Modelspace - Demo 06¶
Objective¶
Learn about modelspace Modelspace.

Demo 06¶
How to Execute¶
Load src/modelviewprojection/demo06.py in Spyder and hit the play button.
Move the Paddles using the Keyboard¶
Keyboard Input |
Action |
---|---|
w |
Move Left Paddle Up |
s |
Move Left Paddle Down |
k |
Move Right Paddle Down |
i |
Move Right Paddle Up |
Modelspace¶
NDC are not a natural system of numbers for use by humans. Imagine that the paddles in the previous chapters exist in real life, and are 2 meters wide and 6 meters tall. The graphics programmer should be able to use those numbers directly; they shouldn’t have to manually transform the distances into NDC.
Whatever a convenient numbering system is (i.e. coordinate system) for modeling objects is called modelspace. Since a paddle has four corners, which corner should be at the origin (0,0)? If you don’t already know what you want at the origin, then none of the corners should be; instead put the center of the object at the origin (Because by putting the center of the object at the origin, scaling and rotating the object are trivial, as shown in later chapters).
Representing a Paddle using Modelspace¶
modelspace - the coordinate system (origin plus axes), in which some object’s vertices are defined.
WorldSpace¶
WorldSpace is a top-level space, independent of NDC, that we choose to use. It is arbitrary. If you were to model a racetrack for a racing game, the origin of WorldSpace may be the center of that racetrack. If you were modeling our solar system, the center of the sun could be the origin of “WorldSpace”. I personally would put the center of our flat earth at the origin, but reasonable people can disagree.
For our demo with paddles, the author arbitrarily defines the WorldSpace to be 20 units wide, 20 units tall, with the origin at the center.

Demo 06¶
Modelspace to WorldSpace¶
The author prefers to view transformations as changes to the graph paper, as compared to view transformations as changes to points.
As such, for placing paddle1, we can view the translation as a change to the graph paper relative to world space coordinates (only incidentally bringing the vertices along with it) and then resetting the graph paper (i.e. both origin and axes) back to its original position and orientation. Although we will think of the paddle’s vertices as relative to its own space (i.e. -1 to 1 horizontally, -3 to 3 vertically), we will not look at the numbers of what they are in world space coordinates, as doing so
Will not give us any insight
Will distract us from thinking clearly about what’s happening
As an example, figure out the world space coordinate of the upper rights corner of the paddle after it has been translated, and ask yourself what that means and what insight did you gain?
The animation above shows multiple steps, shown now without animation.
Modelspace of Paddle 1¶
Paddle 1’s Modelspace¶
Vector |
Coordinates |
---|---|
a |
(1,3) |
b |
(-1,3) |
c |
(-1,-3) |
d |
(1,-3) |
Modelspace of Paddle 1 Superimposed on Worldspace after the translation¶
Paddle 1’s graph paper gets translated -9 units in the x direction, and some number of units in the y direction, 0 during the first frame, based off of user input. The origin is translated, and the graph paper comes with it, onto which you can plot the vertices. Notice that the coordinate system labels below the plot and to the left of the plot is unchanged. That is world space, which has not changed.
Paddle 1’s Modelspace Superimposed on World Space¶
Vector |
Coordinates (modelspace) |
Coordinates (worldspace) |
---|---|---|
a |
(1,3) |
(1,3) + (9,3) = (-8,5) |
b |
(-1,3) |
(-1,3) + (9,3) = (-10,5) |
c |
(-1,-3) |
(-1,-3) + (9,3) = (-10,-1) |
d |
(1,-3) |
(1,-3) + (9,3) = (-8,-1) |
Paddle 1’s vertices in WorldSpace Coordinates¶
Paddle 1’s Vertices in World Space.¶
Vector |
Coordinates (worldspace) |
---|---|
a |
(-8,5) |
b |
(-10,5) |
c |
(-10,-1) |
d |
(-8,-1) |
Now that the transformation has happened, the vertices are all in world space. You could calculate their values in world space, but that will not give you any insight. The only numbers that matter for insight as that the entire graph paper of modelspace, which originally was the same as world space, has changed, bringing the vertices along with it.
Same goes for Paddle 2’s modelspace, relative to its translation, which are different values.
Modelspace of Paddle 2¶
Paddle 2’s Modelspace¶
Vector |
Coordinates |
---|---|
a |
(1,3) |
b |
(-1,3) |
c |
(-1,-3) |
d |
(1,-3) |
Modelspace of Paddle 2 Superimposed on Worldspace after the translation¶
Paddle 2’s Modelspace Superimposed on World Space¶
Vector |
Coordinates (modelspace) |
Coordinates (worldspace) |
---|---|---|
a |
(1,3) |
(1,3) + (9,-4) = (10,-1) |
b |
(-1,3) |
(-1,3) + (9,-4) = (8,-1) |
c |
(-1,-3) |
(-1,-3) + (9,-4) = (8,-7) |
d |
(1,-3) |
(1,-3) + (9,-4) = (10,-7) |
Paddle 2’s vertices in WorldSpace Coordinates¶
Paddle 2’s Vertices in World Space.¶
Vector |
Coordinates (worldspace) |
---|---|
a |
(10,-1) |
b |
(8,-1) |
c |
(8,-7) |
d |
(10,-7) |
Scaling¶
Our paddles are now well outside of NDC, and as such, they would not be displayed, as they would be clipped out. Their values are outside of -1.0 to 1.0. All we will need to do to convert them from world space to NDC is divide each component, x and y, by 10.
As a demonstration of how scaling works, let’s make an object’s width twice as large, and height three times as large. (The author tried doing the actual scaling of 1/10 in an animated gif, and it looked awful, therefore a different scaling gif is showed here, but the concept is the same).
We can expand or shrink the size of an object by “scale”ing each component of the vertices by some coefficient.
Modelspace¶
Modelspace Superimposed on World Space¶
Worldspace. Don’t concern yourself with what the numbers are.¶
Our global space is -10 to 10 in both dimensions, and to get it into NDC, we need to scale by dividing by 10

Demo 06¶
where x_p1, y_p1 are the modelspace coordinates of the paddle’s vertices, and where p1_center_x_worldspace, p1_center_y_worldspace, are the offset from the world space’s origin to the center of the paddle, i.e. the translation.
Now, the coordinates for paddle 1 and for paddle 2 are in world space, and we need the match to take any world space coordinates and convert them to NDC.
Modelviewprojection comes with a math library, the 2D version is named “mathutils2d.py”. The main class in this module is “Vector2D”, which has two components: and x value, and a y value. To add a vector2d to another one on the right hand side of the ‘+’ symbol, we just add the respective components together, and create a new Vector2D.
28@dataclass
29class Vector2D:
30 x: float #: The x-component of the 2D Vector
31 y: float #: The y-component of the 2D Vector
In a Python class, we can overload the ‘+’ symbol, to make objects addable, by implementing the ‘__add__’ method.
35 def __add__(self, rhs: Vector2D) -> Vector2D:
36 """
37 Add together two Vector2Ds.
38
39 Let :math:`\\vec{a} = (a_x, a_y)` and :math:`\\vec{b} = (b_x, b_y)`:
40
41 .. math::
42
43 \\vec{a} + \\vec{b} = (a_x + b_x, a_y + b_y)
44
45 Args:
46 rhs (Vector2D): The vector on the right hand side of the addition
47 symbol
48 Returns:
49 Vector2D: The Vector2D that represents the additon of the two
50 input Vector2Ds
51 Raises:
52 Nothing
53 Example:
54 >>> from modelviewprojection.mathutils2d import Vector2D
55 >>> a = Vector2D(x=2.0, y=3.0)
56 >>> b = Vector2D(x=5.0, y=6.0)
57 >>> a + b
58 Vector2D(x=7.0, y=9.0)
59 """
60
61 return Vector2D(x=(self.x + rhs.x), y=(self.y + rhs.y))
62
We can also model the opposite procedure, subtraction, by implementing the “__sub__” method.
66 def __sub__(self, rhs: Vector2D) -> Vector2D:
67 """
68 Subtract the right hand side Vector2D from the left hand side Vector2D.
69
70 Let :math:`\\vec{a} = (a_x, a_y)` and :math:`\\vec{b} = (b_x, b_y)`:
71
72 .. math::
73
74 \\vec{a} - \\vec{b} = (a_x - b_x, a_y - b_y)
75
76 Args:
77 rhs (Vector2D): The vector on the right hand side of the
78 subtraction symbol
79 Returns:
80 Vector2D: The Vector2D that represents the subtraction of the
81 right hand side Vector2D from the left hand side
82 Vector2D
83 Raises:
84 Nothing
85 Example:
86 >>> from modelviewprojection.mathutils2d import Vector2D
87 >>> a = Vector2D(x=2.0, y=3.0)
88 >>> b = Vector2D(x=5.0, y=2.0)
89 >>> a - b
90 Vector2D(x=-3.0, y=1.0)
91 """
92 return Vector2D(x=(self.x - rhs.x), y=(self.y - rhs.y))
93
In our graphics code, instead of using “a+b”, we’ll use a more descriptive name: “translate”, which is implemented using the addition symbol. But a few things to note, “translate” is a function on the mathutils module, not a method on Vector2D class, and it’s wrapped in a class named “InvertibleFunction”
110def translate(translate_amount: Vector2D) -> InvertibleFunction:
111 def f(vector: Vector2D) -> Vector2D:
112 return vector + translate_amount
113
114 def f_inv(vector: Vector2D) -> Vector2D:
115 return vector - translate_amount
116
117 return InvertibleFunction(f, f_inv)
118
119
Notice in particular that the “translate_amount” parameter is passed as an argument to “translate”, but the function for translating, named “f”, and the inverse of “f” named “f_inv”, take a Vector2D. This is because we will be translating many Vector2Ds using the same amount.
Invertible functions are stored in pairs, with the “active” function being the first one passed to the constructor. So for translate above, the adding of the Vector2Ds will be the function, but InvertibleFunction holds onto the second function, for later use to be able to undo the function’s application.
73def test_translate():
74 fn: InvertibleFunction[Vector2D] = translate(Vector2D(x=2.0, y=3.0))
75 fn_inv: InvertibleFunction[Vector2D] = inverse(fn)
76
77 input_output_pairs = [
78 [[0.0, 0.0], [2.0, 3.0]],
79 [[1.0, 0.0], [3.0, 3.0]],
80 [[0.0, 1.0], [2.0, 4.0]],
81 ]
82
83 for input_val, output_val in input_output_pairs:
84 wrap_vec2_test(fn, input_val, output_val)
85 wrap_vec2_test(fn_inv, input_val, output_val)
86
87
The above is a unit test that shows how the translate function can be used. We call “translate”, a function which takes a translate amount, both in the x direction and the y direction, but we have not yet specified what needs to be translated by that amount. “translate” returns an InvertibleFunction, which is Callable[Vector2D, Vector2D]. Callable[Vector2D, Vector2D] is a type which is a function that takes a Vector2D as input, and returns a Vector2D (in this case, the output is the input, translated by Vector2D(x=2.0, y=3.0).
On the next 3 lines, we call the function t, passing in a Vector2D to be translated, and we test if the result is equal to the specified amount. (“approx”, is a function from the pytest module, which when tested for equality, returns true if the two floating point numbers under comparison are “close enough”).
We then define a function t_inv, by calling “inverse” on function “t”. We then see that composing t_inv and t results in no transformation.
Here’s how InvertibleFunction is implemented:
25# Define a generic type variable
26T = TypeVar("T")
27
28
29@dataclass
30class InvertibleFunction(Generic[T]):
31 """
32 Class that wraps a function and its
33 inverse function. The function takes
34 type T as it's argument and it's evaluation
35 results in a value of type T.
36 """
37
38 func: Callable[[T], T] #: The wrapped function
39 inverse: Callable[[T], T] #: The inverse of the wrapped function
40
41 def __call__(self, x: T) -> T:
42 """
43 Execute a function with the given value.
44
45 Args:
46 func (Callable[[T], T]): A function that takes a value of type T
47 and returns a value of the same type T.
48 value (T): The input value to pass to the function
49 Returns:
50 T: The result of calling func(value). Will be the same type as the
51 input value.
52 Raises:
53 Nothing
54 Example:
55 >>> from modelviewprojection.mathutils import InvertibleFunction
56 >>> from modelviewprojection.mathutils import inverse
57 >>> def f(x):
58 ... return 2 + x
59 ...
60 >>> def f_inv(x):
61 ... return x - 2
62 ...
63 >>> foo = InvertibleFunction(func=f, inverse=f_inv)
64 >>> foo # doctest: +ELLIPSIS
65 InvertibleFunction(func=<function f at 0x...>, inverse=<function f_inv at 0x...>)
66 >>> foo(5)
67 7
68 >>> inverse(foo) # doctest: +ELLIPSIS
69 InvertibleFunction(func=<function f_inv at 0x...>, inverse=<function f at 0x...>)
70 >>> inverse(foo)(foo(5))
71 5
72 """
73 return self.func(x)
74
75
76def inverse(f: InvertibleFunction[T]) -> InvertibleFunction[T]:
77 """
78 Get the inverse of the InvertibleFunction
79
80 Args:
81 f: InvertibleFunction[T]: A function with it's associated inverse
82 function.
83 Returns:
84 InvertibleFunction[T]: The Inverse of the function
85 function.
86 Raises:
87 Nothing
88 Example:
89 >>> from modelviewprojection.mathutils import InvertibleFunction
90 >>> from modelviewprojection.mathutils import inverse
91 >>> def f(x):
92 ... return 2 + x
93 ...
94 >>> def f_inv(x):
95 ... return x - 2
96 ...
97 >>> foo = InvertibleFunction(func=f, inverse=f_inv)
98 >>> foo # doctest: +ELLIPSIS
99 InvertibleFunction(func=<function f at 0x...>, inverse=<function f_inv at 0x...>)
100 >>> foo(5)
101 7
102 >>> inverse(foo) # doctest: +ELLIPSIS
103 InvertibleFunction(func=<function f_inv at 0x...>, inverse=<function f at 0x...>)
104 >>> inverse(foo)(foo(5))
105 5
106 """
107
108 return InvertibleFunction(f.inverse, f.func)
109
110
Just as Python allows an object to override the ‘+’ and ‘-’ syntax, in Python, any object can be treated as a function, by implementing the “__call__” method
Back to method’s on the Vector2D class. We can also define scaling of a Vector2D, by implementing multiplication of Vector2D’s by a scalar, meaning a real number that scaled the Vector2D by the same amount in all directions. We do this by implementing the ‘__mul__’ and ‘__rmul__’ methods, where __rmul__ just means that this object is on the right hand side of the multiplication.
97 def __mul__(self, scalar: float) -> Vector2D:
98 return Vector2D(x=(self.x * scalar), y=(self.y * scalar))
99
100 def __rmul__(self, scalar: float) -> Vector2D:
101 return self * scalar
102
Just like we made a top level invertible function called “translate” for addition, we are going to do the same for multiplication, and call it “uniform_scale”. Notice in particular that the scalar is passed as an argument to “uniform_scale”, but the function for scaling “f”, and the inverse of “f” named “f_inv”, take a Vector2D. This is because we will be scaling many Vector2Ds using the same scaling factor.
124def uniform_scale(scalar: float) -> InvertibleFunction:
125 def f(vector: Vector2D) -> Vector2D:
126 return vector * scalar
127
128 def f_inv(vector: Vector2D) -> Vector2D:
129 if scalar == 0:
130 raise ValueError("Note invertible. Scaling factor cannot be zero.")
131
132 return vector * (1.0 / scalar)
133
134 return InvertibleFunction(f, f_inv)
135
136
NEW – Add the ability to scale a vector, to stretch or to shrink
119paddle1: Paddle = Paddle(
120 vertices=[
121 Vector2D(x=-1.0, y=-3.0),
122 Vector2D(x=1.0, y=-3.0),
123 Vector2D(x=1.0, y=3.0),
124 Vector2D(x=-1.0, y=3.0),
125 ],
126 color=Color3(r=0.578123, g=0.0, b=1.0),
127 position=Vector2D(-9.0, 0.0),
128)
129
130paddle2: Paddle = Paddle(
131 vertices=[
132 Vector2D(x=-1.0, y=-3.0),
133 Vector2D(x=1.0, y=-3.0),
134 Vector2D(x=1.0, y=3.0),
135 Vector2D(x=-1.0, y=3.0),
136 ],
137 color=Color3(r=1.0, g=1.0, b=0.0),
138 position=Vector2D(9.0, 0.0),
139)
paddles are using modelspace coordinates instead of NDC
144def handle_movement_of_paddles() -> None:
145 global paddle1, paddle2
146
147 if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
148 paddle1.position.y -= 1.0
149 if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
150 paddle1.position.y += 1.0
151 if glfw.get_key(window, glfw.KEY_K) == glfw.PRESS:
152 paddle2.position.y -= 1.0
153 if glfw.get_key(window, glfw.KEY_I) == glfw.PRESS:
154 paddle2.position.y += 1.0
155
156
Movement code needs to happen in modelspace’s units.
Code¶
The Event Loop¶
164while not glfw.window_should_close(window):
165 while (
166 glfw.get_time()
167 < time_at_beginning_of_previous_frame + 1.0 / TARGET_FRAMERATE
168 ):
169 pass
170 time_at_beginning_of_previous_frame = glfw.get_time()
171
172 glfw.poll_events()
173
174 width, height = glfw.get_framebuffer_size(window)
175 glViewport(0, 0, width, height)
176 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
177
178 draw_in_square_viewport()
179 handle_movement_of_paddles()
Rendering Paddle 1¶
184 glColor3f(*astuple(paddle1.color))
185
186 glBegin(GL_QUADS)
187 for p1_v_ms in paddle1.vertices:
188 fn: InvertibleFunction[Vector2D] = compose(
189 uniform_scale(1.0 / 10.0),
190 translate(paddle1.position)
191 )
192 paddle1_vector_ndc: Vector2D = fn(p1_v_ms)
193 glVertex2f(paddle1_vector_ndc.x,
194 paddle1_vector_ndc.y)
195
196 glEnd()
Paddle 1’s Modelspace¶
Paddle 1’s Modelspace Superimposed on World Space¶
Reset coordinate system.¶
The coordinate system now resets back to the coordinate system specified on the left and below. Now, we must scale everything by 1/10. I have not included a picture of that here. Scaling happens relative to the origin, so the picture would be the same, just with different labels on the bottom and on the left.
Rendering Paddle 2¶
200 glColor3f(*astuple(paddle2.color))
201
202
203 glBegin(GL_QUADS)
204 for p2_v_ms in paddle2.vertices:
205 fn: InvertibleFunction[Vector2D] = compose(
206 uniform_scale(1.0 / 10.0),
207 translate(paddle2.position)
208 )
209 paddle2_vector_ndc: Vector2D = fn(p2_v_ms)
210 glVertex2f(paddle2_vector_ndc.x,
211 paddle2_vector_ndc.y)
212 glEnd()
Paddle 2’s Modelspace¶
Paddle 2’s Modelspace Superimposed on World Space¶
Reset coordinate system.¶
The coordinate system is reset. Now scale everything by 1/10. I have not included a picture of that here. Scaling happens relative to the origin, so the picture would be the same, just with different labels on the bottom and on the left.
217 glfw.swap_buffers(window)