Python opengl collision / intersection with a plane (simple opengl testing framework)

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I have been creating an application where i need to splice a 3d model into 2d segments for this i need to find out where my triangles will pass through a 2d plane, i created some classes for point, line, triangle and plane to help test out my algorithm.

If your new to opengl you may find this code useful for testing out new stuff in opengl.

The classes have methods for drawing point triangles normals lines etc, so definitely not fast but helps see whats going on and pin point where things are going wrong.

hopefully this will be of help to other people for learning opengl or just to try out something in opengl using an object oriented work flow.

I can not garentee the algorithms accuracy because i am new to opengl but they seem to work in this simple test case.

#!/usr/bin/env python
from OpenGL.GL import *
from OpenGL.GLU import *
import pygame
from pygame.locals import *

class createpoint:
def __init__(self,p,c=(1,0,0)):
self.point_size=0.5
self.color=c
self.x=p[0]
self.y=p[1]
self.z=p[2]

#return the corrdinates
def get_pos(self):
return self.x,self.y,self.z

def glvertex(self):
glVertex3f(self.x,self.y,self.z)

def draw(self,c=(0,1,0)):
glPointSize(self.point_size)
glBegin(GL_POINTS)
glColor3f(self.color[0],self.color[1],self.color[2])
glVertex3f(self.x,self.y,self.z);# front face
glEnd()

class createline:
def __init__(self,p1,p2):
self.color=0,1,0
self.p1=p1
self.p2=p2
self.direction=self.direction_vector()
self.newPoint=None

#calculate direction line is travelling using its points
def direction_vector(self):
return createpoint((self.p2.x-self.p1.x,self.p2.y-self.p1.y,self.p2.z-self.p1.z))

def glvertex(self):
glVertex3f(self.p1.x,self.p1.y,self.p1.z)

#vertexs to draw a line use with glbegin(GL_LINES) def glvertexlist(self):
glVertex3f(self.p1.x,self.p1.y,self.p1.z)
glVertex3f(self.p2.x,self.p2.y,self.p2.z)

#t=0 returns first point t=1 returns last point values in between are long the line
#returns a new point cordinate
def get_point_along_line(self,t=0):
self.newPoint=None
if t and t!=0 and t!=1:
self.newPoint=createpoint((self.p1.x+(self.direction.x*t),self.p1.y+(self.direction.y*t),self.p1.z+(self.direction.z*t)))
else:
return None
return self.newPoint

class createplane:
def __init__(self,p1,p2,p3):
self.p1=createpoint(p1)
self.p2=createpoint(p2)
self.p3=createpoint(p3)
self.normal=createpoint((0,1,0))

def dot_product(self,v1,v2):
result=0
for i in range(0,3):
result+=v1[i]*v2[i]
return result

def find_intersection_distance(self,p1,p2):
d=((self.p2.y*self.p3.z)-(self.p3.y*self.p2.z)-(self.p3.y*self.p1.z-self.p1.y*self.p3.z)-(self.p1.y*self.p2.z-self.p2.y*self.p1.z))
a1=self.dot_product(((-d-p1.x),(-d-p1.y),(-d-p1.z)),(0,1,0))
a2=self.dot_product(((p2.x-p1.x),(p2.y-p1.y),(p2.z-p1.z)),(0,1,0))

if a1!=0 and a2!=0:
return a1/a2
else:
return None
def draw(self):
glBegin(GL_TRIANGLE_STRIP)
glColor3f(1.0, 1.0, 1.0)
glNormal3f(self.normal.x,self.normal.y,self.normal.z)
glVertex3f(self.p1.x,self.p1.y,self.p1.z)
glVertex3f(self.p2.x,self.p2.y,self.p2.z)
glVertex3f(self.p3.x,self.p3.y,self.p3.z)
glEnd()
self.p1.draw((1,0,0))
self.p2.draw((0,1,0))
self.p3.draw((0,0,1))

def draw_normals(self):
glBegin(GL_LINES)
glColor3f(0.0, 1.0, 1.0)
glVertex3f(self.p1.x,self.p1.y,self.p1.z)
glVertex3f(self.normal.x*10,self.normal.y*10.0,self.normal.z*10.0)
glEnd()


def get_normal(self):
return self.normal
class draw_triangle:
def __init__(self,p1,p2,p3):
#3 points of the triangle
self.points=createpoint(p1),createpoint(p2),createpoint(p3)

#3 lines in the triangle
self.lines=createline(self.points[0],self.points[1]),createline(self.points[1],self.points[2]),createline(self.points[0],self.points[2])

#triangles normal
self.normal=createpoint(self.calculate_normal(self.points[0],self.points[1],self.points[2]))#(0,1,0)#

#calculate vector / edge
def calculate_vector(self,p1,p2):
return -p1.x+p2.x,-p1.y+p2.y,-p1.z+p2.z

def cross_product(self,p1,p2):
return (p1[1]*p2[2]-p2[1]*p1[2]) , (p1[2]*p2[0])-(p2[2]*p1[0]) , (p1[0]*p2[1])-(p2[0]*p1[1])

def get_lines(self):
for l in self.lines:
yield l

def calculate_normal(self,p1,p2,p3):
a=self.calculate_vector(p3,p2)
b=self.calculate_vector(p3,p1)
#calculate the cross product returns a vector
return self.cross_product(a,b)

#draw the triangle
def draw(self):
glBegin(GL_TRIANGLES)
glColor3f(0.0, 0.0, 1.0)
glNormal3f(self.normal.x,self.normal.y,self.normal.z)
glVertex3f(self.points[0].x,self.points[0].y,self.points[0].z)
glVertex3f(self.points[1].x,self.points[1].y,self.points[1].z)
glVertex3f(self.points[2].x,self.points[2].y,self.points[2].z)
glEnd()

#draw the triangles points
self.points[0].draw((1,0,0))
self.points[1].draw((0,1,0))
self.points[2].draw((0,0,1))
#draw triangle normal
def draw_normals(self):
glBegin(GL_LINES)
glColor3f(0.0, 1.0, 1.0)
glVertex3f(self.points[0].x,self.points[0].y,self.points[0].z)
glVertex3f(self.normal.x*5,self.normal.y*5,self.normal.z*5)
glEnd()




name=''
center=createpoint((0,0,0))


plane=createplane((0.0,0.0,0.0),(20.0,0.0,0.0),(0.0,0.0,20.0))
p1=10.0,-5.0,10.0
p2=0.0,5.0,0.0
p3=10.0,5.0,10.0
tri=draw_triangle(p1,p2,p3)
#print 'plane'+str(tri.calculate_plane())

#test intersection function
def intersections():
glPointSize(5)
glBegin(GL_POINTS)
glColor3f(0.0, 1.0, 0.0)
count=0
for l in tri.get_lines():
#distance along a line will return null if no intersection
t=plane.find_intersection_distance(l.p1,l.p2)

#find the intersection point using t
if t:
np=l.get_point_along_line(t)

#if there was an intersetion point display it, the point was stored in the class line as newPoint
if l.newPoint:
glVertex3f(l.newPoint.x,l.newPoint.y,l.newPoint.z)
count+=1
glEnd()


class draw_scene:
def __init__(self,style=1):
self.init_shading()

#solid model with a light / shading
def init_shading(self):
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH) glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glLight(GL_LIGHT0, GL_POSITION, (0, 1, 1, 0)) glMatrixMode(GL_MODELVIEW)

def resize(self,(width, height)):
if height==0:
height=1
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, 1.0*width/height, 0.1, 100.0)
#gluLookAt(0.0,0.0,45.0,0,0,0,0,40.0,0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()

def init(self):
glShadeModel(GL_SMOOTH)
glClearColor(0.0, 0.0, 0.0, 0.0)
glClearDepth(1.0)
glEnable(GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH) glDepthFunc(GL_LEQUAL)
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)

glEnable(GL_COLOR_MATERIAL)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glLight(GL_LIGHT0, GL_POSITION, (0, 1, 1, 0)) glMatrixMode(GL_MODELVIEW)

def draw(self):
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0.0,-26.0, -100.0)
size=3
tri.draw()
tri.draw_normals()

plane.draw()
plane.draw_normals()
n=plane.get_normal()
intersections()
#main program loop
def main():
#initalize pygame pygame.init()
pygame.display.set_mode((640,480), OPENGL|DOUBLEBUF)

#setup the open gl scene
scene=draw_scene()
scene.resize((640,480))
frames = 0
ticks = pygame.time.get_ticks()
while 1:
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
break
#draw the scene
scene.draw()
pygame.display.flip()
frames = frames+1

print "fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-ticks))


if __name__ == '__main__': main()

If anyone notices anything glaringly wrong with this code other than the speed let me know, else i will never know, example on loading stl files to follow šŸ™‚