Update of the last Blender Caracters and of the README

The main update is coming in few days
master
JeanotP1314 2016-12-21 14:56:59 -08:00
parent a5671057f2
commit 9d20dc1f74
44 changed files with 6648 additions and 1116 deletions

View File

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map_Kd textures/footA.png
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map_Kd textures/kata.png
map_Kd kata.png

View File

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map_Kd textures/kata.png
map_Kd kata.png

View File

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map_Kd muneA.png
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map_Kd textures/neck_inner.png
map_Kd neck_inner.png

View File

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View File

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View File

@ -0,0 +1,332 @@
# Blender MTL File: 'Link_full_body.blend'
# Material Count: 30
newmtl Mesh_0041_rip.001
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0039_0.png
newmtl Mesh_0042_rip.002
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0041_0.png
newmtl Mesh_0043_rip.002
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0042_0.png
newmtl Mesh_0078_rip.001
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0078_0.png
newmtl Mesh_0079_rip.001
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0078_0.png
newmtl Mesh_0080_rip.001
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0080_0.png
newmtl Mesh_0081_rip.001
Ns 9.803922
Ka 0.588000 0.588000 0.588000
Kd 0.588000 0.588000 0.588000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd Tex_0078_0.png
newmtl arm_grove
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd arm_grove.png
newmtl backl
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd backl.png
newmtl belt
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd belt.png
newmtl boot_front
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd boot_front.png
newmtl boots
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd boots.png
newmtl ear
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd ear.png
newmtl eye
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd eye.png
newmtl footA
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd footA.png
newmtl gloveA
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd gloveA.png
newmtl gloveB
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd gloveB.png
newmtl hair
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd hair.png
newmtl hand
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd hand.png
newmtl hatshade
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd hatshade.png
newmtl innerA
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd innerA.png
newmtl kata
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd kata.png
newmtl kosiB
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd kosiB.png
newmtl kutu
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd kutu.png
newmtl ling
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd ling.png
newmtl mouth1
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd mouth1.png
newmtl muneA
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd muneA.png
newmtl neck_inner
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd neck_inner.png
newmtl nose
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd nose.png
newmtl nose2
Ns 3.921569
Ka 0.600000 0.600000 0.600000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd nose2.png

File diff suppressed because it is too large Load Diff

View File

@ -10,7 +10,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/Tex_0039_0.png
map_Kd Tex_0039_0.png
newmtl Mesh_0042_rip.002
Ns 9.803922
@ -21,7 +21,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/Tex_0041_0.png
map_Kd Tex_0041_0.png
newmtl Mesh_0043_rip.002
Ns 9.803922
@ -32,7 +32,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/Tex_0042_0.png
map_Kd Tex_0042_0.png
newmtl gloveA
Ns 3.921569
@ -43,7 +43,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/gloveA.png
map_Kd gloveA.png
newmtl gloveB
Ns 3.921569
@ -54,7 +54,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/gloveB.png
map_Kd gloveB.png
newmtl hand
Ns 3.921569
@ -65,4 +65,4 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/hand.png
map_Kd hand.png

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@ -10,7 +10,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/gloveA.png
map_Kd gloveA.png
newmtl gloveB
Ns 3.921569
@ -21,7 +21,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/gloveB.png
map_Kd gloveB.png
newmtl hand
Ns 3.921569
@ -32,4 +32,4 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/hand.png
map_Kd hand.png

View File

@ -10,7 +10,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/ear.png
map_Kd ear.png
newmtl eye
Ns 3.921569
@ -21,7 +21,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/eye.png
map_Kd eye.png
newmtl hair
Ns 3.921569
@ -32,7 +32,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/hair.png
map_Kd hair.png
newmtl hatshade
Ns 3.921569
@ -43,7 +43,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/hatshade.png
map_Kd hatshade.png
newmtl ling
Ns 3.921569
@ -54,7 +54,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/ling.png
map_Kd ling.png
newmtl mouth1
Ns 3.921569
@ -65,7 +65,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/mouth1.png
map_Kd mouth1.png
newmtl nose
Ns 3.921569
@ -76,7 +76,7 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/nose.png
map_Kd nose.png
newmtl nose2
Ns 3.921569
@ -87,4 +87,4 @@ Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd textures/nose2.png
map_Kd nose2.png

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@ -1,11 +1,12 @@
# Be Your Hero!
Blabla this project is cool.
Welcome to Be Your Hero ! project
This project will give you a full gesture control of any virtual hero you like with a simple set of inexpensive devices using sensors.
## Installation
These instructions are for Debian/Ubuntu based distributions. Please
adapt the packages to your distribution if you're not on gjoizejgi
adapt the packages to your distribution
First, install the required packages:
@ -24,5 +25,7 @@ Execute the script `src/RUN.py`:
sudo python3 src/RUN.py
## Blabla
## update
I still need to comment the code and add the Arduino parts. I just need few more days for this

View File

@ -26,6 +26,7 @@ MAP_HALL = True
if(USE_STEREO):
engine.show_stats=SHOW_STAT
engine.debug = True
engine.use_simple_display=not USE_TUNNEL
engine._avatar_eye_height = DEFAULT_AVATAR_EYE_HEIGHT
engine._avatar_movement_speed = DEFAULT_AVATAR_MOVEMENT_SPEED
@ -41,6 +42,7 @@ if(USE_STEREO):
# Setup display and initialise pi3d
if(USE_STEREO == False):
DISPLAY = pi3d.Display.create()
#DISPLAY = pi3d.Display.create(x=250, y=250)
DISPLAY.set_background(0.4,0.8,0.8,1) # r,g,b,alpha
DISPLAY.frames_per_second = 30
# yellowish directional light blueish ambient light
@ -50,7 +52,7 @@ if(USE_STEREO == False):
# Create Hero & map
#avatar = avatars.cloud()
avatar = avatars.lego()
avatar = avatars.link()
avatar2 = avatars.roshi()
if MAP_HALL:
map1 = maps.hall()
@ -60,7 +62,7 @@ else:
#avatar camera
rot = 0.0
tilt = 0.0
tilt = -7.0
xm = 0.0
zm = 0.0
@ -77,25 +79,35 @@ crab = False
roll = 0.0
# variables
distance_hero = 15
#distance_hero = 15
synchro_serial=0
movement = 0
mv_run = 0
mv_run_diff = 0
avatar_speed = 0.6
lx = 0
ly = 0
lz = 0
orientation = 0
movement = 0
camera_distance = -13
shader = pi3d.Shader("uv_light")
coffimg = pi3d.Texture("../textures/COFFEE.PNG")
earth = pi3d.Texture("../textures/rock1.png")
flatsh = pi3d.Shader("uv_flat")
#font = pi3d.Pngfont("../fonts/GillSansMT.png", (221,0,170,255))
font = pi3d.Pngfont("../fonts/GillSansMT.png", (20,10,250,255))
mystring = pi3d.String(font=font, string="Ready to play ??", size=0.8, x=2, y=2, z=2, is_3d=True)
font = pi3d.Pngfont("../fonts/GillSansMT.png", (255,80,0,255))
mystring = pi3d.String(font=font, string="NOW NO EXCUSES", size=0.8, x=2, y=2, z=2, is_3d=True)
mystring2 = pi3d.String(font=font, string="BE YOUR HERO !!!", size=0.8, x=2, y=2, z=2, is_3d=True)
#mystring.translate(0.0, 0.0, 1)
mystring.scale(3, 3, 3)
mystring.set_shader(flatsh)
myPlane = pi3d.Plane(w=4, h=1.2, name="plane", z=5)
mystring2.scale(3, 3, 3)
mystring2.set_shader(flatsh)
myPlane = pi3d.Plane(w=7, h=1.8, name="plane")
myTriangle = pi3d.Triangle(sx=2, sy=2, sz=2, name="triangle", rz = 180)
mycone = pi3d.Cone(radius=1, height=2, sides=24, name="Cone", rz=180)
#myTriangle.set_shader(shader)
# Fetch key presses
mykeys = pi3d.Keyboard()
@ -114,66 +126,82 @@ joystick_right_v_axis_pos = 0.0
timer =0
keep_running = True
# Initialize Camera
if(USE_STEREO == False):
CAMERA = pi3d.Camera(absolute=False)
def roger_handler(sensor, Euler0, Euler1, Euler2):
global pos_armR, pos_forarmR, pos_armL, pos_forarmL, timer, body_orientation, step, crab, mv_run
global pos_armR, pos_forarmR, pos_armL, pos_forarmL, timer, body_orientation, step, crab, mv_run, mv_run_diff, xm, zm
timer += 1
print("Sensor:", sensor)
if timer == 13:
timer = 0
if sensor == 'C':
avatar.armL.rotateToZ(math.degrees(-Euler2))
avatar.armL.rotateToX(math.degrees(-Euler1))
if sensor == 'A':
avatar.armL.rotateToZ(math.degrees(-Euler1))
avatar.armL.rotateToX(math.degrees(-Euler2))
avatar.armL.rotateToY(math.degrees(-Euler0))
pos_armL = [Euler0, Euler1, Euler2]
if timer == 1:
print("Bras : E0 = ", math.degrees(Euler0), " E1 = ", math.degrees(Euler1), " E2 = ", math.degrees(Euler2))
#pos_armL = [Euler0, Euler1, Euler2]
#print("Bras : E0 = ", math.degrees(Euler0), " E1 = ", math.degrees(Euler1), " E2 = ", math.degrees(Euler2))
elif sensor == 'B':
avatar.forarmL.rotateToZ(math.degrees(-Euler2 + pos_armL[2]))
avatar.forarmL.rotateToX(math.degrees(-Euler1 + pos_armL[1]))
avatar.forarmL.rotateToY(math.degrees(-Euler0 + pos_armL[0]))
pos_forarmL = [-Euler0 - pos_armL[0], -Euler0 - pos_armL[1], -Euler0 - pos_armL[2]]
elif sensor == 'C':
avatar.armR.rotateToZ(math.degrees(-Euler1))
avatar.armR.rotateToX(math.degrees(-Euler2))
avatar.armR.rotateToY(math.degrees(-Euler0))
#pos_forarmR = [-Euler0 - pos_armL[0], -Euler0 - pos_armL[1], -Euler0 - pos_armL[2]]
elif sensor == 'D':
avatar.handL.rotateToZ(math.degrees(-Euler2))
avatar.handL.rotateToX(math.degrees(-Euler1))
avatar.handL.rotateToY(math.degrees(-Euler0))
if timer == 1:
print(" Avant : E0 = ", math.degrees(Euler0), " E1 = ", math.degrees(Euler1), " E2 = ", math.degrees(Euler2))
avatar.head.rotateToZ(math.degrees(-Euler1))
avatar.head.rotateToX(math.degrees(-Euler2))
avatar.head.rotateToY(math.degrees(-Euler0))
#if timer == 1:
# print(" Avant : E0 = ", math.degrees(Euler0), " E1 = ", math.degrees(Euler1), " E2 = ", math.degrees(Euler2))
elif sensor == 'J':
#print("JOY {:03.2f} {:03.2f}".format(Euler0, Euler1))
if Euler0 <= 128 and Euler1 <= 128:
body_orientation = +270 - Euler1
body_orientation = 270 - Euler1 #
elif Euler0 >= 128 and Euler1 <= 128:
body_orientation = 90 + Euler1
elif Euler0 >= 128 and Euler1 >= 128:
body_orientation = (Euler1-157)
body_orientation = -157 + Euler1
elif Euler0 <= 128 and Euler1 >= 128:
body_orientation = 360 - Euler0
if body_orientation <= 225 and body_orientation >= 135:
step = [1, 0.0, 1]
crab = False
elif body_orientation <= 315 and body_orientation >= 225:
step = [-1, 0.0, -1]
crab = True
elif (body_orientation <= 45 and body_orientation >= 0) or (body_orientation <= 360 and body_orientation >= 315):
step = [-1, 0.0, -1]
crab = False
elif body_orientation <= 135 and body_orientation >= 45:
step = [1, 0.0, 1]
crab = True
avatar.body.rotateToY(body_orientation)
mv_run += 0.3
#print(body_orientation)
if Euler0 >= 128:
Euler0 -= 255
if Euler1 >= 128:
Euler1 -= 255
joystick_v_axis_pos = Euler0/128
joystick_h_axis_pos = Euler1/128
#camera_tilt, camera_orientation= CAMERA.point_at()
#print("ORIENTATION : ", camera_orientation)
camera_orientation = 0
#print("ROTATION", crab, " ", body_orientation, " === ", math.radians(body_orientation-180)/math.pi, " --- ", 1/(math.tan(math.radians(body_orientation-180)/math.pi)+1))
"""
if craby:
step = [1/(math.tan(math.radians(body_orientation-180)/math.pi)+1), 0.0, 1-( 1/(math.tan(math.radians(body_orientation-180)/math.pi)+1))]
else:
step = [1-math.tan(math.radians(body_orientation-180)/math.pi), 0.0, math.tan(math.radians(body_orientation-180)/math.pi)]
"""
if math.fabs(joystick_v_axis_pos) > 0.1:
xm -= math.sin(math.pi/2+camera_orientation*20)*-joystick_v_axis_pos*avatar_speed
zm += math.cos(-math.pi/2+camera_orientation*20)*-joystick_v_axis_pos*avatar_speed
mv_run += math.fabs(joystick_v_axis_pos*avatar_speed*2/3)
if math.fabs(joystick_h_axis_pos) > 0.1:
xm -= math.cos(math.pi/2+(-camera_orientation*20))*-joystick_h_axis_pos*avatar_speed
zm += math.sin(-math.pi/2+(-camera_orientation*20))*-joystick_h_axis_pos*avatar_speed
mv_run += math.fabs(joystick_h_axis_pos*avatar_speed*2/3)
mv_run_diff = math.fabs(joystick_v_axis_pos*avatar_speed*2/3) + math.fabs(joystick_h_axis_pos*avatar_speed*2/3)
#print(xm, ym, zm, "Euler : ",joystick_v_axis_pos, joystick_h_axis_pos )
avatar.center.rotateToY(body_orientation)
else:
print("unhandled sensor:", sensor)
@ -183,13 +211,8 @@ if(USE_SERIAL):
ser = Serial_data('ABCDEFJ', roger_handler)
ser.start()
# Initialize Camera
if(USE_STEREO == False):
CAMERA = pi3d.Camera(absolute=False)
def update():
global xm, ym, zm, step, norm, roll, orientation, movement, lx, ly, lz, mv_run
global xm, ym, zm, step, norm, roll, orientation, movement, lx, ly, lz, mv_run, mv_run_diff, body_orientation, synchro_serial
if(USE_STEREO):
(x, y, z) = engine.avatar_position
@ -206,91 +229,89 @@ def update():
else:
ym, norm = map1.mymap.calcHeight(xm, zm, True)
ym += avhgt
print(" Position : ", xm, " === ", ym, " === ",zm, " === ")
#print(" Position : ", xm, " === ", ym, " === ",zm, " === ")
step = [0.0, 0.0, 0.0]
map1.myecube.position(xm, ym, zm)
roll = 0.0
#map1.mymap.position(0.0, 0.0, 0.0)
#avatar.body.position(xm, mymap.calcHeight(xm, zm+distance_hero)+5.5, zm+distance_hero)
if MAP_HALL:
avatar.body.position(xm+3, ym-5, zm+distance_hero)
avatar2.body.position(-10, ym-5, 15) # equivalent a -13, 15 et 0
mystring.position(-10, ym+1.5, 15)
myPlane.position(-10, ym+1.5, 15.05)
else:
avatar.body.position(xm+3, map1.mymap.calcHeight(xm, zm+distance_hero)+2, zm+distance_hero)
avatar2.body.position(-0, map1.mymap.calcHeight(-0, 10)+2, 10)
if MAP_HALL:
#avatar.body.position(xm, ym+0, zm) # goku
avatar.center.position(xm, ym-5, zm) # others
avatar2.center.position(-10, 10, 15) # equivalent a -13, 15 et 0
mystring.position(-10, ym+2.5, 14.9)
mystring2.position(-10, ym+1.5, 14.9)
mycone.position(-10, ym+2, 15)
myPlane.position(-10, ym+2, 15)
else:
avatar.center.position(xm, map1.mymap.calcHeight(xm, zm)+1, zm)
avatar2.center.position(-30, map1.mymap.calcHeight(-30, 80), 80)
print(xm, ym, zm)
#roger.body.position(0, mymap.calcHeight(0, 28)+7, 28)
mv_run += 0.05
#avatar.run(mv_run)
#mv_run += 0.05
if(mv_run_diff > 0):
avatar.run(mv_run, mv_run_diff)
synchro_serial=10
if(synchro_serial == 1):
avatar.stand()
if (synchro_serial > 0):
synchro_serial -=1
mycone.rotateToY(movement)
mv_run_diff=0
lx = xm
ly = ym
lz = zm
movement += 4
def update_scenario():
global xm, ym, zm
if -16 <= xm and xm <= -10 and 14 <= ym and ym <= 16 and -3 <= zm and zm <= 3:
#myPlane.draw(shader)
#print(xm, ym, zm)
if -15 <= xm and xm <= -5 and 14 <= ym and ym <= 16 and 10 <= zm and zm <= 19:
if -13 <= xm and xm <= -10:
xm = -13
elif -10 <= xm and xm <= -7:
xm = -7
if 13 <= zm and zm <= 14.5:
zm = 13
elif 14.5 <= zm and zm <= 16:
zm = 16
myPlane.draw(shader, [earth])
mystring.draw()
mystring2.draw()
#mycone.draw(shader, [coffimg])
def draw():
global movement
movement += 0.2
"""
roger.armR.rotateToZ(-60+ 25.0 * math.sin(movement))
roger.armR.rotateToX(0)
roger.handR.rotateToX(40.0 * math.sin(movement))
roger.armL.rotateToZ(-45)
roger2.armR.rotateToZ(-60+25.0 * math.sin(movement))
roger2.armR.rotateToX(90)
roger2.forarmR.rotateToX(40.0 * math.sin(movement))
roger2.armL.rotateToZ(-60)
"""
#clash.draw(avatar2.body)
#avatar.body.rotateToY(180)
#roshi camera 9
avatar2.body.draw()
#LEGO camera 9
#avatar.head.rotateToY(65)
avatar.armR.rotateToX(-95)
#avatar.armL.rotateToX(+55)
avatar.armL.rotateToX(55 + 30 * math.sin(movement))
#avatar.body.rotateToY(-55)
avatar.body.draw()
avatar2.center.draw()
avatar.center.draw()
map1.mymap.draw()
map1.myecube.draw()
#mystring.draw()
#myTriangle.draw()
def read_inputs():
global step, crab, mymouse, my, mx, rot, tilt, keep_running
global step, crab, mymouse, my, mx, rot, tilt, keep_running, xm, zm
#Press ESCAPE to terminate
k = mykeys.read()
if k >-1:
if k == 119: #key w forward
step = [0.5, 0.0, 0.5]
crab = False
zm+=1
elif k == 115: #kry s back
step = [-0.25, 0.0, -0.25]
crab = False
zm+= -1
elif k == 97: #key a crab left
step = [0.25, 0.0, 0.25]
crab = True
xm+=1
elif k == 100: #key d crab right
step = [-0.25, 0.0, -0.25]
crab = True
xm+= -1
elif k == 112: #key p picture
pi3d.screenshot("forestWalk" + str(scshots) + ".jpg")
scshots += 1
@ -310,16 +331,24 @@ def read_inputs():
mx, my = mymouse.velocity() #change to position() if Camera switched to absolute=True (default)
buttons = mymouse.button_status()
rot = - mx * 0.2
tilt = my * 0.2
rot = - mx * 0.8
tilt = my * 0.8
def camera_update():
global xm, ym, zm, rot, tilt, step, norm, crab
xm, ym, zm = CAMERA.relocate(rot, tilt, point=[xm, ym, zm], distance=step,
normal=norm, crab=crab, slope_factor=1.5)
camRad = [camera_distance, camera_distance, camera_distance]
#print("DBG {:03.2f},{:03.2f},{:03.2f} dist {:03.2f},{:03.2f},{:03.2f}".format(xm, ym, zm, *step))
#xm, ym, zm = CAMERA.relocate(rot, tilt, point=[xm, ym, zm], distance=step,
# normal=norm, crab=crab, slope_factor=1.5)
if MAP_HALL:
CAMERA.relocate(rot, tilt, point=[xm, ym, zm], distance=camRad)
else:
CAMERA.relocate(rot, tilt, point=[xm, map1.mymap.calcHeight(xm, zm)+3, zm], distance=camRad)
CAMERA.rotateZ(roll)
#CAMERA.relocate(rot, tilt, [0.0, 0.0, 0.0], camRad)
# Main loop
if(USE_STEREO):

View File

@ -5,6 +5,20 @@ import pi3d
import math,random
class BaseAvatar:
class FakeModel:
def __getattr__(self, item):
def fake(*args, **kwargs):
pass
return fake
def __init__(self):
for name in ('armR', 'forarmR', 'handR', 'legR', 'footR', 'body', 'head', 'butt',
'armL', 'forarmL', 'handL', 'legL', 'footL', 'center'):
setattr(self, name, BaseAvatar.FakeModel())
class cloud(object):
def __init__(self):
@ -68,39 +82,40 @@ class cloud(object):
pass
#compute motion
class lego(object):
class lego(BaseAvatar):
def __init__(self):
self.body = pi3d.Model(file_string="../Blender/lego/Emmet_body.obj", name="monument")
#body.translate(90.0, -mymap.calcHeight(100.0, 235) + 20.0, 235.0)
shader = pi3d.Shader("uv_light")
self.body.set_shader(shader)
self.body.scale(6, 6, 6)
#self.body.rotateToY(90)
super().__init__()
self.head = pi3d.Model(file_string="../Blender/lego/emmet_head.obj", name="monument", cy=-0, cz=-0)
self.center = pi3d.Model(file_string="../Blender/lego/Emmet_body.obj")
shader = pi3d.Shader("uv_light")
self.center.set_shader(shader)
self.center.scale(6, 6, 6)
self.head = pi3d.Model(file_string="../Blender/lego/emmet_head.obj", cy=-0.6, cz=-0)
self.head.set_shader(shader)
self.armR = pi3d.Model(file_string="../Blender/lego/Emmet_armR.obj", name="monument", cy=-0.55, cx=0.15, cz=-0)
self.armR = pi3d.Model(file_string="../Blender/lego/Emmet_armR.obj", cy=-0.55, cx=0.15, cz=-0)
self.armR.set_shader(shader)
self.armL = pi3d.Model(file_string="../Blender/lego/emmet_armL.obj", name="monument", cy=-0.55, cx=-0.15, cz=-0)
self.armL = pi3d.Model(file_string="../Blender/lego/emmet_armL.obj", cy=-0.55, cx=-0.15, cz=-0)
self.armL.set_shader(shader)
self.legL = pi3d.Model(file_string="../Blender/lego/Emmet_legL.obj", name="monument", cy = -0.3)
self.legL = pi3d.Model(file_string="../Blender/lego/Emmet_legL.obj", cy = -0.3)
self.legL.set_shader(shader)
self.legR = pi3d.Model(file_string="../Blender/lego/Emmet_legR.obj", name="monument", cy = -0.3)
self.legR = pi3d.Model(file_string="../Blender/lego/Emmet_legR.obj", cy = -0.3)
self.legR.set_shader(shader)
self.body.add_child(self.head)
self.body.add_child(self.armR)
self.body.add_child(self.armL)
self.center.add_child(self.head)
self.center.add_child(self.armR)
self.center.add_child(self.armL)
self.body.add_child(self.legL)
self.body.add_child(self.legR)
self.center.add_child(self.legL)
self.center.add_child(self.legR)
def run(self, position):
def run(self, position, diff):
self.legR.rotateToX(20 * math.sin(position))
self.legL.rotateToX(-20 * math.sin(position))
@ -108,13 +123,31 @@ class lego(object):
pass
#compute motion
class roshi(object):
def stand(self):
self.legR.rotateToX(0)
self.legL.rotateToX(0)
self.footR.rotateToX(0)
self.footL.rotateToX(0)
self.armL.rotateToZ(0)
self.armR.rotateToZ(0)
self.armR.rotateToY(0)
self.armL.rotateToY(0)
self.body.rotateToY(0)
self.body.rotateToX(0)
self.head.rotateToY(0)
self.head.rotateToX(0)
class roshi(BaseAvatar):
def __init__(self):
self.body = pi3d.Model(file_string="../Blender/DBZ/Roshi/Master_Roshi.obj")
super().__init__()
self.center = pi3d.Model(file_string="../Blender/DBZ/Roshi/Master_Roshi.obj")
shader = pi3d.Shader("uv_flat")
self.body.set_shader(shader)
self.body.scale(0.3,0.3,0.3)
self.center.set_shader(shader)
self.center.scale(0.3,0.3,0.3)
class goomba(object):
@ -127,76 +160,120 @@ class goomba(object):
class link(object):
def __init__(self):
def __init__(self):
self.body = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_body.obj", name="monument")
#body.translate(90.0, -mymap.calcHeight(100.0, 235) + 20.0, 235.0)
shader = pi3d.Shader("uv_flat")
self.body.set_shader(shader)
self.body.scale(0.6, 0.6, 0.6)
#self.body.rotateToY(90)
self.center = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_full_butt.obj")
shader = pi3d.Shader("uv_flat")
self.center.set_shader(shader)
self.head = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_head.obj", name="monument", cy=-10, cz=-0.5)
self.head.set_shader(shader)
#self.head.scale(1.25, 1.25, 1.25)
self.butt = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_full_butt.obj", name="monument")
self.butt.set_shader(shader)
#self.butt.scale(1.2, 1.2, 1.2)
self.center.scale(0.6, 0.6, 0.6)
self.body = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_body.obj", cy=-7.4)
#body.translate(90.0, -mymap.calcHeight(100.0, 235) + 20.0, 235.0)
self.body.set_shader(shader)
#self.body.rotateToY(90)
self.head = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_head.obj", cy=-10, cz=-0.5)
self.head.set_shader(shader)
self.armR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_armR.obj", name="monument", cy=-8.6, cx=1, cz=-0.7)
self.armR.set_shader(shader)
self.forarmR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_forarmR.obj", name="monument", cy=-8.8, cx=2.8, cz=-0.7)
self.forarmR.set_shader(shader)
self.handR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_handR.obj", name="monument", cy=-8.8, cx=4.4, cz=-0.7)
self.handR.set_shader(shader)
self.armR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_armR.obj", cy=-8.6, cx=1, cz=-0.7)
self.armR.set_shader(shader)
self.forarmR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_forarmR.obj", cy=-8.8, cx=2.8, cz=-0.7)
self.forarmR.set_shader(shader)
self.handR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_handR.obj", cy=-8.8, cx=4.4, cz=-0.7)
self.handR.set_shader(shader)
self.armL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_armL.obj", name="monument", cy=-8.6, cx=-1, cz=-0.7)
self.armL.set_shader(shader)
self.forarmL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_forarmL.obj", name="monument", cy=-8.8, cx=-2.8, cz=-0.7)
self.forarmL.set_shader(shader)
self.handL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_handL.obj", name="monument", cy=-8.8, cx=-4.4, cz=-0.7)
self.handL.set_shader(shader)
self.armL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_armL.obj", cy=-8.6, cx=-1, cz=-0.7)
self.armL.set_shader(shader)
self.forarmL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_forarmL.obj", cy=-8.8, cx=-2.8, cz=-0.7)
self.forarmL.set_shader(shader)
self.handL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_handL.obj", cy=-8.8, cx=-4.4, cz=-0.7)
self.handL.set_shader(shader)
self.legL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_legL.obj", name="monument", cy = -6)
self.legL.set_shader(shader)
#self.legL.scale(0.75, 0.75, 0.75)
self.footL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_footL.obj", name="monument")
self.footL.set_shader(shader)
#self.footL.scale(1.1, 1.1, 1.1)
self.legL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_legL.obj", cy = -6)
self.legL.set_shader(shader)
#self.legL.scale(0.75, 0.75, 0.75)
self.footL = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_footL.obj", cy = -3)
self.footL.set_shader(shader)
#self.footL.scale(1.1, 1.1, 1.1)
self.legR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_legR.obj", name="monument", cy = -6)
self.legR.set_shader(shader)
#self.legR.scale(0.75, 0.75, 0.75)
self.footR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_footR.obj", name="monument")
self.footR.set_shader(shader)
self.legR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_legR.obj", cy = -6)
self.legR.set_shader(shader)
#self.legR.scale(0.75, 0.75, 0.75)
self.footR = pi3d.Model(file_string="../Blender/Zelda/Custom_Link/Link_footR.obj", cy = -3)
self.footR.set_shader(shader)
#self.footR.scale(1.0, 1.0, 1.0)
#self.footR.scale(1.0, 1.0, 1.0)
self.body.add_child(self.head)
self.body.add_child(self.armR)
self.armR.add_child(self.forarmR)
self.forarmR.add_child(self.handR)
self.center.add_child(self.body)
#self.body.add_child(self.legs)
self.body.add_child(self.armL)
self.armL.add_child(self.forarmL)
self.forarmL.add_child(self.handL)
self.body.add_child(self.head)
self.body.add_child(self.armR)
self.armR.add_child(self.forarmR)
self.forarmR.add_child(self.handR)
self.body.add_child(self.butt)
#self.body.add_child(self.legs)
self.body.add_child(self.armL)
self.armL.add_child(self.forarmL)
self.forarmL.add_child(self.handL)
self.center.add_child(self.legL)
self.legL.add_child(self.footL)
self.center.add_child(self.legR)
self.legR.add_child(self.footR)
self.butt.add_child(self.legL)
self.legL.add_child(self.footL)
self.butt.add_child(self.legR)
self.legR.add_child(self.footR)
def run(self, position, diff):
#compute motion
if diff <= 0.25:
self.legR.rotateToX(15 * math.sin(position))
self.legL.rotateToX(-15 * math.sin(position))
self.footR.rotateToX(-15+ 15 * math.sin(position))
self.footL.rotateToX(-15 -15 * math.sin(position))
def run(self, position):
#compute motion
self.legR.rotateToX(20 * math.sin(position))
self.legL.rotateToX(-20 * math.sin(position))
self.armL.rotateToZ(280)
self.armR.rotateToZ(80)
self.armR.rotateToY(25.0 * math.sin(position))
self.armL.rotateToY(25.0 * math.sin(position))
def jump(self, position):
#compute motion
self.armL.rotateToX(20 * math.sin(position))
self.armR.rotateToX(-20 * math.sin(position))
self.body.rotateToY(10.0 * math.sin(position))
self.head.rotateToY(-8.0 * math.sin(position))
else:
positionRun = position
self.legR.rotateToX(25 * math.sin(positionRun))
self.legL.rotateToX(-25 * math.sin(positionRun))
self.footR.rotateToX(-20+ 20 * math.sin(positionRun))
self.footL.rotateToX(-20 -20 * math.sin(positionRun))
self.armL.rotateToZ(300)
self.armR.rotateToZ(60)
self.armR.rotateToY(35.0 * math.sin(positionRun))
self.armL.rotateToY(35.0 * math.sin(positionRun))
self.body.rotateToY(10.0 * math.sin(positionRun))
self.body.rotateToX(-15.0)
self.head.rotateToY(-8.0 * math.sin(positionRun))
self.head.rotateToX(10.0)
def stand(self):
self.legR.rotateToX(0)
self.legL.rotateToX(0)
self.footR.rotateToX(0)
self.footL.rotateToX(0)
self.armL.rotateToZ(280)
self.armR.rotateToZ(80)
self.armR.rotateToY(0)
self.armL.rotateToY(0)
self.body.rotateToY(0)
self.body.rotateToX(0)
self.head.rotateToY(0)
self.head.rotateToX(0)
def jump(self, position):
#compute motion
self.armL.rotateToX(20 * math.sin(position))
self.armR.rotateToX(-20 * math.sin(position))
class goku(object):
@ -261,6 +338,10 @@ class goku(object):
#compute motion
self.legR.rotateToX(15 * math.sin(position))
self.legL.rotateToX(-15 * math.sin(position))
self.armL.rotateToZ(305)
self.armR.rotateToZ(80)
self.armR.rotateToY(25.0 * math.sin(position))
self.armL.rotateToY(25.0 * math.sin(position))
class guy(object):