fast fertig
bogenschiesen2.py — text/python-source, 8 KB (8246 bytes)
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# -*- coding: utf-8 -*- from visual import * # das 3D-Modul from random import * from sys import * from time import sleep scene.title = "Bogenschiessen!" #-- Panamorama-Auskleidung einer Kugel --------------------- import Image name = "pano_olympia_aussen" #name = "pano_solarberg" #name = "pano_siegburg" #name = "pano_waldeck" #name = "siegwehr" #name = "pano_notting-hill" width = 2048 # Breite und Hoehe an Original anpassen height = 1024 im = Image.open(name+".tga") # Oeffnen des Bildes materials.saveTGA(name,im) # Speichern des Bildes intern pano = materials.texture(data=im, mapping="spherical") # Darstellungsart #-- Neutrale Umleuchtung mit 8 Lichtern -------------------- scene.lights = [distant_light(direction=( 10, 10, 10), color=color.gray(0.5)),\ distant_light(direction=(-10, 10, 10), color=color.gray(0.5)),\ distant_light(direction=( 10,-10, 10), color=color.gray(0.5)),\ distant_light(direction=( 10, 10,-10), color=color.gray(0.5)),\ distant_light(direction=(-10,-10, 10), color=color.gray(0.5)),\ distant_light(direction=( 10,-10,-10), color=color.gray(0.5)),\ distant_light(direction=(-10, 10,-10), color=color.gray(0.5)),\ distant_light(direction=(-10,-10,-10), color=color.gray(0.5))] #-- Kameraposition im Zentrum ------------------------------ scene.fov=pi/2 # Blickwinkel 90° (statt 60°) scene.range=0.001 # Entfernung zum Blickzentrum zufallszahlX = random()*10+3 zufallszahlZ = random()*10+3 zufallszahlY = random()*10+3 scene.center=(0,3.5,0) scene.range=(3.5,3.5,3.5) scene.forward=(0,-0.5,-1) #scene.width=700 #scene.hight=320 #scene.userzoom=False #scene.userspin=False drehung = 0 #for i in range(1): # rate(50) # kugel.rotate(angle=radians(260), axis=(0,1,0), origin=(0,0,0)) kugel = sphere(radius=90, material=pano) #kugel2 = sphere (radius=19.99, opacity=0.3) ZielrohrundMensch=frame() Zielrohr = frame(frame=ZielrohrundMensch) pfeil=frame(frame=Zielrohr) Mensch = frame(frame=ZielrohrundMensch) Kopf = sphere(frame=Mensch, pos=(0,3,0),radius = 0.5, color=(.9,.8,.2)) Hals = ellipsoid(frame=Mensch, pos=(0,2.5,0), height=1.3, length=0.5, width=0.5) Oberkoerper = ellipsoid(frame=Mensch, pos=(0,0.8,0), height=3, length=1.5, width=1, color=(.3,.2,.1)) rechtesBein = cylinder(frame=Mensch, axis=(0,-2,0), pos=(0.2,0,0), radius=0.25, color=color.green) linkesBein = cylinder(frame=Mensch, axis=(0,-2,0), pos=(-0.2,0,0), radius=0.25, color=color.green) rechterFuss = ellipsoid(frame=Mensch, pos=(-0.25,-2.1,-0.15), height=0.5, length=0.5, width=1, color=color.blue) linkerFuss = ellipsoid(frame=Mensch, pos=(0.25,-2.1,-0.15), height=0.5, length=0.5, width=1, color=color.blue) linkerArm = ellipsoid(frame=Mensch, pos=(-0.75,1.3,-0.1), height=2, length=0.5, width=0.5, axis=(-1,1,-0.3), color=(.3,.2,.1)) linkerArm = ellipsoid(frame=Mensch, pos=(0.75,1.3,-0.1), height=2, length=0.5, width=0.5, axis=(1,1,-0.3), color=(.3,.2,.1)) #pfeilschaft=cylinder(frame=pfeil,pos=(0,2.95,-0.7),material=materials.wood,color=(0.3157,.2029,.1008),length=2.01,radius=0.025,axis=(scene.forward)) #pfeilspitze=cone(frame=pfeil,pos=(0,2.05,-2.5),length=0.1,radius=0.0275,color=(.4196,.4,.38823),axis=(scene.forward)) #feder1=cylinder(frame=pfeil,pos=(0.123,2.95,-0.7),length=0.1,axis=(-5,-2,5),radius=0.01) #feder2=cylinder(frame=pfeil,pos=(0.25,2.95,-0.7),length=0.1,axis=(-1,1,0),radius=0.01) #feder3=cylinder(frame=pfeil,pos=(0.35,2.95,-0.7),length=0.1,axis=(-1,1,0),radius=0.01) #feder4=cylinder(frame=pfeil,pos=(0.45,2.95,-0.7),length=0.1,axis=(-1,1,0),radius=0.01) #feder5=cylinder(frame=pfeil,pos=(0.15,2.95,-0.7),length=0.1,axis=(-1,-1,0),radius=0.01) #feder6=cylinder(frame=pfeil,pos=(0.25,2.95,-0.7),length=0.1,axis=(-1,-1,0),radius=0.01) #feder7=cylinder(frame=pfeil,pos=(0.35,2.95,-0.7),length=0.1,axis=(-1,-1,0),radius=0.01) #feder8=cylinder(frame=pfeil,pos=(0.45,2.95,-0.7),length=0.1,axis=(-1,-1,0),radius=0.01) #feder9=cylinder(frame=pfeil,pos=(0.15,2.95,-0.7),length=0.1,axis=(-80,0,50),radius=0.01) #feder10=cylinder(frame=pfeil,pos=(0.25,2.95,-0.7),length=0.1,axis=(-80,0,50),radius=0.01) #feder11=cylinder(frame=pfeil,pos=(0.35,2.95,-0.7),length=0.1,axis=(-80,0,50),radius=0.01) #feder12=cylinder(frame=pfeil,pos=(0.45,2.95,-0.7),length=0.1,axis=(-80,0,50),radius=0.01) #feder13=cylinder(frame=pfeil,pos=(0.15,2.95,-0.7),length=0.1,axis=(-80,0,50),radius=0.01) #feder14=cylinder(frame=pfeil,pos=(0.25,2.95,-0.7),length=0.1,axis=(-80,0,-50),radius=0.01) #feder15=cylinder(frame=pfeil,pos=(0.35,2.95,-0.7),length=0.1,axis=(-80,0,-50),radius=0.01) #feder16=cylinder(frame=pfeil,pos=(0.45,2.95,-0.7),length=0.1,axis=(-80,0,-50),radius=0.01) #Untergrund=box(material=materials.rough, pos=(0,-2.4,0), length=100, height=0.0005, width=100) ball = sphere(frame=Zielrohr, pos=(0,2.95,-2.7), radius=0.05) ausseresZielrohr = cylinder(frame=Zielrohr, pos=(0,2.95,-0.7), axis=(0,0,-1), radius=0.07, length=2, material=materials.wood) inneresZielrohr = cylinder(frame=Zielrohr, pos=(0,2.95,-0.7), axis=(0,0,-1), radius=0.06, length=2, color=color.black) Zielscheibe = frame() Ring1 = cylinder(frame = Zielscheibe, pos=(zufallszahlX-0.04, 0, zufallszahlZ-0.04), length=0.17, radius=0.5, color=color.red) Ring2 = cylinder(frame = Zielscheibe, pos=(zufallszahlX-0.03, 0, zufallszahlZ-0.03), length=0.15, radius=1) Ring3 = cylinder(frame = Zielscheibe, pos=(zufallszahlX-0.02, 0, zufallszahlZ-0.02), length=0.13, radius=1.5, color=color.red) Ring4 = cylinder(frame = Zielscheibe, pos=(zufallszahlX-0.01, 0, zufallszahlZ-0.01), length=0.11, radius=2) ende=false drehungpfeil = 0 drehungMensch = 0 dt = 0.00001 vGesamt = 10 vY = sin(radians(drehungpfeil))*vGesamt vEbene = cos(radians(drehungpfeil))*vGesamt vX = sin(radians(drehungMensch))*vEbene vZ = cos(radians(drehungMensch))*vEbene while ende==false: rate(50) Zielscheibe.rotate(angle=radians(1), axis=(0,1,0), origin=(zufallszahlX, 0, zufallszahlZ)) #Ring1.rotate(angle=radians(1), axis=(0,1,0)) #Ring2.rotate(angle=radians(1), axis=(0,1,0)) #Ring3.rotate(angle=radians(1), axis=(0,1,0)) #Ring4.rotate(angle=radians(1), axis=(0,1,0)) if scene.kb.keys: s = scene.kb.getkey() print s if s == 'left': # links ZielrohrundMensch.rotate(angle=radians(3), axis=(0,1,0)) newforward = rotate(scene.forward, axis=(0,1,0), angle=radians(3)) scene.forward=newforward drehungMensch = drehungMensch -3 elif s == 'right': ZielrohrundMensch.rotate(angle=radians(-3), axis=(0,1,0)) newforward = rotate(scene.forward, axis=(0,1,0), angle=radians(-3)) scene.forward=newforward drehungMensch = drehungMensch + 3 elif s == 'up': if drehungpfeil<=44: Zielrohr.rotate(angle=radians(2), axis=(Hals.axis), origin=(ausseresZielrohr.pos)) drehungpfeil = drehungpfeil + 2 newforward = rotate(scene.forward, axis=(ZielrohrundMensch.axis), angle=radians(2)) scene.forward=newforward elif s == 'down': if drehungpfeil>=0: Zielrohr.rotate(angle=radians(-2), axis=(Hals.axis), origin=(ausseresZielrohr.pos)) drehungpfeil = drehungpfeil - 2 newforward = rotate(scene.forward, axis=(ZielrohrundMensch.axis), angle=radians(-2)) scene.forward=newforward elif s == ' ': #ball.pos=(1,1,1) i =0 while i<100: #Ring4.pos[0] > (ball.pos[0] + 0.05) and Ring4.pos[0] < (ball.pos[0] - 0.05): #and Ring4.pos[1] > (ball.pos[1] + 0.05)and Ring4.pos[1] < (ball.pos[1] - 0.05) and Ring4.pos[2] > (ball.pos[2] + 0.05) and Ring4.pos[2] < (ball.pos[2] - 0.05): vY = vY - 9.81*dt i= i+1 sleep(0.1) ball.pos=(ball.pos[0] + vX*dt, ball.pos[1]+vY*dt, ball.pos[2] - vZ*dt) # b#all.y= ball.y - 9.8 * dt #ball.pos = ZielrohrundMensch.frame_to_world(Zielrohr.frame_to_world(inneresZielrohr.axis))+ #ball.pos