Sharedwww / talks / 2006-05-09-sage-digipen / tutorial / modeling-3.pyOpen in CoCalc
Author: William A. Stein
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# Soya 3D tutorial
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# Copyright (C) 2001-2004 Jean-Baptiste LAMY
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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# modeling-3: Vertex colors : the multicolor pyramid
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# Models can be designed in Blender and then imported in Soya (as in lesson basic-1.py),
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# but you can also create them from scratch, using Soya primitive. Learning this is
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# the purpose of the modeling-* tutorial series.
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# In this lesson, we'll build a pyramid, made of a quad base and 4 triangles.
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# Imports and inits Soya.
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import sys, os, os.path, soya
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soya.init()
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soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data"))
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# Creates the scene.
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scene = soya.World()
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# Creates the World that will contain the pyramid. We don't create the pyramid in the
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# scene since we are going to compile the pyramid into a shape.
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pyramid_world = soya.World()
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# This time, we create the 5 vertices first. We do so to be sure each vertex will have
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# the same color on the different faces it belongs to ; though you can still use the way
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# we use in lesson modeling-1.py.
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# The diffuse attribute of vertex is the color of the vertex ; in Soya, colors are
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# (red, green, blue, alpha) tuples where all components are usually in the range 0.0-1.0.
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# Set diffuse to None to disable vertex color.
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# Here, the apex of the pyramid is in white, the base1 vertex is red, base2 is yellow,
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# base3 is green and base4 is blue.
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apex = soya.Vertex(pyramid_world, 0.0, 0.5, 0.0, diffuse = (1.0, 1.0, 1.0, 1.0))
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base1 = soya.Vertex(pyramid_world, 0.5, -0.5, 0.5, diffuse = (1.0, 0.0, 0.0, 1.0))
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base2 = soya.Vertex(pyramid_world, -0.5, -0.5, 0.5, diffuse = (1.0, 1.0, 0.0, 1.0))
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base3 = soya.Vertex(pyramid_world, -0.5, -0.5, -0.5, diffuse = (0.0, 1.0, 0.0, 1.0))
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base4 = soya.Vertex(pyramid_world, 0.5, -0.5, -0.5, diffuse = (0.0, 0.0, 1.0, 1.0))
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# Now, creates the face, using the vertices we creates above.
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soya.Face(pyramid_world, [base1, base2, base3, base4])
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soya.Face(pyramid_world, [base2, base1, apex])
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soya.Face(pyramid_world, [base4, base3, apex])
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soya.Face(pyramid_world, [base1, base4, apex])
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soya.Face(pyramid_world, [base3, base2, apex])
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# Compile the pyramid into a shape.
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pyramid_shape = pyramid_world.shapify()
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# Creates a subclass of Volume that permanently rotates.
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# See the timemanagement-* lesson series for more info.
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class RotatingVolume(soya.Volume):
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def advance_time(self, proportion):
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self.rotate_lateral(2.0 * proportion)
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# Create a rotating volume in the scene, using the cube shape.
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pyramid = RotatingVolume(scene, pyramid_shape)
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pyramid.rotate_vertical(60.0)
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# Creates a light.
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light = soya.Light(scene)
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light.set_xyz(1.0, -1.0, 2.0)
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# Creates a camera.
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camera = soya.Camera(scene)
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camera.set_xyz(0.0, 0.0, 2.0)
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soya.set_root_widget(camera)
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soya.Idler(scene).idle()
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