, 450)
cube = Mesh.cube()
noFill()
stroke(0xffffff)
}
override fun draw() {
background(0x1d1d1d)
frame++
val f = frame/20.0f
matRotZ.rotateZ(f)
matRotX.rotateX(f * 0.5f)
cube.triangles.forEach { triangle ->
//Rotate
val rotatedTriangle = triangle * matRotZ
rotatedTriangle *= matRotX
rotatedTriangle.applyZOffset(3f)
//Project to 2D
val tri2D = rotatedTriangle.to2D(projectionMatrix)
tri2D.scale(width/2f)
tri2D.translate(width/2f, height/2f)
tri2D.draw()
}
}
}