def __init__(self):
     self.flag = scn.Sphere(0.05)
     self.particleSystem = scn.ParticleSystem()
     self.particleSystem.loops = True
     self.particleSystem.birthRate = 550
     self.particleSystem.emissionDuration = 2
     self.particleSystem.particleLifeSpan = 0.18
     self.particleSystem.particleLifeSpanVariation = 0.29
     self.particleSystem.particleVelocity = 8
     self.particleSystem.particleVelocityVariation = 15
     self.particleSystem.particleSize = 0.04
     self.particleSystem.particleSizeVariation = 0.03
     self.particleSystem.stretchFactor = 0.02
     self.particleSystemColorAnim = scn.CoreKeyframeAnimation()
     self.particleSystemColorAnim.values = [(.99, 1.0, .71, 0.8),
                                            (1.0, .52, .0, 0.8),
                                            (1., .0, .1, 1.),
                                            (.78, .0, .0, 0.3)]
     self.particleSystemColorAnim.keyTimes = (0., 0.1, 0.8, 1.)
     self.particleSystemProp_con = scn.ParticlePropertyController.controllerWithAnimation(
         self.particleSystemColorAnim)
     self.particleSystem.propertyControllers = {
         scn.SCNParticlePropertyColor: self.particleSystemProp_con
     }
     self.particleSystem.emitterShape = self.flag
     self.particleSystem.birthLocation = scn.ParticleBirthLocation.SCNParticleBirthLocationSurface
     self.particleSystem.birthDirection = scn.ParticleBirthDirection.Random
Beispiel #2
0
  def main(self):
    self.main_view = ui.View()
    w, h = ui.get_window_size()
    self.main_view.frame = (0, 0, w, h)
    self.main_view.name = 'vehicle demo'
    
    self.close_button = ui.Button()
    self.close_button.action = self.close
    self.close_button.frame = (20, 40, 40, 40)
    self.close_button.background_image = ui.Image.named('emj:No_Entry_2')

    if DEBUG:  
      self.scene_view = scn.View((0,25,w,h-25), superView=self.main_view)
      self.scene_view.showsStatistics = True
    else:
      self.scene_view = scn.View((0, 0, w, h), superView=self.main_view)
    self.scene_view.preferredFramesPerSecond = 30
      
    self.scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleWidth
    self.scene_view.allowsCameraControl = False
    
    self.scene_view.scene = scn.Scene()
    self.root_node = self.scene_view.scene.rootNode 
    
    self.scene_view.backgroundColor = (.77, .97, 1.0)
    self.scene_view.delegate = self
    
    self.physics_world = self.scene_view.scene.physicsWorld
    self.physics_world.speed = 2.
    self.physics_world.contactDelegate = self
    
    if DEBUG:
      marker1 = scn.Sphere(0.1)
      marker1.firstMaterial.emission.contents = (1.0, .14, .14)
      marker1.firstMaterial.diffuse.contents = (.0, .0, .0)
      Demo.marker_node1 = scn.Node.nodeWithGeometry(marker1)
      Demo.marker_node1.name = 'marker1'
      self.root_node.addChildNode(Demo.marker_node1)
     
      marker2 = scn.Sphere(0.1)
      marker2.firstMaterial.emission.contents = (.17, .0, 1.0)
      marker2.firstMaterial.diffuse.contents = (.0, .0, .0)
      Demo.marker_node2 = scn.Node.nodeWithGeometry(marker2)
      Demo.marker_node2.name = 'marker2'
      self.root_node.addChildNode(Demo.marker_node2)
    
    floor_geometry = scn.Floor()
    floor_geometry.reflectivity = 0.05
    tile_image = ui.Image.named('plf:Ground_DirtCenter')
    tile_number = 5
    tile_factor = scn.Matrix4(tile_number, 0.0, 0.0, 0.0, 0.0, tile_number, 0.0, 0.0, 0.0, 0.0, tile_number, 0.0, 0.0, 0.0, 0.0, 1.0)
    floor_geometry.firstMaterial.diffuse.contents = tile_image
    floor_geometry.firstMaterial.diffuse.intensity = 0.8
    floor_geometry.firstMaterial.diffuse.contentsTransform = tile_factor
    floor_geometry.firstMaterial.diffuse.wrapS, floor_geometry.firstMaterial.diffuse.wrapT = scn.WrapMode.Repeat, scn.WrapMode.Repeat
    floor_geometry.firstMaterial.locksAmbientWithDiffuse = True
    self.floor_node = scn.Node.nodeWithGeometry(floor_geometry)
    self.floor_node.name = 'Floor'
    self.floor_node.physicsBody = scn.PhysicsBody.staticBody()
    self.root_node.addChildNode(self.floor_node)
    
    cars = [dict(name='red', position=(5, 0, 0), volume=1.),
            dict(name='yellow', too_far=25, body_color=(1.0, .78, .0), position=(-5, 0, -2), sound='game:Pulley', volume=0.1),
            dict(name='blue', too_far=30, body_color=(.0, .61, 1.0), position=(-12, 0, -6), sound='game:Woosh_1', volume=0.5),
            dict(name='green', too_far=18, body_color=(.0, .82, .28), position=(10, 0, -10), sound='casino:DiceThrow3', volume=0.8),
            dict(name='pink', too_far=20, body_color=(.91, .52, .62), position=(5, 0, 10), sound='casino:DieThrow3', volume=0.5)]      
    self.cars =[Car(world=self, props=cars[i]) for i in range(min(MAXCARS, len(cars)))]
    
    self.free_flags = []
    for i in range(2*len(self.cars)):
      node = scn.Node()
      self.free_flags.append(node)
      self.root_node.addChildNode(node)
    self.used_flags = {}
    
    self.crash = Sparks().particleSystem
    self.crash_sound = scn.AudioSource('game:Crashing')
    self.crash_action = scn.Action.playAudioSource(self.crash_sound, False)
    
    self.road_blocks_node = scn.Node()
    self.road_blocks = []
    
    self.road_blocks.append(RoadBlock(w=1.6, l=25, name='block 0', position=(28, 6)))
    self.road_blocks.append(RoadBlock(w=20, l=1.6, name='block 1', position=(-2, -12)))
    self.road_blocks.append(RoadBlock(w=8, l=1.6, name='block 2', position=(-10, 6), rotation=-math.pi/6))
    self.road_blocks.append(RoadBlock(w=40, l=1.6, name='block 3', position=(-40, 0), rotation=-math.pi/3))
    self.road_blocks.append(RoadBlock(w=0.8, h=3, l=0.8, name='start', position=(0, 0)))
    
    for aBlock in self.road_blocks: self.road_blocks_node.addChildNode(aBlock.block_node)    
    self.root_node.addChildNode(self.road_blocks_node)

    self.camera_node = scn.Node()
    self.camera_node.camera = scn.Camera()
    self.camera_node.camera.zFar = 150
    carPos = self.cars[0].node.position
    self.camera_node.position = scn.Vector3(carPos.x+5, 10, carPos.z+30)    
    self.root_node.addChildNode(self.camera_node)
    
    self.light_node = scn.Node()
    self.light_node.position = (50, 50, 50)
    self.light_node.lookAt(self.root_node.position)
    self.light = scn.Light()
    self.light.type = scn.LightTypeDirectional
    self.light.castsShadow = True
    self.light.shadowSampleCount = 16
    self.light.color = (.95, 1.0, .98)
    self.light_node.light = self.light
    self.root_node.addChildNode(self.light_node)
    
    self.ambient_node = scn.Node()
    self.ambient = scn.Light()
    self.ambient.type = scn.LightTypeAmbient
    self.ambient.color = (.38, .42, .45, .1)
    self.ambient_node.light = self.ambient
    self.root_node.addChildNode(self.ambient_node)
    
    self.scene_view.pointOfView = self.camera_node
    
    if DEBUG: self.main_view.add_subview(Demo.status_label)
    
    self.close = False
    self.shut_down = False
    self.main_view.add_subview(self.close_button)
    self.main_view.present(hide_title_bar=~DEBUG)
Beispiel #3
0
  def buildCar(self, body_color=None, sound_file=None, sound_volume=1.0):
    self.chassis_node = scn.Node()
    self.chassis_node.categoryBitMask = 1 << 1
    
    self.camera_controller_node = scn.Node()

    self.camera_node = scn.Node()
    self.camera_node.position = (0, 1.6, 2.05)
    self.camera_node.lookAt((0, 0.9, 10))
    self.camera = scn.Camera()    
    self.camera.zNear = 0.25
    self.camera.zFar = 10
    self.camera.fieldOfView = 35
    self.camera_node.camera = self.camera
    
    self.camera_controller_node.addChildNode(self.camera_node)
    self.chassis_node.addChildNode(self.camera_controller_node)

    self.radar_p1L = scn.Vector3(1.2, 1.3, 2.05)
    self.radar_p2L = scn.Vector3(4.5, 0.8, 20)
    self.radar_pSL = scn.Vector3(10., 0.8, 2.4)
    self.radar_p1R = scn.Vector3(-1.2, 1.3, 2.05)
    self.radar_p2R = scn.Vector3(-4.5, 0.8, 20)
    self.radar_pSR = scn.Vector3(-10., 0.8, 2.4)
    
    self.body_material = scn.Material()
    self.body_material.diffuse.contents = body_color
    self.body_material.specular.contents = (.88, .88, .88)
    
    self.body = scn.Box(2, 1, 4, 0.2)
    self.body.firstMaterial = self.body_material

    self.body_node = scn.Node.nodeWithGeometry(self.body)
    self.body_node.position = (0, 0.75, 0)
    self.chassis_node.addChildNode(self.body_node)
    
    self.physicsBody = scn.PhysicsBody.dynamicBody()
    self.physicsBody.allowsResting = False
    self.physicsBody.mass = 1200
    self.physicsBody.restitution = 0.1
    self.physicsBody.damping = 0.3
    self.chassis_node.physicsBody = self.physicsBody
    
    self.top = scn.Box(1.6, 0.6, 1.8, 0.1)
    self.top.firstMaterial = self.body_material
    self.top_node = scn.Node.nodeWithGeometry(self.top)
    self.top_node.position = (0, 0.5+0.2, 0)
    self.body_node.addChildNode(self.top_node)
    
    self.door1 = scn.Box(2.02, 1-0.2, 1.8/2.2, 0.08)
    self.door1.firstMaterial = self.body_material
    self.door1_node = scn.Node.nodeWithGeometry(self.door1)
    self.door1_node.position = (0, 0.1, 1.8/4)
    self.body_node.addChildNode(self.door1_node)
    
    self.door2_node = scn.Node.nodeWithGeometry(self.door1)
    self.door2_node.position = (0, 0.1, -1.8/4+0.1)
    self.body_node.addChildNode(self.door2_node)
    
    self.window_material = scn.Material()
    self.window_material.diffuse.contents = (.64, .71, .75, 0.6)
    self.window_material.specular.contents = (.88, .88, .88, 0.8)
    
    self.sideW1 = scn.Box(1.61, 0.6-0.1, 1.8/2.2, 0.08)
    self.sideW1.firstMaterial = self.window_material
    self.sideW1_node = scn.Node.nodeWithGeometry(self.sideW1)
    self.sideW1_node.position = (0, 0.5+0.2, 1.8/4)
    self.body_node.addChildNode(self.sideW1_node)
    
    self.sideW2_node = scn.Node.nodeWithGeometry(self.sideW1)
    self.sideW2_node.position = (0, 0.5+0.2, -1.8/4+0.1)
    self.body_node.addChildNode(self.sideW2_node)
    
    self.window_materials = [scn.Material() for i in range(6)]
    self.window_materials[0] = self.window_material
    self.window_materials[2] = self.window_material
    for i in [1, 3, 4, 5]:
      self.window_materials[i] = self.body_material
    
    alpha = math.pi/5
    self.frontW = scn.Box(1.4, 0.6/math.cos(alpha), 0.1, 0.06)
    self.frontW.materials = self.window_materials
    self.frontW_node = scn.Node.nodeWithGeometry(self.frontW)
    self.frontW_node.position = (0, 0.5+0.2-0.05, 1.8/2+math.tan(alpha)*0.6/2-0.1)
    self.frontW_node.rotation = (1, 0, 0, -alpha)
    self.body_node.addChildNode(self.frontW_node)
    
    alpha = math.pi/5
    self.frontW2 = scn.Box(1.3, 0.6/math.cos(alpha), 0.3, 0.0)
    self.frontW2.firstMaterial = self.window_material
    self.frontW2_node = scn.Node.nodeWithGeometry(self.frontW2)
    self.frontW2_node.position = (0, 0.5+0.2-0.05-0.2, 1.8/2+math.tan(alpha)*0.6/2-0.08)
    self.frontW2_node.rotation = (1, 0, 0, -alpha)
    self.body_node.addChildNode(self.frontW2_node)
    
    alpha = math.pi/3.2
    self.rearW = scn.Box(1.4, 0.6/math.cos(alpha), 0.2, 0.2)
    self.rearW.materials = self.window_materials
    self.rearW_node = scn.Node.nodeWithGeometry(self.rearW)
    self.rearW_node.position = (0, 0.5+0.2-0.0417, -1.8/2-math.tan(alpha)*0.6/2+0.15)
    self.rearW_node.rotation = (1, 0, 0, alpha)
    self.body_node.addChildNode(self.rearW_node)
    
    alpha = math.pi/3.2
    self.rearW2 = scn.Box(1.3, 0.6/math.cos(alpha), 0.3, 0.05)
    self.rearW2.firstMaterial = self.window_material
    self.rearW2_node = scn.Node.nodeWithGeometry(self.rearW2)
    self.rearW2_node.position = (0, 0.5+0.2-0.05-0.2, -1.8/2-math.tan(alpha)*0.6/2+0.1)
    self.rearW2_node.rotation = (1, 0, 0, alpha)
    self.body_node.addChildNode(self.rearW2_node)
    
    self.nose = scn.Pyramid(2-0.4, 0.15, 1-0.2)
    self.nose.firstMaterial = self.body_material
    self.nose_node = scn.Node.nodeWithGeometry(self.nose)
    self.nose_node.position = (0, 0.75, 2-0.03)
    self.nose_node.rotation = (1, 0, 0, math.pi/2)
    self.chassis_node.addChildNode(self.nose_node)
    
    self.lampBack_colors = [(.6, .0, .0), (1.0, .0, .0)]
    
    self.front_spot = scn.Light()
    self.front_spot.type = scn.LightTypeSpot
    self.front_spot.castsShadow = False
    self.front_spot.color = (1.0, 1.0, .95)
    self.front_spot.spotInnerAngle = 20
    self.front_spot.spotOuterAngle = 25
    self.front_spot.attenuationEndDistance = 15
    
    self.exhaust = scn.Tube(0.05, 0.07, 0.08)
    self.exhaust.firstMaterial.metalness.contents = (.5, .5, .5)
    self.exhaust_node = scn.Node.nodeWithGeometry(self.exhaust)
    self.exhaust_node.position = (0.5, -0.42, -2.04)
    self.exhaust_node.rotation = (1, 0, 0, math.pi/2)
    self.body_node.addChildNode(self.exhaust_node)
    
    self.smoke = scn.ParticleSystem()
    self.smoke.emitterShape = scn.Sphere(0.01)
    self.smoke.birthLocation = scn.ParticleBirthLocation.SCNParticleBirthLocationSurface
    self.smoke.birthRate =6000
    self.smoke.loops = True
    self.smoke.emissionDuration = 0.08
    self.smoke.idleDuration = 0.4
    self.smoke.idleDurationVariation = 0.2
    self.smoke.particleLifeSpan = 0.3
    self.smoke.particleLifeSpanVariation = 1.2
    self.smoke.particleColor = (1., 1., 1., 1.)
    self.smoke.particleColorVariation = (.6, .0, .6, 0.)
    self.smoke.blendMode = scn.ParticleBlendMode.Multiply
    self.smoke.birthDirection = scn.ParticleBirthDirection.Random
    self.smoke.particleVelocity = 2.
    self.smoke.particleVelocityVariation = 3.5
    self.smoke.acceleration = (0., 15, 0.)
    self.sizeAnim = scn.CoreBasicAnimation()
    self.sizeAnim.fromValue = 0.1
    self.sizeAnim.toValue = 0.0
    self.size_con = scn.ParticlePropertyController.controllerWithAnimation(self.sizeAnim)    
    self.smoke.propertyControllers = {scn.SCNParticlePropertySize:self.size_con}

    self.smoker_node = scn.Node()
    self.smoker_node.position = (0., -0.15, 0.)
    self.smoker_node.addParticleSystem(self.smoke)
    self.exhaust_node.addChildNode(self.smoker_node)
    
    self.lamp = scn.Tube(0.12, 0.15, 4.07)
    self.lamp.firstMaterial.metalness.contents = (.93, .93, .93)
    self.lampGlasFront = scn.Sphere(0.13)
    self.lampGlasFront.firstMaterial.emission.contents = (.92, .93, .66)
    self.lampGlasBack = scn.Sphere(0.13)
    self.lampGlasBack.firstMaterial.diffuse.contents = 'black'
    self.lampGlasBack.firstMaterial.emission.contents = self.lampBack_colors[0]
    
    self.lamp_nodeR = scn.Node.nodeWithGeometry(self.lamp)
    self.lamp_nodeR.position = (-0.6, 0.75, 0.015)
    self.lamp_nodeR.rotation = (1, 0, 0, math.pi/2)
    self.chassis_node.addChildNode(self.lamp_nodeR)
    self.lamp_nodeL = scn.Node.nodeWithGeometry(self.lamp)
    self.lamp_nodeL.position = (0.6, 0.75, 0.015)
    self.lamp_nodeL.rotation = (1, 0, 0, math.pi/2)
    self.chassis_node.addChildNode(self.lamp_nodeL)
    
    self.lampGlasFront_nodeR = scn.Node.nodeWithGeometry(self.lampGlasFront)
    self.lampGlasFront_nodeR.position = (0, 1.95, 0)
    self.lampGlasFront_nodeR.lookAt((0, 45, 10))
    self.lampGlasFront_nodeR.light = self.front_spot
    self.lamp_nodeR.addChildNode(self.lampGlasFront_nodeR)    
    self.lampGlasBack_nodeR = scn.Node.nodeWithGeometry(self.lampGlasBack)
    self.lampGlasBack_nodeR.position = (0, -1.95, 0)
    self.lamp_nodeR.addChildNode(self.lampGlasBack_nodeR)
    
    self.lampGlasFront_nodeL = scn.Node.nodeWithGeometry(self.lampGlasFront)
    self.lampGlasFront_nodeL.position = (0, 1.95, 0)
    self.lampGlasFront_nodeL.lookAt((0, 45, 10))
    self.lampGlasFront_nodeL.light = self.front_spot
    self.lamp_nodeL.addChildNode(self.lampGlasFront_nodeL)    
    self.lampGlasBack_nodeL = scn.Node.nodeWithGeometry(self.lampGlasBack)
    self.lampGlasBack_nodeL.position = (0, -1.95, 0)
    self.lamp_nodeL.addChildNode(self.lampGlasBack_nodeL)
    
    self.wheel_nodes = [scn.Node()]
    self.tire = scn.Tube(0.12, 0.35, 0.25)
    self.tire.firstMaterial.diffuse.contents = 'black'
    self.wheel_nodes[0].position = (0.94, 0.4, 2-0.6)
    self.tire_node = scn.Node.nodeWithGeometry(self.tire)
    self.tire_node.rotation = (0, 0, 1, math.pi/2)
    self.wheel_nodes[0].addChildNode(self.tire_node)
    
    self.trace = scn.ParticleSystem()
    self.trace.birthRate = 750
    self.trace.loops = True
    self.trace.emissionDuration = 0.1
    self.trace.particleLifeSpan = 4.6
    self.trace.particleLifeSpanVariation = 5
    self.trace.particleSize = 0.02
    self.trace.particleColor = (.1, .1, .1, 1.)
    self.trace.particleColorVariation = (0.1, 0.1, 0.1, 0.1)
    self.trace.blendMode = scn.ParticleBlendMode.Replace
    self.trace.emitterShape = scn.Cylinder(0.02, 0.26)
    self.trace.birthLocation = scn.ParticleBirthLocation.SCNParticleBirthLocationVolume
    self.trace.handle(scn.ParticleEvent.Birth, [scn.ParticlePropertyPosition], self.traceParticleEventBlock)

    self.tire_node.addParticleSystem(self.trace)

    self.rim = scn.Cylinder(0.14, 0.1)
    self.rim.firstMaterial.diffuse.contents = 'gray' 
    self.rim.firstMaterial.specular.contents = (.88, .88, .88)
    self.rim_node = scn.Node.nodeWithGeometry(self.rim)
    self.rim_node.name = 'rim'
    self.rim_node.position = (0, 0.06, 0)
    self.tire_node.addChildNode(self.rim_node)
    self.rim_deco = scn.Text('Y', 0.05)
    self.rim_deco.font = ('Arial Rounded MT Bold', 0.3)
    self.rim_deco.firstMaterial.diffuse.contents = 'black' 
    self.rim_deco.firstMaterial.specular.contents = (.88, .88, .88)
    self.rim_deco_node = scn.Node.nodeWithGeometry(self.rim_deco)
    self.rim_deco_node.name = 'deco'
    self.rim_deco_node.position = (-0.1, 0.03, -1.12)
    self.rim_deco_node.rotation = (1, 0, 0, math.pi/2)
    self.rim_node.addChildNode(self.rim_deco_node)
    
    self.wheel_nodes.append(self.wheel_nodes[0].clone())
    self.wheel_nodes[1].position = (-0.94, 0.4, 2-0.6)
    self.wheel_nodes[1].childNodeWithName('rim', True).position = (0, -0.06, 0)
    self.wheel_nodes[1].childNodeWithName('deco', True).position = (-0.1, -0.03, -1.12)
    self.wheel_nodes[1].childNodeWithName('rim', True).rotation = (0, 1, 0, -math.pi/7)
    
    self.wheel_nodes.append(self.wheel_nodes[0].clone())
    self.wheel_nodes[2].position = (0.94, 0.4, -2+0.7)
    self.wheel_nodes[2].childNodeWithName('rim', True).rotation = (0, 1, 0, math.pi/7)
    
    self.wheel_nodes.append(self.wheel_nodes[0].clone())
    self.wheel_nodes[3].position = (-0.94, 0.4, -2+0.7)
    self.wheel_nodes[3].childNodeWithName('rim', True).position = (0, -0.06, 0)
    self.wheel_nodes[3].childNodeWithName('deco', True).position = (-0.1, -0.03, -1.12)
    self.wheel_nodes[3].childNodeWithName('rim', True).rotation = (0, 1, 0, math.pi/3)
    
    for aNode in self.wheel_nodes: self.chassis_node.addChildNode(aNode)
    
    self.wheels = [scn.PhysicsVehicleWheel(node=aNode) for aNode in self.wheel_nodes]    
    for i in [0, 1]: self.wheels[i].suspensionRestLength = 1.3     
    for i in [2, 3]: self.wheels[i].suspensionRestLength = 1.4
    for aWheel in self.wheels: aWheel.maximumSuspensionTravel = 150
    
    self.chassis_node.physicsBody.contactTestBitMask = scn.PhysicsCollisionCategory.Default.value
    self.chassis_node.physicsBody.continuousCollisionDetectionThreshold = 2.
    self.vehicle = scn.PhysicsVehicle(chassisBody=self.chassis_node.physicsBody, wheels=self.wheels)
    self.physics_world.addBehavior(self.vehicle)
    self.world.root_node.addChildNode(self.chassis_node)

    if ENGINESOUND:    
      self.sound = scn.AudioSource(sound_file)
      self.sound.load()
      self.sound.loops = True
      self.sound.volume = sound_volume
      self.sound_player = scn.AudioPlayer.audioPlayerWithSource(self.sound)
      self.chassis_node.addAudioPlayer(self.sound_player)
def setup_axes():
    axis_rode = scn.Cylinder(0.015, 7.5)
    axis_rode.firstMaterial.contents = 'blue'

    vertical_axis_rode = scn.Cylinder(0.015, 11.)
    vertical_axis_rode.firstMaterial.contents = 'blue'

    rotate_control_geometry = scn.Sphere(0.35)
    rotate_control_geometry.firstMaterial.contents = 'red'

    cube_rotate_control_geometry = scn.Sphere(0.35)
    cube_rotate_control_geometry.firstMaterial.contents = 'green'

    shift_control_geometry = scn.Cone(0, 0.38, 0.7)
    shift_control_geometry.firstMaterial.contents = 'orange'

    axis_handle = scn.Node()
    axis_handle.name = 'origo'
    axis_handle.position = (-0.5, -0.5, 0.5)

    x_axis_node = scn.Node.nodeWithGeometry(axis_rode)
    x_axis_node.rotation = (0, 0, 1, math.pi / 2)
    x_axis_node.position = (1.5, 0, 0)

    x_axis_rotate_control_node_1 = scn.Node.nodeWithGeometry(
        rotate_control_geometry)
    x_axis_rotate_control_node_1.position = (0., -axis_rode.height / 2 + 1, 0.)
    x_axis_rotate_control_node_1.name = 'rx1'
    x_axis_rotate_control_node_1.categoryBitMask = 2
    x_axis_node.addChildNode(x_axis_rotate_control_node_1)
    x_axis_rotate_control_node_2 = scn.Node.nodeWithGeometry(
        rotate_control_geometry)
    x_axis_rotate_control_node_2.position = (0., axis_rode.height / 2 - 1, 0.)
    x_axis_rotate_control_node_2.name = 'rx2'
    x_axis_rotate_control_node_2.categoryBitMask = 2
    x_axis_node.addChildNode(x_axis_rotate_control_node_2)

    x_axis_shift_control_node_1 = scn.Node.nodeWithGeometry(
        shift_control_geometry)
    x_axis_shift_control_node_1.position = (0., -axis_rode.height / 2, 0.)
    x_axis_shift_control_node_1.rotation = (0., 0., 1., -math.pi)
    x_axis_shift_control_node_1.name = 'sx1'
    x_axis_shift_control_node_1.categoryBitMask = 2
    x_axis_node.addChildNode(x_axis_shift_control_node_1)
    x_axis_shift_control_node_2 = scn.Node.nodeWithGeometry(
        shift_control_geometry)
    x_axis_shift_control_node_2.position = (0., axis_rode.height / 2, 0.)
    x_axis_shift_control_node_2.name = 'sx2'
    x_axis_shift_control_node_2.categoryBitMask = 2
    x_axis_node.addChildNode(x_axis_shift_control_node_2)

    axis_handle.addChildNode(x_axis_node)

    y_axis_node = scn.Node.nodeWithGeometry(vertical_axis_rode)
    y_axis_node.rotation = (1, 0, 0, -math.pi)
    y_axis_node.position = (0, -3, 0)
    y_axis_rotate_control_node_1 = scn.Node.nodeWithGeometry(
        rotate_control_geometry)
    y_axis_rotate_control_node_1.position = (0.,
                                             -vertical_axis_rode.height / 2,
                                             0.)
    y_axis_rotate_control_node_1.name = 'ry1'
    y_axis_rotate_control_node_1.categoryBitMask = 2
    y_axis_node.addChildNode(y_axis_rotate_control_node_1)
    y_axis_rotate_control_node_2 = scn.Node.nodeWithGeometry(
        rotate_control_geometry)
    y_axis_rotate_control_node_2.position = (0., vertical_axis_rode.height / 2,
                                             0.)
    y_axis_rotate_control_node_2.name = 'ry2'
    y_axis_rotate_control_node_2.categoryBitMask = 2
    y_axis_node.addChildNode(y_axis_rotate_control_node_2)

    axis_handle.addChildNode(y_axis_node)

    z_axis_node = scn.Node.nodeWithGeometry(axis_rode)
    z_axis_node.rotation = (1, 0, 0, -math.pi / 2)
    z_axis_node.position = (0, 0, -1.5)
    z_axis_rotate_control_node_1 = scn.Node.nodeWithGeometry(
        rotate_control_geometry)
    z_axis_rotate_control_node_1.position = (0., -axis_rode.height / 2 + 1, 0.)
    z_axis_rotate_control_node_1.name = 'rz1'
    z_axis_rotate_control_node_1.categoryBitMask = 2
    z_axis_node.addChildNode(z_axis_rotate_control_node_1)
    z_axis_rotate_control_node_2 = scn.Node.nodeWithGeometry(
        rotate_control_geometry)
    z_axis_rotate_control_node_2.position = (0., axis_rode.height / 2 - 1, 0.)
    z_axis_rotate_control_node_2.name = 'rz2'
    z_axis_rotate_control_node_2.categoryBitMask = 2
    z_axis_node.addChildNode(z_axis_rotate_control_node_2)

    z_axis_shift_control_node_1 = scn.Node.nodeWithGeometry(
        shift_control_geometry)
    z_axis_shift_control_node_1.position = (0., -axis_rode.height / 2, 0.)
    z_axis_shift_control_node_1.rotation = (0., 0., 1., math.pi)
    z_axis_shift_control_node_1.name = 'sz1'
    z_axis_shift_control_node_1.categoryBitMask = 2
    z_axis_node.addChildNode(z_axis_shift_control_node_1)
    z_axis_shift_control_node_2 = scn.Node.nodeWithGeometry(
        shift_control_geometry)
    z_axis_shift_control_node_2.position = (0., axis_rode.height / 2, 0.)
    z_axis_shift_control_node_2.name = 'sz2'
    z_axis_shift_control_node_2.categoryBitMask = 2
    z_axis_node.addChildNode(z_axis_shift_control_node_2)

    axis_handle.addChildNode(z_axis_node)

    return axis_handle
    def main(self):
        main_view = ui.View()
        w, h = ui.get_screen_size()
        main_view.frame = (0, 0, w, h)
        main_view.name = 'Feisar_Ship demo'

        scene_view = scn.View(main_view.frame, superView=main_view)
        scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleWidth
        scene_view.allowsCameraControl = True

        scene_view.backgroundColor = 'black'

        scene_view.scene = scn.Scene.sceneWithURL(url='Feisar_Ship.scn')

        root_node = scene_view.scene.rootNode

        feisar_node = root_node.childNodes[0]

        feisar_node.light = scn.nil
        root_node.light = scn.nil

        feisar_geometry = feisar_node.geometry
        geometry_sources = feisar_geometry.geometrySources

        feisar_material = feisar_geometry.firstMaterial
        feisar_material.emission.intensity = 0.05
        feisar_material.roughness.contents = (.79, .79, .79)
        feisar_material.metalness.contents = (.11, .11, .11)

        pulse_action = scn.Action.repeatActionForever(
            scn.Action.sequence([
                scn.Action.fadeInWithDuration(1.2),
                scn.Action.fadeOutWithDuration(0.5)
            ]))

        blue_emitter = scn.Material()
        blue_emitter.diffuse.contents = 'black'
        blue_emitter.emission.contents = (.0, .35, 1.0)
        white_emitter = scn.Material()
        white_emitter.diffuse.contents = 'black'
        white_emitter.emission.contents = (.86, .98, 1.0)

        nose_geometry = scn.Sphere(radius=1.5)
        nose_geometry.firstMaterial = blue_emitter
        nose_node = scn.Node.nodeWithGeometry(nose_geometry)
        nose_node.position = (0., 4.35, 161.)
        nose_node.castsShadow = False
        nose_node.runAction(pulse_action)
        feisar_node.addChildNode(nose_node)

        front_grille_p0 = scn.vector3Make((0., 10., 137.6))
        front_grille_p1 = scn.vector3Make((0., 20., 153.5))
        front_grille_ds1 = scn.vector3Make((-0.25, 0.7, -0.25))
        grille_nr = 15
        dt = 0.8 / grille_nr
        front_grille_node = scn.Node()
        feisar_node.addChildNode(front_grille_node)

        front_grille_geometry = scn.Cylinder(0.45, 13.7)
        front_grille_geometry.firstMaterial = white_emitter

        for i in range(grille_nr):
            aNode = scn.Node.nodeWithGeometry(front_grille_geometry)
            aNode.position = (
                0., front_grille_p0.y +
                (front_grille_p1.y - front_grille_p0.y) * i / grille_nr,
                front_grille_p0.z +
                (front_grille_p1.z - front_grille_p0.z) * i / grille_nr)
            aNode.scale = (1. + front_grille_ds1.x * i / grille_nr,
                           1. + front_grille_ds1.y * i / grille_nr,
                           1. + front_grille_ds1.z * i / grille_nr)
            aNode.rotation = (0., 0., 1., math.pi / 2)
            grille_action = scn.Action.sequence([
                scn.Action.waitForDuration(i * dt),
                scn.Action.fadeOutWithDuration(0.7 * dt),
                scn.Action.waitForDuration(dt),
                scn.Action.fadeInWithDuration(0.3 * dt),
                scn.Action.waitForDuration((grille_nr - 2 - i) * dt)
            ])
            aNode.runAction(
                scn.Action.repeatActionForever(
                    scn.Action.sequence(
                        [grille_action,
                         grille_action.reversedAction()])))
            front_grille_node.addChildNode(aNode)

        constraint = scn.LookAtConstraint.lookAtConstraintWithTarget(
            feisar_node)
        constraint.gimbalLockEnabled = True

        light_node = scn.Node()
        light_node.position = (150, 60, -20)

        light = scn.Light()
        light.type = scn.LightTypeDirectional
        light.castsShadow = True
        light.color = (.99, 1.0, .86)
        light_node.light = light
        light_node.constraints = constraint
        root_node.addChildNode(light_node)

        main_view.present(hide_title_bar=False)
  def main(self):
    main_view = ui.View()
    w, h = ui.get_screen_size()
    main_view.frame = (0,0,w,h)
    main_view.name = 'physics experiment demo - 2'
  
    scene_view = scn.View(main_view.frame, superView=main_view)
    scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleRightMargin
    scene_view.allowsCameraControl = True
    
    self.counter_scene = Counter()
    counter_view = SceneView()
    counter_view.frame = (0., 0., 100., 50.)
    counter_view.scene = self.counter_scene    
    main_view.add_subview(counter_view)
    
#    scene_view.debugOptions = scn.DebugOption.ShowBoundingBoxes | scn.DebugOption.ShowCameras | scn.DebugOption.ShowLightInfluences
    
#    scene_view.debugOptions = scn.DebugOption.ShowPhysicsShapes
    
    scene_view.backgroundColor = 'white'
    scene_view.scene = scn.Scene()
    
    physics_world = scene_view.scene.physicsWorld
    physics_world.contactDelegate = self
    
    root_node = scene_view.scene.rootNode
    
    box_size = 10
    box = scn.Box(box_size, box_size, box_size, 0.0)
    box.firstMaterial.diffuse.contents = (.86, .86, .86)
    box.firstMaterial.transparency = 0.15
    box.firstMaterial.cullMode = scn.CullMode.Front
    box_node = scn.Node.nodeWithGeometry(box)
    root_node.addChildNode(box_node)
    
    self.particle_number = 25
    particle_max_r = box_size/20
    particle_colors = ['black', 'blue', 'green', 'pink', 'yellow', 'red', 'cyan', 'gray', 'magenta', 'brown', 'crimson', 'gold', 'indigo', 'olive']
    particles_node = scn.Node()
    particles_node.physicsField = scn.PhysicsField.electricField()
    particles_node.physicsField.strength = 5.0

    root_node.addChildNode(particles_node)
    for i in range(self.particle_number):
      r = random.uniform(0.35*particle_max_r, particle_max_r)
      particle = scn.Sphere(r)
      particle.firstMaterial.diffuse.contents = random.choice(particle_colors)
      particle.firstMaterial.specular.contents = (.86, .94, 1.0, 0.8)
      particle_node = scn.Node.nodeWithGeometry(particle)
      particle_node.position = (random.uniform(-(box_size/2-particle_max_r)*0.95, (box_size/2-particle_max_r)*0.95), random.uniform(-(box_size/2-particle_max_r)*0.95, (box_size/2-particle_max_r)*0.95), random.uniform(-(box_size/2-particle_max_r)*0.95, (box_size/2-particle_max_r)*0.95))
      particle_node.physicsBody = scn.PhysicsBody.dynamicBody()
      particle_node.physicsBody.mass = 1.2*r
      particle_node.physicsBody.charge = random.uniform(-10*r, +0*r)
      particle_node.physicsBody.restitution = 1.0
      particle_node.physicsBody.damping = 0.0
      particle_node.physicsBody.angularDamping = 0.0
      particle_node.physicsBody.continuousCollisionDetectionThreshold = 1*r
      particle_node.physicsBody.affectedByGravity = False
      particle_node.physicsBody.contactTestBitMask = scn.PhysicsCollisionCategory.Default.value
      particle_node.physicsBody.velocity = (random.uniform(-box_size, box_size), random.uniform(-box_size, box_size), random.uniform(-box_size, box_size))
      particles_node.addChildNode(particle_node)
    
    box_nodes = scn.Node()
    d = box_size/2
    for pos in [(d,0,0), (-d,0,0), (0,d,0), (0,-d,0), (0,0,d), (0,0,-d)]:
      aNode = scn.Node()
      aNode.position = pos
      aNode.lookAt((0,0,0))
      aNode.physicsBody = scn.PhysicsBody.staticBody()
      aNode.physicsBody.physicsShape = scn.PhysicsShape.shapeWithGeometry(scn.Plane(box_size, box_size))
      box_nodes.addChildNode(aNode)
    root_node.addChildNode(box_nodes)
    
    constraint = scn.LookAtConstraint.lookAtConstraintWithTarget(root_node)
    constraint.gimbalLockEnabled = True
    
    camera_node = scn.Node()
    camera_node.camera = scn.Camera()
    camera_node.position = (-2.5*box_size, 1.5*box_size, 2*box_size)
    camera_node.constraints = constraint
    root_node.addChildNode(camera_node)
    
    light_node = scn.Node()
    light_node.position = (box_size, box_size, box_size)
    light = scn.Light()
    light.type = scn.LightTypeDirectional
    light.castsShadow = True
    light.shadowSampleCount = 32
    light.color = (.95, 1.0, .98)
    light_node.light = light
    light_node.constraints = constraint
    root_node.addChildNode(light_node)
    
    main_view.present(style='fullscreen', hide_title_bar=False)
    def main(self):
        main_view = ui.View()
        w, h = ui.get_screen_size()
        main_view.frame = (0, 0, w, h)
        main_view.name = 'physics experiment demo - 1'

        scene_view = scn.View(main_view.frame, superView=main_view)
        scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleRightMargin
        scene_view.allowsCameraControl = True

        scene_view.backgroundColor = 'white'
        scene_view.scene = scn.Scene()

        physics_world = scene_view.scene.physicsWorld

        root_node = scene_view.scene.rootNode

        floor_geometry = scn.Floor()
        floor_geometry.reflectivity = 0.1
        floor_node = scn.Node.nodeWithGeometry(floor_geometry)
        root_node.addChildNode(floor_node)

        ball_radius = 0.2
        ball_geometry = scn.Sphere(radius=ball_radius)
        ball_geometry.firstMaterial.diffuse.contents = (.48, .48, .48)
        ball_geometry.firstMaterial.specular.contents = (.88, .88, .88)
        ball_node = scn.Node.nodeWithGeometry(ball_geometry)

        rope_seg_nr = 45
        rope_length = 5.0
        rope_radius = 0.025
        rope_seg_length = rope_length / rope_seg_nr

        rope_element_geometry = scn.Capsule(rope_radius, rope_seg_length)
        rope_element_geometry.firstMaterial.diffuse.content = (.77, .67, .09)

        rope_nodes = []
        for i in range(rope_seg_nr):
            rope_nodes.append(scn.Node.nodeWithGeometry(rope_element_geometry))
            if i > 0:
                rope_nodes[-1].position = (0., -rope_seg_length, 0.)
                rope_nodes[-2].addChildNode(rope_nodes[-1])
                aConstraint = scn.DistanceConstraint.distanceConstraintWithTarget(
                    rope_nodes[-2])
                aConstraint.maximumDistance = rope_seg_length
                aConstraint.minimumDistance = rope_seg_length
                rope_nodes[-1].constraints = aConstraint
            else:
                rope_nodes[0].position = (0, rope_length + 1.0 -
                                          rope_seg_length / 2, 0)
                aConstraint = scn.DistanceConstraint.distanceConstraintWithTarget(
                    root_node)
                aConstraint.maximumDistance = rope_length + 1.0 - rope_seg_length / 2
                aConstraint.minimumDistance = rope_length + 1.0 - rope_seg_length / 2
                rope_nodes[0].constraints = aConstraint

        ball_node.position = (0,
                              -rope_seg_length / 2 - rope_radius - ball_radius,
                              0)
        aConstraint = scn.DistanceConstraint.distanceConstraintWithTarget(
            rope_nodes[-1])
        aConstraint.maximumDistance = rope_seg_length / 2 + rope_radius + ball_radius
        aConstraint.minimumDistance = rope_seg_length / 2 + rope_radius + ball_radius
        ball_node.constraints = aConstraint

        rope_nodes[-1].addChildNode(ball_node)
        root_node.addChildNode(rope_nodes[0])

        ball_physicsBody = scn.PhysicsBody.dynamicBody()
        ball_physicsBody.physicsShape = scn.PhysicsShape.shapeWithGeometry(
            ball_geometry)
        ball_physicsBody.mass = 5.0
        ball_physicsBody.damping = 0.005
        ball_physicsBody.angularDamping = 0.00
        ball_node.physicsBody = ball_physicsBody

        rope_element_physicsShape = scn.PhysicsShape.shapeWithGeometry(
            rope_element_geometry)

        for i in range(rope_seg_nr):
            rope_nodes[i].physicsBody = scn.PhysicsBody.dynamicBody()
            rope_nodes[i].physicsBody.physicsShape = rope_element_physicsShape
            rope_nodes[i].physicsBody.mass = 1.1
            rope_nodes[i].physicsBody.damping = 0.00
            rope_nodes[i].physicsBody.angularDamping = 0.00
            if i > 0:
                physics_world.addBehavior(
                    scn.PhysicsBallSocketJoint.joint(
                        rope_nodes[i - 1].physicsBody,
                        (0, -rope_seg_length / 2, 0),
                        rope_nodes[i].physicsBody,
                        (0, rope_seg_length / 2, 0)))

        physics_world.addBehavior(
            scn.PhysicsBallSocketJoint.joint(rope_nodes[0].physicsBody,
                                             (0, rope_seg_length / 2, 0)))
        physics_world.addBehavior(
            scn.PhysicsBallSocketJoint.joint(rope_nodes[-1].physicsBody,
                                             (0, -rope_seg_length / 2, 0),
                                             ball_node.physicsBody,
                                             (0, ball_radius, 0)))

        ball_node.physicsBody.applyForce((45.0, 0.0, 0.0), True)

        camera_node = scn.Node()
        camera_node.camera = scn.Camera()
        camera_node.position = (0, rope_length + 1.0, rope_length)
        camera_node.lookAt((0, rope_length / 2 + 1.0, 0))
        root_node.addChildNode(camera_node)

        light_node = scn.Node()
        light_node.position = (rope_length, rope_length, rope_length)

        light = scn.Light()
        light.type = scn.LightTypeDirectional
        light.castsShadow = True
        light.shadowSampleCount = 32
        light.color = (.99, 1.0, .86)
        light_node.light = light
        light_node.lookAt((0, rope_length / 2 + 1.0, 0))
        root_node.addChildNode(light_node)

        main_view.present(style='fullscreen', hide_title_bar=False)
Beispiel #8
0
  def setupSceneElements(self, scene):
    #add walls
    wall = scn.Node(geometry=scn.Box(width=400, height=100, length=4, chamferRadius=0))
    wall.geometry.firstMaterial.diffuse.contents = "resources/wall.jpg"
    scale = list(scn.Matrix4Identity)
    scale[0], scale[5], scale[13], scale[10] = 24., 2., 1., 1.
    
    wall.geometry.firstMaterial.diffuse.contentsTransform = scale
    wall.geometry.firstMaterial.diffuse.wrapS = scn.WrapMode.Repeat
    wall.geometry.firstMaterial.diffuse.wrapT = scn.WrapMode.Mirror
    wall.geometry.firstMaterial.doubleSided = False
    wall.castsShadow = False
    wall.geometry.firstMaterial.locksAmbientWithDiffuse = False
        
    wall.position = scn.Vector3(0, 50, -92)
    wall.physicsBody = scn.PhysicsBody.staticBody()
    scene.rootNode.addChildNode(wall)

    wall = wall.clone()
    wall.position = scn.Vector3(-202, 50, 0)
    wall.rotation = scn.Vector4(0, 1, 0, M_PI_2)
    scene.rootNode.addChildNode(wall)
        
    wall = wall.clone()
    wall.position = scn.Vector3(202, 50, 0)
    wall.rotation = scn.Vector4(0, 1, 0, -M_PI_2)
    scene.rootNode.addChildNode(wall)
        
    backWall = scn.Node(geometry=scn.Plane(width=400, height=100))
    backWall.geometry.firstMaterial = wall.geometry.firstMaterial
    backWall.position = scn.Vector3(0, 50, 200)
    backWall.rotation = scn.Vector4(0, 1, 0, M_PI)
    backWall.castsShadow = False
    backWall.physicsBody = scn.PhysicsBody.staticBody()
    scene.rootNode.addChildNode(backWall)
        
    #add ceil
    ceilNode = scn.Node(geometry=scn.Plane(width=400, height=400))
    ceilNode.position = scn.Vector3(0, 100, 0)
    ceilNode.rotation = scn.Vector4(1, 0, 0, M_PI_2)
    ceilNode.geometry.firstMaterial.doubleSided = False
    ceilNode.castsShadow = False
    ceilNode.geometry.firstMaterial.locksAmbientWithDiffuse = False
    scene.rootNode.addChildNode(ceilNode)
   
    #add a train
    self.addTrainToScene(scene, pos=scn.Vector3(-5, 20, -40))
        
    #add wooden blocks
    self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeA.jpg", position=scn.Vector3(-10, 15, 10))
    self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeB.jpg", position=scn.Vector3(-9, 10, 10))
    self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeC.jpg", position=scn.Vector3(20, 15, -11))
    self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeA.jpg", position=scn.Vector3(25, 5, -20))

    #add more block
    for _ in range(4):
      self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeA.jpg", position=scn.Vector3(random.randint(-30, 30), 20, random.randint(-20, 20)))
      self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeB.jpg", position=scn.Vector3(random.randint(-30, 30), 20, random.randint(-20, 20)))
      self.addWoodenBlockToScene(scene, imageName="resources/WoodCubeC.jpg", position=scn.Vector3(random.randint(-30, 30), 20, random.randint(-20, 20)))
        
    #add cartoon book
    block = scn.Node()
    block.position = scn.Vector3(20, 10, -16)
    block.rotation = scn.Vector4(0, 1, 0, -M_PI_4)
    block.geometry = scn.Box(width=22, height=2., length=34, chamferRadius=0)
    frontMat = scn.Material()
    frontMat.locksAmbientWithDiffuse = True
    frontMat.diffuse.contents = "resources/book_front.jpg"
    frontMat.diffuse.mipFilter = scn.FilterMode.Linear
    backMat = scn.Material()
    backMat.locksAmbientWithDiffuse = True
    backMat.diffuse.contents = "resources/book_back.jpg"
    backMat.diffuse.mipFilter = scn.FilterMode.Linear
    edgeMat = scn.Material()
    edgeMat.locksAmbientWithDiffuse = True
    edgeMat.diffuse.contents = "resources/book_side_title.jpg"
    edgeMat.diffuse.mipFilter = scn.FilterMode.Linear
    edgeMatSide = scn.Material()
    edgeMatSide.locksAmbientWithDiffuse = True
    edgeMatSide.diffuse.contents = "resources/book_side.jpg"
    edgeMatSide.diffuse.mipFilter = scn.FilterMode.Linear
  
    block.geometry.materials = [edgeMatSide, edgeMatSide, edgeMatSide, edgeMat, frontMat, backMat]
    block.physicsBody = scn.PhysicsBody.dynamicBody()
    scene.rootNode.addChildNode(block)
        
    #add carpet
    path = ui.Path.rounded_rect(-50, -30, 100, 50, 2.5)
    rug_geometry = scn.Shape.shapeWithPath(path, extrusionDepth=0.05)
    rug = scn.Node.nodeWithGeometry(rug_geometry)
    rug.geometry.firstMaterial.locksAmbientWithDiffuse = True
    rug.geometry.firstMaterial.diffuse.contents = "resources/carpet.jpg"
    rug.position = scn.Vector3(0, 0.01, 0)
    rug.rotation = scn.Vector4(1, 0, 0, M_PI_2)
    scene.rootNode.addChildNode(rug)
        
    #add ball
    ball = scn.Node()
    ball.position = scn.Vector3(-5, 5, -18)
    ball.geometry = scn.Sphere(radius=5)
    ball.geometry.firstMaterial.locksAmbientWithDiffuse = True
    ball.geometry.firstMaterial.diffuse.contents = "resources/ball.jpg"
    scale = list(scn.Matrix4Identity)
    scale[0], scale[5], scale[10] = 2., 1., 1.
    ball.geometry.firstMaterial.diffuse.contentsTransform = scale
    ball.geometry.firstMaterial.diffuse.wrapS = scn.WrapMode.Mirror
    ball.physicsBody = scn.PhysicsBody.dynamicBody()
    ball.physicsBody.restitution = 0.9
    scene.rootNode.addChildNode(ball)
Beispiel #9
0
    def main(self):
        main_view = ui.View()
        w, h = ui.get_screen_size()
        main_view.frame = (0, 0, w, h)
        main_view.name = 'avoid occluder demo'

        scene_view = scn.View(main_view.frame, superView=main_view)
        scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleWidth
        scene_view.allowsCameraControl = True
        scene_view.delegate = self
        scene_view.backgroundColor = 'white'
        scene_view.rendersContinuously = True
        scene_view.scene = scn.Scene()

        root_node = scene_view.scene.rootNode

        floor_geometry = scn.Floor()
        floor_node = scn.Node.nodeWithGeometry(floor_geometry)
        root_node.addChildNode(floor_node)

        ball_radius = 0.2
        ball_geometry = scn.Sphere(radius=ball_radius)
        ball_geometry.firstMaterial.diffuse.contents = (.48, .48, .48)
        ball_geometry.firstMaterial.specular.contents = (.88, .88, .88)
        self.ball_node_1 = scn.Node.nodeWithGeometry(ball_geometry)
        self.ball_node_2 = scn.Node.nodeWithGeometry(ball_geometry)

        root_node.addChildNode(self.ball_node_1)
        root_node.addChildNode(self.ball_node_2)

        occluder_geometry = scn.Box(0.3, 2., 15., 0.2)
        occluder_geometry.firstMaterial.diffuse.contents = (.91, .91, .91)
        occluder_node = scn.Node.nodeWithGeometry(occluder_geometry)
        occluder_node.position = (0., 0.8, 0.)
        root_node.addChildNode(occluder_node)

        self.orbit_r = 10
        self.omega_speed_1 = math.pi / 1500
        self.omega_speed_2 = 1.5 * self.omega_speed_1
        self.ball_node_1.position = (self.orbit_r, 0.5, 0.)
        self.ball_node_2.position = (0., 0.5, self.orbit_r)

        constraint = scn.AvoidOccluderConstraint.avoidOccluderConstraintWithTarget(
            self.ball_node_1)
        self.ball_node_2.constraints = [constraint]

        camera_node = scn.Node()
        camera_node.camera = scn.Camera()
        camera_node.position = (0.5 * self.orbit_r, 0.5 * self.orbit_r,
                                1.5 * self.orbit_r)
        camera_node.lookAt(root_node.position)
        root_node.addChildNode(camera_node)

        light_node = scn.Node()
        light_node.position = (self.orbit_r, self.orbit_r, self.orbit_r)
        light = scn.Light()
        light.type = scn.LightTypeDirectional
        light.castsShadow = True
        light.shadowSampleCount = 32
        light.color = (.99, 1.0, .86)
        light_node.light = light
        light_node.lookAt(root_node.position)
        root_node.addChildNode(light_node)

        main_view.present(style='fullscreen', hide_title_bar=False)