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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 @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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