1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123
|
# -*- indent-tabs-mode: t -*-
# Soya 3D tutorial
# Copyright (C) 2004 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# basic-3: Time management : a randomly moving sphere
# In this lesson, we'll create a spherish head that moves around randomly.
# You'll learn about time management (second part), vectors and coordinate-system
# conversion.
# Import the Soya module.
import sys, os, os.path, random, soya
soya.init()
soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data"))
# Creates a scene.
scene = soya.World()
# Creates the randomly moving sphere's class. We call it head, because we'll use
# a head-like shape.
# This class inherits from soya.Volume, so it can have a shape (the head).
class Head(soya.Volume):
# Redefine the constructor.
def __init__(self, parent):
# Calls the soya.Volume constructor (remember, calling the super implementation is
# always a good idea), and use the shape called 'caterpillar_head'.
soya.Volume.__init__(self, parent, soya.Shape.get("caterpillar_head"))
# Adds a speed attribute to our new object.
# The speed is a Vector object. A Vector is a mathematical object, used for
# computation ; contrary to other object (Light, Camera, Volume, World,...) it does not
# modify the rendering in any way.
# A vector is defined by a coordinate system and 3 coordinates (X, Y, Z) ; here the
# speed is defined in 'self', i.e. the Head, and with coordinates 0.0, 0.0, -0.2.
# Remember that in Soya, the -Z direction is the front. So the speed
# This means that the speed vector is parallel to the direction the head is looking
# at, and has a length of 0.2.
self.speed = soya.Vector(self, 0.0, 0.0, -0.2)
# Like advance_time, begin_round is called by the idler.
# But contrary to advance_time, begin_round is called regularly, at the beginning of each
# round ; thus it receive no 'proportion' argument.
# Decision process should occurs in begin_round.
def begin_round(self):
# Calls the super implementation.
soya.Volume.begin_round(self)
# Changes the direction of the head, by rotating it around the Y axis, of a random
# angle between -25.0 and 25.0 degrees.
# Notice that after the rotation, the speed vector is still parallel to the direction
# the head is looking at, since the vector is defined 'inside' the head.
self.rotate_y((random.random() - 0.5) * 50.0)
# In advance_time, we make the head advance.
def advance_time(self, proportion):
soya.Volume.advance_time(self, proportion)
# Moves the head according to the speed vector.
# add_mul_vector is identical to: self.add_vector(proportion * self.speed), but faster.
# Notice that the head is defined is the head.parent coordinate system (e.g. the scene)
# though the speed vector is defined in the head coordinate system.
self.add_mul_vector(proportion, self.speed)
# Creates a Head in the scene.
head = Head(scene)
# Creates a light.
light = soya.Light(scene)
light.set_xyz(2.0, 5.0, 0.0)
# Creates a camera.
camera = soya.Camera(scene)
soya.set_root_widget(camera)
camera.set_xyz(0.0, 15.0, 15.0)
# Makes the camera looking at the head's initial position.
# The look_at method is another rotation method ; it makes any 3D object looking toward
# the given position (a 3D object or a Point), or in the given direction (if the argument
# is a Vector).
camera.look_at(head)
soya.Idler(scene).idle()
|