# -*- 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 # This shows how to use soya's particles. # Imports and inits Soya (see lesson basic-1.py). import sys, os, os.path, soya from random import random from math import sqrt from soya import sdlconst from soya import particle soya.init() soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) # Creates the scene. scene = soya.World() # Create a particle system # particles are just like any other object in soya. you must # still add them to the scene and they have the same methods available. # all particles also support a material for the sprite which you can # pass to the constructor or set as a property later. # particle systems have nb_particles to specifiy how many particles # will be generated, in conjunction with this there is the # auto_generate_particle property which determines wether new particles # should be created when old ones die or not. # comment/uncomment the different sections to try the different systems # here we use the built in FireWork system. auto_generate_particle is # on by default so this will continue forever #fountain = particle.FlagFirework(scene, nb_particles=4, nb_sub_particles=10) # this is slightly more dull # you will notice that this doesnt automatically set auto_generate_particle smoke=particle.Smoke(scene) # here we use the same smoke particle system but set auto_generate_particle # so that it continues #smoke=particle.Smoke(scene) #smoke.auto_generate_particle=1 # its also possible to create your own particle systems # i dont think you can beat looking at the source file model/particle.pyx # for understanding how to do this class MyParticleSystem(particle.Smoke): def __init__(self,parent): particle.Particles.__init__(self,parent,nb_max_particles=50) self.set_colors((1.0, 1.0, 1.0, 1.0), (1.0, 0.0, 0.0,0.5),(1.0,1.0,0.,0.5),(0.5,0.5,0.5,0.5),(0.,0.,0.,0.5)) self.set_sizes ((0.19, 0.19), (0.35, 0.35)) self.auto_generate_particle=1 def generate(self, index): sx = (random()- 0.5) * .2 sy = (random()) sz = (random() - 0.5) * .2 l = (0.2 * (1.0 + random())) / sqrt(sx * sx + sy * sy + sz * sz) * 0.5 self.set_particle(index, random()*.5, sx * l, sy * l, sz * l, 0.,0.,0.) #particles=MyParticleSystem(scene) # Creates a light. light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) # Creates a camera. camera = soya.Camera(scene) camera.z = 10.0 soya.set_root_widget(camera) # make an main_loop that stops on any keystroke class MainLoop(soya.MainLoop): def begin_round(self): soya.MainLoop.begin_round(self) # wait for any keystoke to quit for e in soya.process_event(): if e[0]==sdlconst.KEYDOWN and e[1]!=0: self.stop() MainLoop(scene).main_loop()