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interactive animation based on orientation data of IMU
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@ccc yes, I know and understand but I don't have any experience with it
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@ccc, would suggest multipeer for that. Uses bluetooth without the need to think about it.
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@ccc said:
What would be cool would be to have two Pythonista scripts.
The iPhone script would get the pitch, yaw, and roll of the iPhone and transmit that over Bluetooth.
The iPad script could use those Bluetooth signals to change the angel of the airplane on the iPad screen.Pitch, yaw and roll of iDevice + AirPlane, but not Bluetooth, nor WiFi
You can turn the device and pinch/rotate the image
Dirty (more than usual, believe me) and (not so) quick, but for the funfrom objc_util import * import ctypes import ui from math import pi from ImageColor import getrgb import threading from random import random load_framework('SceneKit') SCNView, SCNScene, SCNBox, SCNPyramid, SCNCone, SCNCylinder, SCNSphere, SCNPlane, SCNNode, SCNMaterial, SCNCamera, SCNLight, SCNAction, SCNLookAtConstraint = map(ObjCClass, ['SCNView', 'SCNScene', 'SCNBox', 'SCNPyramid', 'SCNCone', 'SCNCylinder', 'SCNSphere', 'SCNPlane', 'SCNNode', 'SCNMaterial', 'SCNCamera', 'SCNLight', 'SCNAction', 'SCNLookAtConstraint' ]) class CMRotationRate (Structure): _fields_ = [('x', c_double), ('y', c_double), ('z', c_double)] class my_thread_bt(threading.Thread): def __init__(self, geometry_node): threading.Thread.__init__(self) self.name = 'bt' self.stop = False self.geometry_node = geometry_node def run(self): pitch = 0 yaw = 0 roll = 0 delta_ang = pi/10 SCNTransaction = ObjCClass('SCNTransaction').alloc() # https://forum.omz-software.com/topic/3030 CMMotionManager = ObjCClass('CMMotionManager').alloc().init() #print(CMMotionManager.isDeviceMotionAvailable()) CMMotionManager.startGyroUpdates() while True: # EulerAngles is a SCNVector3 # The order of components in this vector matches the axes of rotation: # Pitch (the x component) is the rotation about the node’s x-axis. # Yaw (the y component) is the rotation about the node’s y-axis. # Roll (the z component) is the rotation about the node’s z-axis. #pitch += (random() - 0.5) * delta_ang #yaw += (random() - 0.5) * delta_ang #roll += (random() - 0.5) * delta_ang gyro_data = CMMotionManager.gyroData() if not gyro_data: #print('data not available (yet?)') continue # Using the custom struct here: rate = gyro_data.rotationRate(argtypes=[], restype=CMRotationRate) # You can now access the struct's fields as x, y, z: roll = rate.z pitch = rate.x yaw = rate.y #print(rate.x, rate.y, rate.z) # change euler angles but by using animation SCNTransaction.begin() SCNTransaction.setAnimationDuration(0.3) self.geometry_node.setEulerAngles((pitch, yaw, roll)) SCNTransaction.commit() if self.stop: break CMMotionManager.stopGyroUpdates() CMMotionManager.release() class MyView(ui.View): ###@on_main_thread def __init__(self,w,h): self.width = w self.height = h self.name = 'SceneKit IMU' self.background_color = 'white' main_view_objc = ObjCInstance(self) scene_view = SCNView.alloc().initWithFrame_options_(((0, 0),(self.width,self.height)), None).autorelease() scene_view.setAutoresizingMask_(18) scene_view.setAllowsCameraControl_(True) #scene_view.setDebugOptions_(0xFFFF) main_view_objc.addSubview_(scene_view) 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((-35,35,35)) root_node.addChildNode_(camera_node) # build an image with text to use as material on wing: begin l = 40 r = 2 h = 3*15 # 3 x height of text sc = h / (2*pi*r) w = l*sc h = 2*pi*r*sc with ui.ImageContext(w,h) as ctx: path = ui.Path.rect(0,0,w,h) ui.set_color('blue') path.fill() x = w/10 y = h/3 t = 'Pytho' ui.draw_string(t, rect=(x, y, 8*w/10, 2+h/3), font=('<System-Bold>',15), color='white', alignment=ui.ALIGN_LEFT) x = 6*w/10 t = 'nista' ui.draw_string(t, rect=(x, y, 8*w/10, 2+h/3), font=('<System-Bold>',15), color='white', alignment=ui.ALIGN_LEFT) ui_image = ctx.get_image() #ui_image.show() Material_pyth = SCNMaterial.material() Material_pyth.contents = ObjCInstance(ui_image) # build an image with text to use as material on wing: end # build an image with text to use as material on cockpit: begin l = 40 r = 2 h = 3*15 # 3 x height of text sc = h / (2*pi*r) w = l*sc h = 2*pi*r*sc with ui.ImageContext(w,h) as ctx: path = ui.Path.rect(0,0,w,h) ui.set_color('gray') path.fill() x = w/2 - 15/2 - 2 y = h/3 path1 = ui.Path.rect(x, y, 20, 2+h/3) ui.set_color('lightgray') path1.fill() t = '👨✈️' ui.draw_string(t, rect=(x, y, 20, 2+h/3), font=('<System-Bold>',15), color='white', alignment=ui.ALIGN_LEFT) ui_image = ctx.get_image() #ui_image.show() Material_nose = SCNMaterial.material() Material_nose.contents = ObjCInstance(ui_image) # build an image with text to use as material on cockpit: end # build an image with text to use as material on vertical stabilizer: begin w = 22 h = 17 with ui.ImageContext(w,h) as ctx: path = ui.Path.rect(0,0,w,h) ui.set_color((0.17, 0.6, 0.0)) path.fill() x = 8 y = 0 t = 'V' ui.draw_string(t, rect=(x, y, w, h), font=('<System-Bold>',15), color='white', alignment=ui.ALIGN_LEFT) ui_image = ctx.get_image() #ui_image.show() Material_icon1 = SCNMaterial.material() Material_icon1.contents = ObjCInstance(ui_image) # build an image with text to use as material on vertical stabilizer: end # build an image with text to use as material on vertical stabilizer: begin w = 22 h = 17 with ui.ImageContext(w,h) as ctx: path = ui.Path.rect(0,0,w,h) ui.set_color((0.17, 0.6, 0.0)) path.fill() x = 3 y = 0 t = 'Λ' ui.draw_string(t, rect=(x, y, w, h), font=('<System-Bold>',15), color='white', alignment=ui.ALIGN_LEFT) ui_image = ctx.get_image() #ui_image.show() Material_icon2 = SCNMaterial.material() Material_icon2.contents = ObjCInstance(ui_image) # build an image with text to use as material on vertical stabilizer: end geometry = SCNCylinder.cylinderWithRadius_height_(r,l) lc = l/10 cone = SCNCone.coneWithTopRadius_bottomRadius_height_(r,r/2,lc) sphe = SCNSphere.sphereWithRadius_(r/2) wing = SCNBox.boxWithWidth_height_length_chamferRadius_(20*r, 2*r, 0.3, 0) vert = SCNBox.boxWithWidth_height_length_chamferRadius_(2*r, r, 0.3, 0) hori = SCNBox.boxWithWidth_height_length_chamferRadius_(3*r, r*0.6, 0.3, 0) mot1 = SCNCylinder.cylinderWithRadius_height_(r*0.3,r*2) mot2 = SCNCylinder.cylinderWithRadius_height_(r*0.3,r*2) cone_node = SCNNode.nodeWithGeometry_(cone) sphe_node = SCNNode.nodeWithGeometry_(sphe) wing_node = SCNNode.nodeWithGeometry_(wing) vert_node = SCNNode.nodeWithGeometry_(vert) hori_node = SCNNode.nodeWithGeometry_(hori) mot1_node = SCNNode.nodeWithGeometry_(mot1) mot2_node = SCNNode.nodeWithGeometry_(mot2) tx,ty,tz = (0,l/2+lc/2,0) x = (1,0,0,0, 0,1,0,0, 0,0,1,0, tx,ty,tz,1) cone_node.setPivot_(x) tx,ty,tz = (0,l/2+lc,0) x = (1,0,0,0, 0,1,0,0, 0,0,1,0, tx,ty,tz,1) sphe_node.setPivot_(x) geometry_node = SCNNode.nodeWithGeometry_(geometry) geometry_node.addChildNode_(cone_node) geometry_node.addChildNode_(sphe_node) geometry_node.addChildNode_(wing_node) # vertical stabilizer: rotation 90° around axe y tx,ty,tz = (2*r,-l/2+r/2,0) x = (0,0,1,0, 0,1,0,0, -1,0,0,0, tx,ty,tz,1) vert_node.setPivot_(x) geometry_node.addChildNode_(vert_node) tx,ty,tz = (0,-l/2+r*0.4,-r*1.5) x = (1,0,0,0, 0,1,0,0, 0,0,1,0, tx,ty,tz,1) hori_node.setPivot_(x) geometry_node.addChildNode_(hori_node) tx,ty,tz = (5*r,-0.2,0.5) x = (1,0,0,0, 0,1,0,0, 0,0,1,0, tx,ty,tz,1) mot1_node.setPivot_(x) geometry_node.addChildNode_(mot1_node) tx,ty,tz = (-5*r,-0.2,0.5) x = (1,0,0,0, 0,1,0,0, 0,0,1,0, tx,ty,tz,1) mot2_node.setPivot_(x) geometry_node.addChildNode_(mot2_node) root_node.addChildNode_(geometry_node) # cylinder horizontal: rotation 90° around axe x x = (1,0,0,0, 0,0,1,0, 0,-1,0,0, 0,0,0,1) geometry_node.setPivot_(x) Materials = [] colors = ['red','gray','gray','yellow','orange','gray','lightgray'] 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) cone.setMaterial_(Material_nose) #cone.setMaterials_(Materials[3:5]) sphe.setMaterials_(Materials[4:5]) hori.setMaterial_(Materials[1]) mot1.setMaterials_(Materials) mot2.setMaterials_(Materials) wing_Materials = [Material_pyth,Materials[1],Material_pyth]+[Materials[1]]*3 wing.setMaterials_(wing_Materials) vert_Materials = [Material_icon2,Materials[1],Material_icon1]+[Materials[1]]*3 vert.setMaterials_(vert_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_((30, 0, -30)) light = SCNLight.light() #light.setType_('spot') light.setType_('probe') #light.setType_('directional') light.setCastsShadow_(True) light.setColor_(UIColor.whiteColor().CGColor()) light_node.setLight_(light) root_node.addChildNode_(light_node) thread_bt = my_thread_bt(geometry_node) thread_bt.start() def will_close(self): for t in threading.enumerate(): if t.name == 'bt': t.stop = True return def main(): w, h = ui.get_screen_size() MainView = MyView(w, h) MainView.present('fullscreen', hide_title_bar=False) # Protect against import if __name__ == '__main__': main()
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LOL... I read @mikael ‘s impressive multipeer this morning and then wrote the iPhone piece of the two iOS device idea that I mentioned above. If you add multipeer to your code above, the angle (but perhaps not the angel) of the plane ✈️ on the iPad will react to iPhone movements.
https://github.com/cclauss/Ten-lines-or-less/blob/master/attitude_to_multipeer.py -
@ccc Did you try my script on only one iDevice , it reacts to its movements.
I always only work on my iPad because my iPhone is very old and slow (iPhone 5s) but if you want, I could spend some time tomorrow to try what you say. -
@ccc Done, thanks to marvelous multipeer of @mikael.
I use your attitude_to_multipeer.py on my iPhone and my script modified to get infos from iPhone on my iPad, source here -
It’s great how community supports Pythonista live.
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@mikael wooow, a full game is a too long work for me but I would be available to help with little parts
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@adomanim, ”easy” might be a relative term here, but if you have a skeleton model, moving arms and legs could be accomplished with SceneKit and Inverse Kinematics constraints (and again, @pulbrich’s SceneKit wrapper).