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    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.


    How to add 3D objects with scnbox

    Pythonista
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    • ELECTRO8888
      ELECTRO8888 last edited by

      Thx, but sadly I already saw that, I barely understood any of it... thx for responding so fast though!

      1 Reply Last reply Reply Quote 0
      • ELECTRO8888
        ELECTRO8888 @cvp last edited by

        @cvp I also had tried to copy, paste, and run your code bit by bit to understand it but couldn’t, sorry, I am kinda new to Pythonista and python, and btw I am using Pythonist with python 3

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        • ELECTRO8888
          ELECTRO8888 @cvp last edited by

          @cvp I just reviewed the code you gave the other person, but I get errors I don’t know how to fix :(

          cvp 1 Reply Last reply Reply Quote 0
          • cvp
            cvp @ELECTRO8888 last edited by

            @ELECTRO8888 The code at the end of here works

            ELECTRO8888 3 Replies Last reply Reply Quote 1
            • ELECTRO8888
              ELECTRO8888 @cvp last edited by

              @cvp Thx!! I will try it now :)

              1 Reply Last reply Reply Quote 0
              • ELECTRO8888
                ELECTRO8888 @cvp last edited by ELECTRO8888

                @cvp hey, it works!! Thx so much!!! Although i can’t figure out what part of it makes the shapes, I am trying to make a game with Pythonista (3D) but, Idk how to make 3D shapes with this app

                (Edit: what I meant was, if you don’t mind, could you please give me a line of code to make a 3D cube along with an explanation as of how it works?)

                1 Reply Last reply Reply Quote 0
                • ELECTRO8888
                  ELECTRO8888 @cvp last edited by ELECTRO8888

                  @cvp NVM I figured it out, thx so much for the help!!!!!

                  (Edit: Sorry if that sounded rude.. I got a little excited that I found out how to make a cube and did caps)

                  cvp 1 Reply Last reply Reply Quote 0
                  • cvp
                    cvp @ELECTRO8888 last edited by

                    @ELECTRO8888 sorry to answer so late but I wasn't at home, you'll get it tomorrow

                    ELECTRO8888 1 Reply Last reply Reply Quote 0
                    • ELECTRO8888
                      ELECTRO8888 @cvp last edited by

                      @cvp That is fine

                      1 Reply Last reply Reply Quote 0
                      • ELECTRO8888
                        ELECTRO8888 last edited by ELECTRO8888

                        @cvp I do have one more question though... sorry.. I found some code while researching, and I can’t understand most of it XD are you okay with maybe putting some comments in it explaining it? Also could you please make it to where I can place a 2 in the level list for the finish as well as making it to where I can give it a different texture? I am so sorry for all of this, I don’t know much with Pythonista or this website, anyways, here is the code: ```

                        RayCast

                        Simple raycasting based renderer

                        Touch the left part to rotate, and touch the right part to move forward

                        Coded in a few hours during my holidays, July 2014, straight from my iPhone - thanks Pythonista !!!

                        Feel free to upgrade !

                        Enjoy !

                        Emmanuel ICART

                        eicart@momorprods.com

                        from scene import *
                        from math import *

                        rendering step - 1=best(slower)

                        RENDERING_STEP=1

                        level data

                        1 = wall, 0 = empty

                        level = [[1,1,1,1,1,1,1,1],
                        [1,1,1,1,0,0,1,1],
                        [1,1,1,1,1,0,0,1],
                        [1,1,1,0,0,1,0,1],
                        [1,1,1,0,0,1,0,1],
                        [1,1,1,0,1,1,0,1],
                        [1,1,1,0,0,0,0,1],
                        [1,1,1,1,1,1,1,1]]
                        LX=len(level[0])
                        LZ=len(level)
                        LN=len(level[2])

                        CellSize=107
                        scan=10

                        player

                        xo=CellSizeLX/2
                        zo=CellSize
                        LZ/2
                        no=CellSize*LN/2
                        angle=45.0
                        fov=80

                        class RayCastScene (Scene):
                        def setup(self):
                        # preload the texture
                        self.texture='plf:Ground_StoneMid'
                        self.texture1='plf:Tile_DoorOpen_mid'
                        self.screenWidth=int(self.size.w)
                        self.screenHeight=int(self.size.h)
                        self.xTouchStart=0
                        self.yTouchStart=0
                        load_image(self.texture)
                        load_image(self.texture1)
                        pass

                        def draw(self):
                        	global angle
                        	global xo
                        	global zo
                        	global no
                        	# This will be called for every frame (typically 60 times per second).
                        
                        	# clear background 
                        	background(0, 0, 0)
                        
                        	focale=0.5*self.screenWidth/tan(radians(fov/2))
                        
                        	# compute each screen column
                        	for column in range(0,self.screenWidth,RENDERING_STEP):
                        		scan_angle=angle+((float(column)-self.screenWidth/2)*fov)/self.screenWidth
                        		c=cos(radians(scan_angle))
                        		s=sin(radians(scan_angle))
                        		if abs(c)<0.001:
                        			if c>0:
                        				c=0.001
                        			else:
                        				c=-0.001
                        
                        		if abs(s)<0.001:
                        			if s>0:
                        				s=0.001
                        			else:
                        				s=-0.001
                        
                        		t2=s/c
                        		t1=c/s
                        		ok1=True
                        		ok2=True
                        
                        		#Initialization of ray casting
                        		pz1=t2*CellSize
                        		if c>0:
                        			px1=CellSize
                        			ini=0
                        		else:
                        			px1=-CellSize
                        			pz1=-pz1
                        			ini=CellSize-1
                        
                        		xp1=ini+(((int)(xo/CellSize))*CellSize)
                        		zp1=zo+((xp1-xo)*pz1)/px1
                        		np1=ini+(((int)(xo/CellSize))*CellSize)
                        
                        		px2=t1*CellSize
                        		if s>0:
                        			pz2=CellSize
                        			ini=0
                        		else:
                        			pz2=-CellSize
                        			px2=-px2
                        			ini=CellSize-1
                        
                        		zp2=ini+(((int)(zo/CellSize))*CellSize)
                        		xp2=xo+((zp2-zo)*px2)/pz2
                        		np2=xo+((zp2-zo)*px2)/pz2
                        
                        		#****** cast a ray for z walls ******
                        		compteur=0
                        		while True:
                        			xp1+=px1
                        			zp1+=pz1
                        			np1+=px1
                        			compteur+=1
                        			xd=(int)(xp1/CellSize) % LX
                        			zd=(int)(zp1/CellSize) % LZ
                        			nd=(int)(np1/CellSize) % LN
                        			if (xd<0): xd=0
                        			if (zd<0): zd=0
                        
                        			if level[xd][zd] !=0 or compteur>=scan:
                        				break
                        
                        		if (compteur==scan):ok1=False
                        		distance1=(xp1-xo)/c
                        		col1=(zp1 % CellSize)
                        		if (px1<=0): col1=CellSize-1-col1
                        
                        		#****** cast a ray for x walls ****** 
                        		compteur=0
                        		while True:
                        			xp2+=px2
                        			zp2+=pz2
                        			compteur+=1
                        			xd=(int)(xp2/CellSize) % LX
                        			zd=(int)(zp2/CellSize) % LZ
                        			nd=(int)(np2/CellSize) % LN
                        			if (xd<0):xd=0
                        			if (zd<0):zd=0
                        			if level[xd][zd]!=0 or compteur>=scan: break
                        
                        		if (compteur==scan): ok2=False
                        		distance2=(zp2-zo)/s
                        		col2=(xp2 % CellSize)
                        		if (pz2>=0):col2=CellSize-1-col2
                        
                        		#Choose the nearest wall (x or z)
                        		if (distance1<distance2):
                        			distance=1+(distance1)
                        			colonne=col1
                        		else:
                        			distance=1+(distance2)
                        			colonne=col2
                        
                        		if ok1 or ok2:
                        			# fix the fishbowl effect
                        			distance=distance*cos(radians(angle-scan_angle))
                        
                        			#compute the wall screen height
                        			hauteur = ((CellSize*focale)/distance)
                        
                        		# draw the column
                        		ximage=(colonne*128)/CellSize # 101 x 171 tile
                        		image(self.texture,column,(self.screenHeight-hauteur)/2,RENDERING_STEP,hauteur,ximage,0,RENDERING_STEP,171)
                        
                        
                        	# display fingers
                        	fill(1, 0, 0)
                        	for touch in list(self.touches.values()):
                        		ellipse(touch.location.x - 50, touch.location.y - 50, 100, 100)
                        
                        		# rotation control
                        		if (touch.location.x<self.screenWidth/2):
                        			angle += 0.04*(touch.location.x-self.xTouchStart)
                        		else:
                        		# displacement control
                        			speed=(touch.location.y-self.yTouchStart)*0.04
                        			dx=speed*cos(radians(angle))
                        			dz=speed*sin(radians(angle))
                        			if level[int((xo+dx)/CellSize)][int(zo/CellSize)]!=0:dx=0
                        			if level[int(xo/CellSize)][int((zo+dz)/CellSize)]!=0:dz=0
                        			xo+=dx
                        			zo+=dz
                        
                        def touch_began(self, touch):
                        	global angle
                        	self.angleStart=angle
                        	if touch.location.x<self.screenWidth/2:self.xTouchStart=touch.location.x
                        	else:
                        		self.yTouchStart=touch.location.y
                        	pass
                        
                        def touch_moved(self, touch):
                        	pass
                        
                        def touch_ended(self, touch):
                        	pass
                        

                        run(RayCastScene(),LANDSCAPE)

                        * list item
                        cvp 2 Replies Last reply Reply Quote 0
                        • cvp
                          cvp @ELECTRO8888 last edited by

                          @ELECTRO8888 Sorry, no answer today, time to go to sleep here in Belgium for an old guy 😢, but try this

                          from objc_util import *
                          import ctypes
                          import ui
                          import math
                          from ImageColor import getrgb
                          
                          load_framework('SceneKit')
                          
                          SCNView, SCNScene, SCNBox, SCNNode, SCNMaterial, SCNCamera, SCNLight, SCNAction, SCNLookAtConstraint = map(ObjCClass, ['SCNView', 'SCNScene', 'SCNBox', 'SCNNode', 'SCNMaterial', 'SCNCamera', 'SCNLight', 'SCNAction',  'SCNLookAtConstraint' ])
                          
                          @on_main_thread
                          def demo():
                              main_view = ui.View()
                              main_view_objc = ObjCInstance(main_view)
                              scene_view = SCNView.alloc().initWithFrame_options_(((0, 0),(main_view.width,main_view.height)), 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((-30,30,30))
                              root_node.addChildNode_(camera_node) 
                              
                              geometry = SCNBox.boxWithWidth_height_length_chamferRadius_(10, 10, 10, 0)
                               
                              geometry_node = SCNNode.nodeWithGeometry_(geometry)
                              root_node.addChildNode_(geometry_node)
                              
                              Materials = []
                              colors = ['red','blue','green','yellow','orange','pink']
                              for i in range(0,6):
                                rgb = getrgb(colors[i])
                                r,g,b = tuple(c/255.0 for c in rgb)
                                Material = SCNMaterial.material()
                                Material.contents =           ObjCClass('UIColor').colorWithRed_green_blue_alpha_(r,g,b,1.0)
                                Materials.append(Material)
                              geometry.setMaterials_(Materials)
                          
                              # Add a constraint to the camera to keep it pointing to the target geometry
                              constraint = SCNLookAtConstraint.lookAtConstraintWithTarget_(geometry_node)
                              constraint.gimbalLockEnabled = True
                              camera_node.constraints = [constraint]
                              
                              light_node = SCNNode.node()
                              light_node.setPosition_((10, 0, -10))
                              light = SCNLight.light()
                              light.setType_('directional')
                              light.setCastsShadow_(True)
                              light.setColor_(UIColor.whiteColor().CGColor())
                              light_node.setLight_(light)
                              #root_node.addChildNode_(light_node)
                              
                              rotate_action = SCNAction.repeatActionForever_(SCNAction.rotateByX_y_z_duration_(0, math.pi*2, 0, 10))
                              geometry_node.runAction_(rotate_action)
                              
                              main_view.present('full_screen')
                          
                          demo()
                          
                          1 Reply Last reply Reply Quote 1
                          • cvp
                            cvp @ELECTRO8888 last edited by cvp

                            @ELECTRO8888 I never use the Scene module, which is for 2d.
                            When you post here a script, try to include it between 2 lines of 3 backticks, using </> just under your topic title.
                            I've copied your code, corrected some indentations and put some # before comments lines like "level data" alone.
                            There was also two erroneous lines where the * was missing

                            xo=CellSize*LX/2
                            zo=CellSize*LZ/2
                            

                            Anyway, the script works but the mathematical part has to be studied by your-self.
                            Good luck and welcome here

                            ELECTRO8888 1 Reply Last reply Reply Quote 0
                            • ELECTRO8888
                              ELECTRO8888 @cvp last edited by

                              @cvp Thx and okay and Thx!

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

                                The way they original Ray cast code worked, it traced a ray for each pixel until it hit a wall:

                                if level[xd][zd] !=0 or compteur>=scan:
                                                break
                                

                                You would need to figure out which type of wall was hit (level[xd][yd]) then choose the texture that happens later based on that.

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

                                  @ELECTRO8888 would love to see how your game looks, I kept my project in mind but don’t have actually the energy to start it, and i’m really interested in how you’ll do it

                                  ELECTRO8888 1 Reply Last reply Reply Quote 1
                                  • ELECTRO8888
                                    ELECTRO8888 @SmartGoat last edited by

                                    @SmartGoat Thx! That means a lot

                                    1 Reply Last reply Reply Quote 0
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