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
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)
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)
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(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)