コード例 #1
0
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)
コード例 #3
0
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
コード例 #4
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)
コード例 #5
0
    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)
コード例 #6
0
    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)
コード例 #7
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)
コード例 #8
0
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)
コード例 #9
0
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)