Draw function, Processing, Python

add_library('peasycam')
from peasy import PeasyCam

import math

def setup():
    size(800, 800, P3D)
    cam = PeasyCam(this, 100)
    cam.setMinimumDistance(50)
    cam.setMaximumDistance(500)
    background(23,117,46)
    textSize(10)
    frameRate(60)
    strokeWeight(5)
    global finished
    finished = False
    

#faces class

class Face:
    def __init__(self, index):
        self.index = index
        
    def getcolour(self):
        if self.index == 0:
            self.colour = 'white'
            self.pos_curr = [0,1,0]
            self.pos_set = [0,1,0]
            
        elif self.index == 1:
            self.colour = 'blue'
            self.pos_curr = [0,0,1]
            self.pos_set = [0,0,1]
            
        elif self.index == 2:
            self.colour = 'orange'
            self.pos_curr = [1,0,0]
            self.pos_set = [1,0,0]
            
        elif self.index == 3:
            self.colour = 'green'
            self.pos_curr = [0,0,-1]
            self.pos_set = [0,0,-1]
            
        elif self.index == 4:
            self.colour = 'red'
            self.pos_curr = [-1,0,0]
            self.pos_set = [-1,0,0]
            
        elif self.index == 5:
            self.colour = 'yellow'
            self.pos_curr = [0,-1,0]
            self.pos_set = [0,-1,0]
            
    def check(self):
        if self.pos_curr == self.pos_set:
            return True
        else:
            return False
        
        

#cube class

class Cube:
    def __init__(self, x, y, z):
        self.faces = []
        #current positions of each cube -2<x<2 
        self.x_curr = x
        self.y_curr = y
        self.z_curr = z
        
        #the solved positition of the cube
        self._xset = x
        self._yset = y
        self._zset = z
    
    def getfaces(self):
        for i in range (0,6):
            newFace = Face(i)
            newFace.getcolour()
            self.faces.append(newFace)
    
    def show(self):
        len_= 10
        r=6
        stroke(0)
        pushMatrix()
        
        translate(self.x_curr*2*r,self.y_curr*2*r,self.z_curr*2*r)
        beginShape(QUADS)
        
        #front face
        for each in self.faces:
            if each.pos_curr == [0,0,1]:
                if each.colour == 'white':
                    fill(251,255,255)
                elif each.colour == 'blue':
                    fill(77,77,255)
                elif each.colour == 'green':
                    fill(57,255,20)
                elif each.colour == 'orange':
                    fill(255,95,31)
                elif each.colour == 'yellow':
                    fill(255,237,39)
                elif each.colour == 'red':
                    fill(255,49,49)
        vertex(r, r, r)
        vertex(r, -r, r)
        vertex(-r, -r, r)
        vertex(-r, r, r)

        #bottom face
        for each in self.faces:
            if each.pos_curr == [0,-1,0]:
                if each.colour == 'white':
                    fill(251,255,255)
                elif each.colour == 'blue':
                    fill(77,77,255)
                elif each.colour == 'green':
                    fill(57,255,20)
                elif each.colour == 'orange':
                    fill(255,95,31)
                elif each.colour == 'yellow':
                    fill(255,237,39)
                elif each.colour == 'red':
                    fill(255,49,49)
        vertex(r, r, r)
        vertex(r, r, -r)
        vertex(-r, r, -r)
        vertex(-r, r, r)
        
        #right face
        for each in self.faces:
            if each.pos_curr == [1,0,0]:
                if each.colour == 'white':
                    fill(251,255,255)
                elif each.colour == 'blue':
                    fill(77,77,255)
                elif each.colour == 'green':
                    fill(57,255,20)
                elif each.colour == 'orange':
                    fill(255,95,31)
                elif each.colour == 'yellow':
                    fill(255,237,39)
                elif each.colour == 'red':
                    fill(255,49,49)
        vertex(r, r, r)
        vertex(r, r, -r)
        vertex(r, -r, -r)
        vertex(r, -r, r)
        

        #back face
        for each in self.faces:
            if each.pos_curr == [0,0,-1]:
                if each.colour == 'white':
                    fill(251,255,255)
                elif each.colour == 'blue':
                    fill(77,77,255)
                elif each.colour == 'green':
                    fill(57,255,20)
                elif each.colour == 'orange':
                    fill(255,95,31)
                elif each.colour == 'yellow':
                    fill(255,237,39)
                elif each.colour == 'red':
                    fill(255,49,49)
        vertex(r, r, -r)
        vertex(r, -r, -r)
        vertex(-r, -r, -r)
        vertex(-r, r, -r)

        #up face
        for each in self.faces:
            if each.pos_curr == [0,1,0]:
                if each.colour == 'white':
                    fill(251,255,255)
                elif each.colour == 'blue':
                    fill(77,77,255)
                elif each.colour == 'green':
                    fill(57,255,20)
                elif each.colour == 'orange':
                    fill(255,95,31)
                elif each.colour == 'yellow':
                    fill(255,237,39)
                elif each.colour == 'red':
                    fill(255,49,49)
        vertex(r, -r, r)
        vertex(r, -r, -r)
        vertex(-r, -r, -r)
        vertex(-r, -r, r)

        #left face
        for each in self.faces:
            if each.pos_curr == [-1,0,0]:
                if each.colour == 'white':
                    fill(251,255,255)
                elif each.colour == 'blue':
                    fill(77,77,255)
                elif each.colour == 'green':
                    fill(57,255,20)
                elif each.colour == 'orange':
                    fill(255,95,31)
                elif each.colour == 'yellow':
                    fill(255,237,39)
                elif each.colour == 'red':
                    fill(255,49,49)
        vertex(-r, r, r)
        vertex(-r, r, -r)
        vertex(-r, -r, -r)
        vertex(-r, -r, r)

        endShape()
        popMatrix()
        
#Moves class

class Moves:
    def __init__(self):
        self.yes=True

    def create(self):
        a=[]
        b=[]
        self.cubeList = []
        for x in range(-1,2):
            for y in range(-1,2):
                for z in range(-1,2):
                    newCube = Cube(x, y, z)
                    newCube.getfaces()
                    a.append(newCube)
                b.append(a)
                a=[]
            self.cubeList.append(b)
            b=[]
        
        
        
    def applyMatrix(self, rotation, matrix3D, face, matrix3D_2):
        angle=0
        while angle < HALF_PI:
            angle += 0.01
            for a in self.cubeList:
                for b in a:
                    for i in b:
                        if face == 'z':
                            check = i.z_curr
                        elif face == 'y':
                            check = i.y_curr
                        elif face == 'x':
                            check = i.x_curr
                        if check == rotation:
                            #altering position of each cube
                            
                            newx = matrix3D_2[0][0]*i.x_curr + matrix3D_2[0][1]*i.y_curr + matrix3D_2[0][2]*i.z_curr
                            newy = matrix3D_2[1][0]*i.x_curr + matrix3D_2[1][1]*i.y_curr + matrix3D_2[1][2]*i.z_curr
                            newz = matrix3D_2[2][0]*i.x_curr + matrix3D_2[2][1]*i.y_curr + matrix3D_2[2][2]*i.z_curr
                            i.x_curr = newx
                            i.y_curr = newy
                            i.z_curr = newz
                            strokeWeight(0)
            push()
            for n in self.cubeList:
                for each in n:
                    for q in each:
                        q.show()
            pop()
        strokeWeight(5)
        
        
        for a in self.cubeList:
            for b in a:
                for i in b:
                    i.x_curr = round(i.x_curr)
                    i.y_curr = round(i.y_curr)
                    i.z_curr = round(i.z_curr)
        
                    
        for a in self.cubeList:
            for b in a:
                for i in b:
                    if face == 'z':
                        check = i.z_curr
                    elif face == 'y':
                        check = i.y_curr
                    elif face == 'x':
                        check = i.x_curr
                    if check == rotation:
                        #altering the rotation of each cube
                        for each in i.faces:
                            if face == 'z':
                                a = -matrix3D[0][0]*each.pos_curr[0] + -matrix3D[0][1]*each.pos_curr[1] + -matrix3D[0][2]*each.pos_curr[2]
                                b = -matrix3D[1][0]*each.pos_curr[0] + -matrix3D[1][1]*each.pos_curr[1] + -matrix3D[1][2]*each.pos_curr[2]
                                c = matrix3D[2][0]*each.pos_curr[0] + matrix3D[2][1]*each.pos_curr[1] + matrix3D[2][2]*each.pos_curr[2]
                            elif face == 'x':
                                a = matrix3D[0][0]*each.pos_curr[0] + matrix3D[0][1]*each.pos_curr[1] + matrix3D[0][2]*each.pos_curr[2]
                                b = -matrix3D[1][0]*each.pos_curr[0] + -matrix3D[1][1]*each.pos_curr[1] + -matrix3D[1][2]*each.pos_curr[2]
                                c = -matrix3D[2][0]*each.pos_curr[0] + -matrix3D[2][1]*each.pos_curr[1] + -matrix3D[2][2]*each.pos_curr[2]
                            elif face == 'y':
                                a = -matrix3D[0][0]*each.pos_curr[0] + -matrix3D[0][1]*each.pos_curr[1] + -matrix3D[0][2]*each.pos_curr[2]
                                b = matrix3D[1][0]*each.pos_curr[0] + matrix3D[1][1]*each.pos_curr[1] + matrix3D[1][2]*each.pos_curr[2]
                                c = -matrix3D[2][0]*each.pos_curr[0] + -matrix3D[2][1]*each.pos_curr[1] + -matrix3D[2][2]*each.pos_curr[2]
                                a=-a
                                b=b
                                c=-c
                            newVector = [a,b,c]
                            each.pos_curr = newVector
                            

    def turnZ(self, move):
        #for z rotations
        #user = input('f, m, b, F, M or B')
        user= move
        if user == 'f':
            rotation = 1
            dir = -1
        elif user == 'F':
            rotation = 1
            dir = 1
        
        elif user == 's':
            rotation = 0
            dir = -1
        elif user == 'S':
            rotation =0
            dir = 1

        elif user == 'b':
            rotation = -1
            dir = -1
        elif user == 'B':
            rotation =-1
            dir = 1
        matrix3D = [[round(cos(dir*HALF_PI)),-round(sin(dir*HALF_PI)),0],[round(sin(dir*HALF_PI)),round(cos(dir*HALF_PI)),0],[0,0,1]]  
        matrix3D_2 = [[cos(dir*0.01),-sin(dir*0.01),0],[sin(dir*0.01),cos(dir*0.01),0],[0,0,1]]      
        self.applyMatrix(rotation, matrix3D, 'z', matrix3D_2)

    def turnX(self, move):
        #for x rotations
        user = move

        if user == 'r':
            rotation = 1
            dir = -1
        elif user == 'R':
            rotation = 1
            dir = 1
        
        elif user == 'm':
            rotation = 0
            dir = -1
        elif user == 'M':
            rotation =0
            dir = 1

        elif user == 'l':
            rotation = -1
            dir = -1
        elif user == 'L':
            rotation =-1
            dir = 1

        matrix3D = [[1,0,0],[0,round(cos(dir*HALF_PI)),-round(sin(dir*HALF_PI))],[0,round(sin(dir*HALF_PI)),round(cos(dir*HALF_PI))]]
        matrix3D_2 = [[1,0,0],[0,cos(dir*0.01),-sin(dir*0.01)],[0,sin(dir*0.01),cos(dir*0.01)]]    
        self.applyMatrix(rotation, matrix3D, 'x', matrix3D_2)
        
    def turnY(self, move):
        #for y rotations
        user = move

        if user == 'u':
            rotation = 1
            dir = -1
        elif user == 'U':
            rotation = 1
            dir = 1
        
        elif user == 'e':
            rotation = 0
            dir = -1
        elif user == 'E':
            rotation =0
            dir = 1

        elif user == 'd':
            rotation = -1
            dir = -1
        elif user == 'D':
            rotation =-1
            dir = 1

        matrix3D = [[round(cos(dir*HALF_PI)), 0, round(sin(dir*HALF_PI))], [0, 1, 0], [-round(sin(dir*HALF_PI)), 0, round(cos(dir*HALF_PI))]]
        matrix3D_2 = [[cos(dir*0.01), 0, sin(dir*0.01)], [0, 1, 0], [-sin(dir*0.01), 0, cos(dir*0.01)]]    
        self.applyMatrix(rotation, matrix3D, 'y', matrix3D_2)

    def axis(self, move):
        #a = input('Would you like to rotate along x, y or z axis? ')
        if  move == 'l' or move == 'm' or move == 'r' or move == 'L' or move == 'M' or move == 'R':
            self.turnX(move)
        elif move == 'u' or move == 'e' or move == 'd' or move == 'U' or move == 'E' or move == 'D':
            self.turnY(move)
        else:
            self.turnZ(move)

#Moves meaning

#Z axis
#f front face
#s middle face
#b back face

#Y axis
#u top face
#e middle face
#d bottom face

#X axis
#l left face
#m middle face
#r right face

a=Moves()
a.create()

move = 'U'


def draw():
    background(79,117,110)
    textSize(8)
    if keyPressed:
        if key == ' ':
            fill(0)
            text("Moves:", -50, -30,0)
            textSize(5)
            text("f- blue", -50, -20,0)
            text("b- green", -50, -13,0)
            text("u- white", -50, -6,0)
            text("d- yellow", -50, 1,0)
            text("l- red", -50, 8,0)
            text("r- orange", -50, 13,0)
    counter=0
delay(100)
    for i in a.cubeList:
        for each in i:
            for z in each:
                z.show()
                counter+=1
    
    while keyPressed:
        finished = True
        if key == 'f':
            a.axis('F')
            delay(500)
        elif key == 'r':
            a.axis('r')
            delay(500)
        #elif key == 's':
        #    a.axis('S')
        #    delay(500)
        elif key == 'b':
            a.axis('B')
            delay(500)
        elif key == 'u':
            a.axis('D')
            delay(500)
        #elif key == 'e':
        #    a.axis('E')
        #    delay(500)
        elif key == 'd':
            a.axis('U')
            delay(500)
        elif key == 'l':
            a.axis('l')
            delay(500)
        #elif key == 'm':
        #    a.axis('m')
        #    delay(800)
            
        elif key == 'F':
            a.axis('f')
            delay(500)
        elif key == 'R':
            a.axis('R')
            delay(500)
        #elif key == 'S':
        #    a.axis('s')
        #   delay(500)
        elif key == 'B':
            a.axis('b')
            delay(500)
        elif key == 'U':
            a.axis('d')
            delay(500)
        #elif key == 'E':
        #    a.axis('e')
        #    delay(800)
        elif key == 'D':
            a.axis('u')
            delay(500)
        elif key == 'L':
            a.axis('L')
            delay(500)
        #elif key == 'M':
        #    a.axis('M')
        #    delay(800)
        break

The while loop concerned is in applyMatrix() in moves