2-fensterrundgang-artificial-city.py
2-fensterrundgang-artificial-city.py — Python Source, 3 KB (3970 bytes)
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# -*- coding: utf-8 -*- # Teststadt für Rundgang # 2010-03-08 from visual import * from visual.text import * from random import * scene.title = "ARTIFICIAL CITY" # Fenstertitel scene.x = 0 # Fensterpos v. links scene.y = 0 # Fensterpos v. oben scene.height = 320 # Fensterhöhe scene.width = 700 # Fensterbreite scene.range = (1,1,1) # Abstand scene.center = (0,5,50) # Festlegung Blickziel scene.userspin = False # Blickwechsel abgeschaltet scene.userzoom = False # Benutzerzoom abgeschaltet scene.fov = 2 # Kamerawinkel scene.background = (0.8,0.85,1) # Farbe Hintergrund scene.stereodepth = 2 # Stereotiefe scene.show_rendertime = True # Anzeige der Berechnungszeiten scene.fullscreen = False # Vollbildmodus haus_anzahl = 30 # Konstante: Anzahl der Häuser # graue Bodenplatte floor = box(pos=(0,0,0), width=120, height=1, length=120, color=(0.4,0.4,0.4)) # Häuser durch Zufall generieren for i in range(haus_anzahl): zufall = random() box(pos=(random()*100-50, (10+zufall*5)/2,random()*100-50),\ width=5+random()*5, height=10+zufall*5, length=7+random()*3, \ color=color.hsv_to_rgb(((float(i)/haus_anzahl),1,1))) text(pos=(0, 20, -50), string="ARTIFICIAL CITY", color=color.orange, depth=1, height=5, justify="center") #Schriftzug rhairs = 0.025 # half-length of crosshairs dhairs = 2 # how far away the crosshairs are maxcosine = dhairs/sqrt(rhairs**2+dhairs**2) # if ray inside crosshairs, don't move haircolor = color.black #walker1 = sphere(radius=2, color=color.white, pos=scene.center, material=materials.emissive) #-Zweitfenster für topview--- zweitfenster = display(width=300,height=320, title="TOP-VIEW",\ center=(0,5,0), forward=(0,-5,0), x=700, y=0,\ background=(0.8,0.85,1)) zweitfenster.range = 75 zweitfenster.select() for obj in scene.objects: try: obj.__copy__(display=zweitfenster).opacity=0.5 except: pass walker = sphere(radius=2, color=color.white, pos=scene.center, material=materials.emissive) walker.trail = curve(color=color.yellow) while True: rate(50) # scene.center und scene.forward werden mausabhängig angepasst ray = scene.mouse.ray if abs(dot(ray,scene.forward)) < maxcosine: # tu was, falls außerhalb des Fadenkreuzes newray = norm(vector(ray.x, ray.y, ray.z)) angle = arcsin(dot(cross(scene.forward,newray),scene.up)) newforward = rotate(scene.forward, axis=scene.up, angle=angle/50) scene.center = scene.mouse.camera+newforward*mag(scene.center-scene.mouse.camera) scene.forward = newforward scene.center = scene.center+scene.forward*ray.y/2. #walker1.pos = scene.pos zweitfenster.select() walker.pos = scene.center walker.trail.append(pos=walker.pos, retain=5000) # Falls Tastatur gedrückt... if scene.kb.keys: s = scene.kb.getkey() print (s) if s == 'up': # vorwärts scene.center = scene.center+scene.forward\ *mag(scene.center-scene.mouse.camera) elif s == 'down': # rückwärts scene.center = scene.center-scene.forward\ *mag(scene.center-scene.mouse.camera) elif s == 'ctrl+up': # links drehen newforward = rotate(scene.forward, axis=scene.up, angle=radians(2)) scene.center = scene.mouse.camera+newforward\ *mag(scene.center-scene.mouse.camera) scene.forward = newforward #scene.center = scene.center+scene.forward*ray.y/2. elif s == 'alt+up': # rechts drehen newforward = rotate(scene.forward, axis=scene.up, angle=radians(-2)) scene.center = scene.mouse.camera+newforward\ *mag(scene.center-scene.mouse.camera) scene.forward = newforward