# -*- 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-material-2: Texture (skin) : textured cube and pyramid # In addition to colors and shininess, materials can have a texture. # Textures are used to put a bitmap image on the surface of a 3D object. # It is sometimes called "skin" by graphists ; in Blender it corresponds # to the UV texture map. # Soya image loading is done through the PIL (Python Imaging Library), so you need the PIL. # When the material is saved, the raw image data are included in the material file and so # the final user may not need the PIL. # Imports and inits Soya. 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() # Creates the material material = soya.Material() # Sets the material's texture. The texture must be a soya.Image object, or None for no # texture (the default). Texture images dimensions MUST BE POWER OF 2 # (e.g. 64x64, 128x256,...). # Here we use soya.Image.get(filename) to load the image tutorials/data/images/block2.png. # You can also use soya.open_image(filename) for loading an image from any file, # or soya.image_from_pil(PIL.Image.Image) to turn a PIL image into a Soya image. material.texture = soya.Image.get("block2.png") # Creates the World that will contain the pyramid. We don't create the pyramid in the # scene since we are going to compile the pyramid into a model. pyramid_world = soya.World() # Creates the 5 faces of the pyramid (see lesson modeling-1). # The third argument of the face constructor is the material ; it defaults to # soya.DEFAULT_MATERIAL (a white material). # For each vertex, we specify the texture coordinates (sometimes called u,v) as the # 5th and 6th arguments of the constructor. They correspond to the tex_x and tex_y # attributes of the vertex. soya.Face(pyramid_world, [soya.Vertex(pyramid_world, 0.5, -0.5, 0.5, 0.0, 0.0), soya.Vertex(pyramid_world, -0.5, -0.5, 0.5, 0.0, 1.0), soya.Vertex(pyramid_world, -0.5, -0.5, -0.5, 1.0, 1.0), soya.Vertex(pyramid_world, 0.5, -0.5, -0.5, 1.0, 0.0), ], material) soya.Face(pyramid_world, [soya.Vertex(pyramid_world, -0.5, -0.5, 0.5, 0.0, 1.0), soya.Vertex(pyramid_world, 0.5, -0.5, 0.5, 0.0, 0.0), soya.Vertex(pyramid_world, 0.0, 0.5, 0.0, 1.0, 0.0), ], material) soya.Face(pyramid_world, [soya.Vertex(pyramid_world, 0.5, -0.5, -0.5, 1.0, 0.0), soya.Vertex(pyramid_world, -0.5, -0.5, -0.5, 1.0, 1.0), soya.Vertex(pyramid_world, 0.0, 0.5, 0.0, 0.0, 1.0), ], material) soya.Face(pyramid_world, [soya.Vertex(pyramid_world, 0.5, -0.5, 0.5, 0.0, 0.0), soya.Vertex(pyramid_world, 0.5, -0.5, -0.5, 1.0, 0.0), soya.Vertex(pyramid_world, 0.0, 0.5, 0.0, 0.0, 1.0), ], material) soya.Face(pyramid_world, [soya.Vertex(pyramid_world, -0.5, -0.5, -0.5, 1.0, 1.0), soya.Vertex(pyramid_world, -0.5, -0.5, 0.5, 0.0, 1.0), soya.Vertex(pyramid_world, 0.0, 0.5, 0.0, 1.0, 0.0), ], material) # Creates a cube. # soya.cube generates texture coordinates automatically. cube_world = soya.cube.Cube(None, material) # Creates a subclass of Body that permanently rotates. # See the timemanagement-* lesson series for more info. class RotatingBody(soya.Body): def advance_time(self, proportion): self.rotate_y(2.0 * proportion) # Create a rotating body in the scene, using the cube model. cube = RotatingBody(scene, cube_world.to_model()) cube.x = -1.0 cube.rotate_x(30.0) # Create a rotating body in the scene, using the pyramid model. pyramid = RotatingBody(scene, pyramid_world.to_model()) pyramid.x = 1.0 pyramid.rotate_x(30.0) # Creates a light. light = soya.Light(scene) light.set_xyz(0.5, 1.0, 2.0) # Creates a camera. camera = soya.Camera(scene) camera.set_xyz(0.0, 0.0, 3.0) camera.set_xyz(-1.0, 0.0, 1.4) soya.set_root_widget(camera) soya.MainLoop(scene).main_loop()