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Tutorials : basic-1 - basic-2 - basic-3 - basic-4 - basic-5 - basic-6 - basic-loadingfile-1 - basic-savingfile-cerealizer-1 - basic-savingfile-pickle-1 - blender-auto-exporter-1 - bsp-game_skel - character-animation-1 - character-animation-2 - character-animation-shadow-cellshading-1 - deform-1 - facecutter-1 - fullscreen-1 - game_skel-1 - game_skel-2 - game_skel-3 - game_skel-4 - game_skel-5 - gui-1 - gui-2 - gui-background-1 - label3D-1 - modeling-1 - modeling-2 - modeling-3 - modeling-cellshading-1 - modeling-env-mapping-1 - modeling-material-1 - modeling-material-2 - modeling-shadow-1 - modeling-smoothlit-1 - modeling-solid-model-1 - modeling-transparency-1 - mouse-1 - multiple-cameras-1 - nested-world-1 - ode-collision-1-base - ode-collision-2-base - ode-collision-3-mass_influence - ode-collision-4-pushable - ode-collision-5-hit_func - ode-collision-6-hit_func-2-other - ode-collision-7-hit_func-3-contacts - ode-collision-8-terrain - ode-collision-9-box - ode-gravity - ode-join - ode-mass - ode-test - particle-1 - portal-1 - pudding-1 - pudding-2 - pudding-buttonbar-1 - pudding-buttonbar-2 - pudding-console-1 - pudding-console-2 - pudding-game_skel-5 - pudding-image-1 - pudding-image-slicing-1 - pudding-input-1 - pudding-listbox-1 - pudding-menu-1 - pudding-meter-1 - pudding-svgelements-1 - pudding-z-index-1 - ray-1 - raypicking-1 - raypicking-2 - raypicking-3 - sound-1 - soya-with-tk-1 - speed-1 - state-1 - static-shadows-1 - terrain-1 - terrain-2 - test - traveling-camera-1 - widget-1 - widget-background-1
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# -*- indent-tabs-mode: t -*-

# Soya 3D tutorial
# Copyright (C) 2001-2004 Jean-Baptiste LAMY
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA


# modeling-shadow-1: Modeling : shadows !

# Shadows must be enabled both on the light that casts the shadow, and on the model
# that projects it.

# The shadow algorithm assume that non-double sided faces are part of closed bodys, so
# you should take this into account when designing your models.
# Nothing is assumed for double sided faces, though, so in doubt, use double sided faces.

# To add shadow to an animated character, see also tutorial lesson
# character-animation-shadow-cellshading-1.


# Imports and inits Soya (see lesson basic-1.py).

import sys, os, os.path, soya, soya.cube

soya.init()
soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data"))

# Creates the scene.

scene = soya.World()

# Loads the sword model.

sword = soya.World.get("sword")

# Creates a simple model model_builder object. A model_builder is an object that says how a world
# is compiled into a model. When no model_builder is specified, Soya uses the default model_builder
# (an instance of SimpleModelBuilder, that does not include shadows).

model_builder = soya.SimpleModelBuilder()

# Sets the 'shadow' model_builder property to true.

model_builder.shadow = 1

# Assigns the model_builder to the sword.

sword.model_builder = model_builder

# Compiles the sword model to a shadowed model. Notice that is you save the sword now,
# the model_builder would be saved with it too, and thus you can use 'soya.Model.get("sword")'.

sword_model = sword.to_model()

# Create a rotating body class, and a rotating body.

class RotatingBody(soya.Body):
	def __init__(self, parent = None, model = None):
		soya.Body.__init__(self, parent, model)
		
	def advance_time(self, proportion):
		soya.Body.advance_time(self, proportion)
		
		self.rotate_y(proportion * 2.0)
			
			
body = RotatingBody(scene, sword_model)
body.set_xyz(1.0, -1.0, 0.0)
body.rotate_x(90.0)

# Creates a wall, to receive the shadow.
# Notice that the wall can be any object (including e.g. a terrain,...) : receiving
# shadows doesn't require any particular property.

wall_model = soya.World()
wall_face = soya.Face(wall_model, [
	soya.Vertex(wall_model, 0.0, -5.0, -5.0),
	soya.Vertex(wall_model, 0.0, -5.0,  5.0),
	soya.Vertex(wall_model, 0.0,  5.0,  5.0),
	soya.Vertex(wall_model, 0.0,  5.0, -5.0),
	])
wall_face.double_sided = 1
wall = soya.Body(scene, wall_model.to_model())
wall.set_xyz(-1.0, 0.0, 0.0)

# Creates a light.

light = soya.Light(scene)
light.set_xyz(5.0, 0.0, 0.0)

# Sets the light's shadow color. Semitransparent color (alpha < 1.0) are often used.

light.shadow_color = (0.0, 0.0, 0.0, 0.5)

# Enables shadows for this light

light.cast_shadow = 1

# Creates a camera.

camera = soya.Camera(scene)
camera.set_xyz(0.0, 0.0, 3.5)
soya.set_root_widget(camera)

soya.MainLoop(scene).main_loop()