class RoadBlock: block_material = scn.Material() block_material.diffuse.contents = (.91, .91, .91) block_material.specular.contents = (.88, .88, .88) def __init__(self, w=1., h=1.8, l=2., name='block', position=(0., 0.), rotation=0.): self.block = scn.Box(w, h, l, 0.1) self.block.firstMaterial = RoadBlock.block_material self.block_node = scn.Node.nodeWithGeometry(self.block) self.block_node.name = name self.block_node.position = position if len(position) == 3 else (position[0], h/2-0.2, position[1]) self.block_node.rotation = (0, 1, 0, rotation) self.block_node.physicsBody = scn.PhysicsBody.staticBody() self.block_node.physicsBody.contactTestBitMask = scn.PhysicsCollisionCategory.Default.value
def main(): main_view = ui.View() w, h = ui.get_screen_size() main_view.frame = (0, 0, w, h) main_view.name = 'Photos cube' scene_view = scn.View(main_view.frame, superView=main_view) scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleRightMargin scene_view.antialiasingMode = scn.AntialiasingMode.Multisampling16X scene_view.allowsCameraControl = True scene_view.backgroundColor = 'white' scene_view.delegate = RendererDelegateForMyScene() scene = scn.Scene() scene_view.scene = scene scn.Transaction.disableActions = True scene.background.contents = tile_image scene.background.contentsTransform = tile_factor scene.background.wrapS, scene.background.wrapT = scn.WrapMode.Repeat, scn.WrapMode.Repeat root_node = scene.rootNode cube_geometry = scn.Box(width=1, height=1, length=1, chamferRadius=0.05) cube_geometry_inside = scn.Box(width=1 - 0.001, height=1 - 0.001, length=1 - 0.001, chamferRadius=0.04) material_inside = scn.Material() material_inside.diffuse.contents = inside_image cube_geometry_inside.materials = [material_inside for i in range(6)] cube_geometry_materials = [scn.Material() for i in range(6)] for i in range(6): cube_geometry_materials[i].diffuse.contents = cube_images[ random.randrange(len(cube_image_names))] cube_geometry.materials = cube_geometry_materials cube_node = scn.Node.nodeWithGeometry(cube_geometry) cube_node.name = 'cube node' cube_node_inside = scn.Node.nodeWithGeometry(cube_geometry_inside) cube_node.addChildNode(cube_node_inside) cube_node.position = (0., 0., -5.) cube_action = scn.Action.scaleTo(1.5, 3.0) cube_reversed_action = scn.Action.scaleTo(1.0, 1.0) cube_wait_action = scn.Action.waitForDuration(0.8) cube_y_rot_action1 = scn.Action.rotateBy(0, 0.2, 0, 0.3) cube_y_rot_action2 = scn.Action.rotateBy(0, -0.4, 0, 0.3) cube_y_rot_action3 = scn.Action.rotateBy(0, 0.2, 0, 0.3) cube_sequence = scn.Action.sequence([ cube_action, cube_reversed_action, cube_wait_action, cube_y_rot_action1, cube_y_rot_action2, cube_y_rot_action3, cube_wait_action ]) cube_forever = scn.Action.repeatActionForever(cube_sequence) cube_node.runAction(cube_forever) constraint = scn.LookAtConstraint.lookAtConstraintWithTarget(cube_node) constraint.gimbalLockEnabled = True camera = scn.Camera() camera_node = scn.Node() camera_node.name = 'camera!' camera_node.camera = camera camera_node.position = (-3.0, 3.0, 3.0) camera_node.constraints = [constraint] lights_node = scn.Node() ambient_light = scn.Light() ambient_light.type = scn.LightTypeAmbient ambient_light.name = 'ambient light' ambient_light.color = (.99, 1.0, .86) ambient_node = scn.Node() ambient_node.light = ambient_light lights_node.addChildNode(ambient_node) directional_light = scn.Light() directional_light.type = scn.LightTypeDirectional directional_light.name = 'directional light' directional_light.color = 'white' directional_node = scn.Node() directional_node.light = directional_light directional_node.position = camera_node.position directional_node.constraints = [constraint] lights_node.addChildNode(directional_node) root_node.addChildNode(camera_node) root_node.addChildNode(lights_node) root_node.addChildNode(cube_node) scene_view.pointOfView = camera_node scn.Transaction.begin() scn.Transaction.disableActions = False scn.Transaction.animationDuration = 10.0 directional_light.color = 'yellow' scn.Transaction.commit() scene_view.playing = True main_view.present(style='fullscreen', hide_title_bar=False)
def setup_elementary_cube_geometry(): geometry = scn.Box(1., 1., 1., 0.) material = scn.Material() material.diffuse.contents = 'resources/wood.png' geometry.firstMaterial = material return geometry
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 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): # actually you need only to preserve those properties that are needed after the main_view.present call, # in this case the self.morpher. All the other self. prefixes are not needed for the same functionality self.main_view = ui.View() w, h = ui.get_screen_size() self.main_view.frame = (0, 0, w, h) self.main_view.name = 'Morpher demo' self.scene_view = scn.View(self.main_view.frame, superView=self.main_view) self.scene_view.autoresizingMask = scn.ViewAutoresizing.FlexibleHeight | scn.ViewAutoresizing.FlexibleRightMargin self.scene_view.allowsCameraControl = True self.scene_view.scene = scn.Scene() self.scene_view.delegate = self self.root_node = self.scene_view.scene.rootNode self.camera_node = scn.Node() self.camera_node.camera = scn.Camera() self.camera_node.position = (0, 0, 5) self.root_node.addChildNode(self.camera_node) verts = [ scn.Vector3(0, 1, 0), scn.Vector3(-0.5, 0, 0.5), scn.Vector3(0.5, 0, 0.5), scn.Vector3(0.5, 0, -0.5), scn.Vector3(-0.5, 0, -0.5), scn.Vector3(0, -1, 0) ] verts_2 = [ scn.Vector3(0, 2.5, 0), scn.Vector3(-0.4, 0, 0.4), scn.Vector3(0.4, 0, 0.4), scn.Vector3(0.4, 0, -0.4), scn.Vector3(-0.4, 0, -0.4), scn.Vector3(0, -1.5, 0) ] self.source = scn.GeometrySource.geometrySourceWithVertices(verts) self.source_2 = scn.GeometrySource.geometrySourceWithVertices(verts_2) indexes = [ 0, 1, 2, 2, 3, 0, 3, 4, 0, 4, 1, 0, 1, 5, 2, 2, 5, 3, 3, 5, 4, 4, 5, 1 ] self.elements = scn.GeometryElement.geometryElementWithData( indexes, scn.GeometryPrimitiveType.Triangles) self.geometry = scn.Geometry.geometryWithSources( self.source, self.elements) self.geometry_2 = scn.Geometry.geometryWithSources( self.source_2, self.elements) self.material = scn.Material() self.material.contents = scn.RGBA(1, 0.9, 0.9, 1.0) self.geometry.materials = self.material self.morpher = scn.Morpher() self.morpher.targets = [self.geometry_2] self.morpher.setWeightForTargetAtIndex(0.0, 0) self.geometry_node = scn.Node.nodeWithGeometry(self.geometry) self.geometry_node.name = 'hero' self.geometry_node.morpher = self.morpher self.root_node.addChildNode(self.geometry_node) # Add a constraint to the camera to keep it pointing to the target geometry constraint = scn.LookAtConstraint.lookAtConstraintWithTarget( self.geometry_node) constraint.gimbalLockEnabled = True self.camera_node.constraints = constraint self.light_node = scn.Node() self.light_node.position = (100, 0, -10) self.light = scn.Light() self.light.type = scn.LightTypeDirectional self.light.castsShadow = True self.light.color = 'white' self.light_node.light = self.light self.root_node.addChildNode(self.light_node) self.rotate_action = scn.Action.repeatActionForever( scn.Action.rotateBy(0, math.pi * 2, 0, 10)) self.geometry_node.runAction(self.rotate_action) self.main_view.present(style='fullscreen', hide_title_bar=False)
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)
def main(): main_view = ui.View() w, h = ui.get_screen_size() main_view.frame = (0, 0, w, h) main_view.name = 'Photos cube' scene_view = scn.View(main_view.frame) scene_view.autoresizingMask = (scn.ViewAutoresizing.FlexibleHeight, scn.ViewAutoresizing.FlexibleRightMargin) scene_view.allowsCameraControl = True scene_view.backgroundColor = 'white' scene_view.addToSuperview(main_view) scene = scn.Scene() scene_view.scene = scene root_node = scene.rootNode cube_geometry = scn.Box(width=1, height=1, length=1, chamferRadius=0.05) cube_geometry_inside = scn.Box(width=1 - 0.001, height=1 - 0.001, length=1 - 0.001, chamferRadius=0.04) Material_inside = scn.Material() Material_inside.diffuse.contents = inside_image cube_geometry_inside.materials = [Material_inside for i in range(6)] cube_geometry_materials = [scn.Material() for i in range(6)] for i in range(6): cube_geometry_materials[i].diffuse.contents = cube_images[i] cube_geometry.materials = cube_geometry_materials cube_node = scn.Node.nodeWithGeometry(cube_geometry) cube_node_inside = scn.Node.nodeWithGeometry(cube_geometry_inside) cube_node.addChildNode(cube_node_inside) cube_action = scn.Action.scaleTo(1.5, 3.0) cube_reversed_action = scn.Action.scaleTo(1.0, 1.0) cube_wait_action = scn.Action.waitForDuration(0.8) cube_y_rot_action1 = scn.Action.rotateBy(0, 0.2, 0, 0.3) cube_y_rot_action2 = scn.Action.rotateBy(0, -0.4, 0, 0.3) cube_y_rot_action3 = scn.Action.rotateBy(0, 0.2, 0, 0.3) cube_sequence = scn.Action.sequence([ cube_action, cube_reversed_action, cube_wait_action, cube_y_rot_action1, cube_y_rot_action2, cube_y_rot_action3, cube_wait_action ]) cube_forever = scn.Action.repeatActionForever(cube_sequence) cube_node.runAction(cube_forever) constraint = scn.LookAtConstraint.lookAtConstraintWithTarget(cube_node) constraint.gimbalLockEnabled = True camera = scn.Camera() camera_node = scn.Node() camera_node.name = 'camera!' camera_node.camera = camera camera_node.position = (-3.0, 3.0, 3.0) camera_node.constraints = [constraint] lights_node = scn.Node() ambient_light = scn.Light() ambient_light.type = scn.LightTypeAmbient ambient_light.name = 'ambient light' ambient_light.color = (.99, 1.0, .86) ambient_node = scn.Node() ambient_node.light = ambient_light lights_node.addChildNode(ambient_node) directional_light = scn.Light() directional_light.type = scn.LightTypeDirectional directional_light.name = 'directional light' directional_light.color = 'white' directional_node = scn.Node() directional_node.light = directional_light directional_node.position = camera_node.position directional_node.constraints = [constraint] lights_node.addChildNode(directional_node) root_node.addChildNode(camera_node) root_node.addChildNode(lights_node) root_node.addChildNode(cube_node) scene_view.pointOfView = camera_node scn.Transaction.setAnimationDuration(10.0) directional_light.color = 'yellow' main_view.present(hide_title_bar=False)
def demo(): main_view = ui.View() w, h = ui.get_screen_size() main_view.frame = (0, 0, w, h) main_view.name = 'Tetrahedron' 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.scene = scn.Scene() root_node = scene_view.scene.rootNode camera_node = scn.Node() camera_node.camera = scn.Camera() camera_node.position = (0, 0, 5) root_node.addChildNode(camera_node) verts = [ scn.Vector3(0, 1, 0), scn.Vector3(-0.5, 0, 0.5), scn.Vector3(0.5, 0, 0.5), scn.Vector3(0.5, 0, -0.5), scn.Vector3(-0.5, 0, -0.5), scn.Vector3(0, -1, 0) ] source = scn.GeometrySource.geometrySourceWithVertices(verts) indexes = [ 3, 3, 3, 3, 3, 3, 3, 3, 0, 1, 2, 2, 3, 0, 3, 4, 0, 4, 1, 0, 1, 5, 2, 2, 5, 3, 3, 5, 4, 4, 5, 1 ] elements = scn.GeometryElement.geometryElementWithData( indexes, scn.GeometryPrimitiveType.Polygon) geometry = scn.Geometry.geometryWithSources(source, elements) material = scn.Material() material.contents = scn.RGBA(1, 0.9, 0.9, 1.0) geometry.materials = material geometry_node = scn.Node.nodeWithGeometry(geometry) root_node.addChildNode(geometry_node) elements2 = [] materials = [] colors = [ 'red', 'blue', 'green', 'yellow', 'orange', 'pink', 'cyan', 'orchid' ] for i in range(8): j = 8 + i * 3 indexes2 = [indexes[j], indexes[j + 1], indexes[j + 2]] element = scn.GeometryElement.geometryElementWithData( indexes2, scn.GeometryPrimitiveType.Triangles) elements2.append(element) material = scn.Material() material.contents = colors[i] materials.append(material) geometry2 = scn.Geometry.geometryWithSources(source, elements2) geometry2.materials = materials geometry2_node = scn.Node.nodeWithGeometry(geometry2) tx, ty, tz = (-1.5, 0, 0) translation = (1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, tx, ty, tz, 1) geometry2_node.pivot = translation root_node.addChildNode(geometry2_node) constraint = scn.LookAtConstraint.lookAtConstraintWithTarget(geometry_node) constraint.gimbalLockEnabled = True camera_node.constraints = constraint light_node = scn.Node() light_node.position = (100, 0, -10) light = scn.Light() light.type = scn.LightTypeDirectional light.castsShadow = True light.color = 'white' light_node.light = light root_node.addChildNode(light_node) rotate_action = scn.Action.repeatActionForever( scn.Action.rotateBy(0, math.pi * 2, 0, 10)) geometry_node.runAction(rotate_action) geometry2_node.runAction(rotate_action) main_view.present(hide_title_bar=False)