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    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


    3D in Pythonista?

    Pythonista
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    • Webmaster4o
      Webmaster4o last edited by

      Are there any 3D libraries out there that could be made to work with numpy/PIL?

      1 Reply Last reply Reply Quote 0
      • Moe
        Moe last edited by

        Take a look at SceneKit. While there is no python wrapper for it, you could use objc_util to accomplish that. It would probably make your life easier if you were to make a python wrapper first. To load that framework use

        from objc_util import *
        
        ObjcClass('NSBundle').bundleWithPath_('System/Library/Frameworks/SceneKit.framework').load()
        
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        • omz
          omz last edited by omz

          If you want to play with SceneKit, here's a starting point (requires beta #160023):

          Screenshot

          Note: You can use gestures (pan/pinch) to control the camera.

          from objc_util import *
          import ui
          import math
          
          load_framework('SceneKit')
          SCNView, SCNScene, SCNBox, SCNText, SCNNode, SCNLight, SCNAction, UIFont = map(ObjCClass, ['SCNView', 'SCNScene', 'SCNBox', 'SCNText', 'SCNNode', 'SCNLight', 'SCNAction', 'UIFont'])
          
          class SCNVector3 (Structure):
          	_fields_ = [('x', c_float), ('y', c_float), ('z', c_float)]
          
          @on_main_thread
          def demo():
          	main_view = ui.View()
          	main_view_objc = ObjCInstance(main_view)
          	scene_view = SCNView.alloc().initWithFrame_options_(((0, 0),(400, 400)), None).autorelease()
          	scene_view.setAutoresizingMask_(18)
          	scene_view.setAllowsCameraControl_(True)
          	scene = SCNScene.scene()
          	root_node = scene.rootNode()
          	text_mesh = SCNText.textWithString_extrusionDepth_('Pythonista', 6.0)
          	text_mesh.setFlatness_(0.2)
          	text_mesh.setChamferRadius_(0.4)
          	text_mesh.setFont_(UIFont.fontWithName_size_('HelveticaNeue-Bold', 18))
          	bbox_min, bbox_max = SCNVector3(), SCNVector3()
          	text_mesh.getBoundingBoxMin_max_(byref(bbox_min), byref(bbox_max), restype=None, argtypes=[POINTER(SCNVector3), POINTER(SCNVector3)])
          	text_width = bbox_max.x - bbox_min.x
          	text_node = SCNNode.nodeWithGeometry_(text_mesh)
          	text_node.setCastsShadow_(True)
          	text_container = SCNNode.node()
          	text_container.addChildNode_(text_node)
          	text_container.setPosition_((0, 40, 0))
          	text_node.setPosition_((-text_width/2, 0, 0))
          	box = SCNBox.boxWithWidth_height_length_chamferRadius_(100, 4, 100, 1)
          	box_node = SCNNode.nodeWithGeometry_(box)
          	root_node.addChildNode_(box_node)
          	rotate_action = SCNAction.repeatActionForever_(SCNAction.rotateByX_y_z_duration_(0, math.pi*2, math.pi*2, 10))
          	text_container.runAction_(rotate_action)
          	root_node.addChildNode_(text_container)
          	light_node = SCNNode.node()
          	light_node.setPosition_((0, 100, 10))
          	light_node.setRotation_((1, 0, 0, -math.pi/2))
          	light = SCNLight.light()
          	light.setType_('spot')
          	light.setCastsShadow_(True)
          	light.setColor_(UIColor.cyanColor().CGColor())
          	light_node.setLight_(light)
          	root_node.addChildNode_(light_node)
          	scene_view.setScene_(scene)
          	main_view_objc.addSubview_(scene_view)
          	main_view.name = 'SceneKit Demo'
          	main_view.present()
          
          demo()
          
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          • Utsira
            Utsira last edited by

            Apologies for bumping a 2-year-old thread. When I try to run the above script in Python 3.5 I get an error at the map command saying:

            no Objective-C class named 'b'SCNView'' found

            Is this some 2.7 -> 3.5 issue? What is the extraneous 'b in the error message referring to?

            thanks in advance.

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            • ccc
              ccc last edited by

              The b'bytes string' is https://docs.python.org/3/reference/lexical_analysis.html#grammar-token-bytesprefix

              SCNView is https://developer.apple.com/reference/scenekit/scnview

              But I know nothing more.

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              • omz
                omz last edited by

                Try adding load_framework('SceneKit') before the line with the error.

                1 Reply Last reply Reply Quote 1
                • abcabc
                  abcabc last edited by abcabc

                  Thanks Omz . I tried also the basic code from following tutorial using your template and it is working fine.
                  https://code.tutsplus.com/tutorials/an-introduction-to-scenekit-fundamentals--cms-23847

                  from objc_util import *
                  import ui
                  import math
                  
                  load_framework('SceneKit')
                  
                  SCNView, SCNScene, SCNBox, SCNText, SCNNode, SCNLight, SCNCamera, SCNAction, UIFont = map(ObjCClass, ['SCNView', 'SCNScene', 'SCNBox', 'SCNText', 'SCNNode', 'SCNLight',  'SCNCamera', 'SCNAction', 'UIFont'])
                  
                  class SCNVector3 (Structure):
                      _fields_ = [('x', c_float), ('y', c_float), ('z', c_float)]
                      
                  '''
                  https://code.tutsplus.com/tutorials/an-introduction-to-scenekit-fundamentals--cms-23847
                  '''
                  '''
                  override func viewDidLoad() {
                      super.viewDidLoad()
                       
                      let sceneView = SCNView(frame: self.view.frame)
                      self.view.addSubview(sceneView)
                           
                      let scene = SCNScene()
                      sceneView.scene = scene
                   
                      let camera = SCNCamera()
                      let cameraNode = SCNNode()
                      cameraNode.camera = camera
                      cameraNode.position = SCNVector3(x: 0.0, y: 0.0, z: 3.0)
                   
                      let light = SCNLight()
                      light.type = SCNLightTypeOmni
                      let lightNode = SCNNode()
                      lightNode.light = light
                      lightNode.position = SCNVector3(x: 1.5, y: 1.5, z: 1.5)
                   
                      let cubeGeometry = SCNBox(width: 1.0, height: 1.0, length: 1.0, chamferRadius: 0.0)
                      let cubeNode = SCNNode(geometry: cubeGeometry)
                   
                      scene.rootNode.addChildNode(lightNode)
                      scene.rootNode.addChildNode(cameraNode)
                      scene.rootNode.addChildNode(cubeNode)
                  }
                  '''
                  
                  @on_main_thread
                  def demo():
                      main_view = ui.View()
                      main_view_objc = ObjCInstance(main_view)
                      scene_view = SCNView.alloc().initWithFrame_options_(((0, 0),(400, 400)), None).autorelease()
                      scene_view.setAutoresizingMask_(18)
                      scene_view.setAllowsCameraControl_(True)
                      main_view_objc.addSubview_(scene_view)
                      main_view.name = 'SceneKit Demo'
                      
                      scene = SCNScene.scene()
                      scene_view.setScene_(scene)
                      
                      root_node = scene.rootNode()
                      
                      camera = SCNCamera.camera()
                      camera_node = SCNNode.node()
                      camera_node.setCamera(camera)
                      camera_node.setPosition((0.0, 0.0, 3.0))
                  
                      light = SCNLight.light()
                      light.setType_('omni')
                      light_node = SCNNode.node()
                      light_node.setLight_(light)
                      light_node.setPosition((1.5, 1.5, 1.5))
                      
                      cube_geometry = SCNBox.boxWithWidth_height_length_chamferRadius_(1, 1, 1, 0)
                      cube_node = SCNNode.nodeWithGeometry_(cube_geometry)
                      
                      root_node.addChildNode_(light_node)
                      root_node.addChildNode_(camera_node)        
                      root_node.addChildNode_(cube_node)
                      
                      main_view.present()
                  
                  demo()
                  
                  
                  
                  

                  Full example here
                  https://gist.github.com/balachandrana/644840a223b636ecd84d14a595dad33b

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                  • Utsira
                    Utsira last edited by

                    @omz thanks, it works now, that's awesome. I've used SceneKit quite a lot with Swift, but I'm still new to Python/ Pythonista. One question, how come you implement SCNVector3 as a Python class, rather than importing it with the other ObjC classes? Just trying to understand the implications of working with ObjC libraries in Pythonista. thanks.

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                    • dgelessus
                      dgelessus last edited by

                      SCNVector3 is a C struct, not an Objective-C class. Objective-C classes carry lots of information at runtime (their name, superclass, protocols, methods, etc.), and all Objective-C objects contain a pointer to their class. All of this information can be looked up via APIs provided by the Objective-C runtime library. That's what makes objc_util possible.

                      C structs, on the other hand, carry no runtime info at all. If you look at some struct data, you cannot see what its type is. For all you know, it might not even be a struct. It could also be an int, or an array of bytes. There is also no way to see what struct types there are, or what fields a certain struct type has.

                      So to be able to work with struct data, you first need to describe its type. In ctypes, you do that by creating a subclass of the ctypes.Structure class. Your subclass's _fields_ attribute lists the name and type of every field in the struct. Once you've done that, you can allocate instances of your struct in memory, and you can tell ctypes that a function takes or returns struct data of that type.

                      In this specific case, I don't think the declaration of SCNVector3 is actually needed. In the above code, you can see that all places where a SCNVector3 would be used in Swift, the Python/objc_util version simply uses a tuple. This is only possible because Objective-C is involved. All Objective-C methods have a type signature, which describes the types of their return value and all arguments, including structs. This allows objc_util to get some basic info about a method's struct arguments, which is enough to convert a Python tuple into correctly formated C struct data. This only works with Objective-C method arguments though, and not anywhere else. For plain C functions and variables, you still need to declare the struct type by hand.

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                      • Utsira
                        Utsira last edited by

                        Thank you for your answer @dgelessus , really interesting.

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                        • bcraig_6973
                          bcraig_6973 @JadedTuna last edited by

                          @JadedTuna
                          I am new to this
                          Have you got a better Handel on how to do this
                          All I want to do is just using 3 Python learn to how create a 2d flat grid in 3d space
                          What are the step by steps to do this kind of thing ?

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                          • Brun0oO
                            Brun0oO last edited by Brun0oO

                            Hi,

                            I got, from a swift project, some SceneKit assets (files with ‘.scn’ extension). I put them in a ###.scnassets directory and try to load them using the SCNScene.sceneNamed_ method.
                            This call fails, i got None as result.
                            Do you know if I need to make a kind of initialization for the SceneKit resources mechanism ?

                            Thanks for your help...

                            1 Reply Last reply Reply Quote 0
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