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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 - shader-1 - shader-2 - shader-3 - shader-4 - 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
Jiba
# -*- 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


# ray-1: Ray : the light sword

# This lesson is a light sword, which can be controlled with the mouse.

import sys, os, os.path, soya, soya.cube, soya.ray, soya.widget as widget, soya.sdlconst

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

# Creates the scene.

scene = soya.World()

sword = soya.World(scene)
sword.set_model(soya.Model.get("sword"))
sword.y = -1.5

# Adds a light, and a camera

light = soya.Light(scene)
light.set_xyz(0.0, 0.2, 1.0)

camera = soya.Camera(scene)
camera.set_xyz(0.0, -0.5, 2.0)
soya.set_root_widget(camera)

# Creates the material for the ray.

material = soya.Material()
material.shininess = 0.5
material.diffuse   = (0.6, 0.5, 0.7, 1.0)
material.additive_blending = 1 # Additive blending istypically used for FX

# Creates the ray.

ray = soya.ray.Ray(sword, length = 20)
ray.z = -0.2
ray.endpoint = soya.Point(sword, 0.0, 0.0, -1.95)
ray.material = material

# Hide the mouse cursor

soya.cursor_set_visible(0)



def begin_round():
	# Processes the events
	
	# soya.cursor.coalesce_motion_event() removes all mouse motion events, except
	# the last one -- we use it for speed gain, since many mouse motion event
	# often occur at the same time.
	
	for event in soya.MAIN_LOOP.events:
		if event[0] == soya.sdlconst.MOUSEMOTION:
			
			# For mouse motion event, rotate the laser (quite) toward the mouse.
			# The formulas are empirical; see soya.cursor for a better algorithm
			# if you want to translate mouse positions into 3D coordinates.
			
			mouse = soya.Point(
				scene,
				(float(event[1]) / camera.get_screen_width () - 0.5) *  2.0,
				(float(event[2]) / camera.get_screen_height() - 0.5) * -4.0,
				(float(event[2]) / camera.get_screen_height() - 0.5) * -1.0 + 0.25,
				)
			sword.look_at(mouse)
				
sword.begin_round = begin_round

# Main loop

soya.MainLoop(scene).main_loop()


# TODO (left as an exercice):
# Turn this tutorial lesson into a full Doom-like game!