some new stuff.
idk its all pretty fun! some C++ too!
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173
cube/tktcl.py
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173
cube/tktcl.py
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"""
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rotating_cube_tk.py
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Simple Tkinter app that rotates a 3D cube using rotation matrices along X and Z axes.
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No dependencies outside the Python standard library.
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"""
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import tkinter as tk
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import math
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import time
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# Canvas size
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W, H = 700, 700
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# Cube definition (8 vertices of a cube centered at origin)
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size = 150
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vertices = [
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(-1, -1, -1),
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(-1, -1, 1),
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(-1, 1, -1),
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(-1, 1, 1),
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( 1, -1, -1),
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( 1, -1, 1),
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( 1, 1, -1),
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( 1, 1, 1),
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]
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# Scale vertices by size
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vertices = [(x * size, y * size, z * size) for (x, y, z) in vertices]
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# Edges connecting vertices (pairs of indices)
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edges = [
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(0,1), (0,2), (0,4),
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(1,3), (1,5),
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(2,3), (2,6),
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(3,7),
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(4,5), (4,6),
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(5,7),
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(6,7),
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]
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# Rotation speeds (radians per frame)
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rot_speed_x = 0.02
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rot_speed_z = 0.015
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# Perspective parameters
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viewer_distance = 600 # Larger -> weaker perspective
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fov = 500 # Field of view scaling
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class CubeApp:
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def __init__(self, master):
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self.master = master
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master.title("3D Rotating Cube (X and Z rotation matrices)")
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self.canvas = tk.Canvas(master, width=W, height=H, bg="white")
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self.canvas.pack(fill="both", expand=True)
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# angles
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self.ang_x = 0.0
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self.ang_z = 0.0
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# control
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self.paused = False
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self.last_time = time.time()
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# drawn items (to update instead of recreating shapes each frame)
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self.line_ids = []
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for _ in edges:
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self.line_ids.append(self.canvas.create_line(0,0,0,0, width=2))
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# instructions text
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self.canvas.create_text(10, 10, anchor="nw",
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text="Space: pause/resume Up/Down: speed X Left/Right: speed Z",
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fill="black", font=("Helvetica", 10))
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# Bind keys
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master.bind("<space>", self.toggle_pause)
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master.bind("<Up>", self.speed_up_x)
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master.bind("<Down>", self.speed_down_x)
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master.bind("<Right>", self.speed_up_z)
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master.bind("<Left>", self.speed_down_z)
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# Start animation
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self.animate()
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# Rotation matrix around X for angle a
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def rotate_x(self, point, a):
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x, y, z = point
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cos_a = math.cos(a)
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sin_a = math.sin(a)
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y2 = y * cos_a - z * sin_a
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z2 = y * sin_a + z * cos_a
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return (x, y2, z2)
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# Rotation matrix around Z for angle a
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def rotate_z(self, point, a):
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x, y, z = point
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cos_a = math.cos(a)
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sin_a = math.sin(a)
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x2 = x * cos_a - y * sin_a
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y2 = x * sin_a + y * cos_a
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return (x2, y2, z)
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# Project 3D point to 2D using simple perspective
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def project(self, point):
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x, y, z = point
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# shift z relative to viewer so we don't divide by zero
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z_shifted = z + viewer_distance
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if z_shifted == 0:
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z_shifted = 0.0001
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factor = fov / z_shifted
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x_proj = x * factor + W/2
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y_proj = -y * factor + H/2 # invert y for screen coords
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return (x_proj, y_proj)
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def animate(self):
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# compute time delta for smoother animation (in case of slow frame)
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now = time.time()
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dt = now - self.last_time
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self.last_time = now
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if not self.paused:
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# update angles (scale by dt to be time-based)
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self.ang_x += rot_speed_x * (dt * 60) # adjust to feel like frame-based speeds
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self.ang_z += rot_speed_z * (dt * 60)
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# compute rotated points
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rotated = []
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for v in vertices:
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r = self.rotate_x(v, self.ang_x)
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r = self.rotate_z(r, self.ang_z)
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rotated.append(r)
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# project all points
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projected = [self.project(p) for p in rotated]
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# draw edges by updating canvas lines
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for i, (a, b) in enumerate(edges):
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x1, y1 = projected[a]
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x2, y2 = projected[b]
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# update existing line coordinates
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self.canvas.coords(self.line_ids[i], x1, y1, x2, y2)
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# optionally: draw small circles at vertices (commented out to keep it clean)
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for (x, y) in projected:
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self.canvas.create_oval(x-3, y-3, x+3, y+3, fill="black")
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# schedule next frame (aiming ~60 FPS)
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self.master.after(1, self.animate)
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# Controls
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def toggle_pause(self, event=None):
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self.paused = not self.paused
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def speed_up_x(self, event=None):
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global rot_speed_x
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rot_speed_x += 0.005
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def speed_down_x(self, event=None):
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global rot_speed_x
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rot_speed_x -= 0.005
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def speed_up_z(self, event=None):
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global rot_speed_z
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rot_speed_z += 0.005
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def speed_down_z(self, event=None):
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global rot_speed_z
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rot_speed_z -= 0.005
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if __name__ == "__main__":
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root = tk.Tk()
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app = CubeApp(root)
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root.mainloop()
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