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initial import

john melesky hai 7 meses
pai
achega
a408d9b513
Modificáronse 3 ficheiros con 293 adicións e 0 borrados
  1. BIN=BIN
      images/oscilloscreen.png
  2. 29 0
      scripts/deep computer.scad
  3. 264 0
      scripts/deep_computer.py

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images/oscilloscreen.png


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scripts/deep computer.scad

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+back_bottom  = [0,0];
+back_top     = [0,8];
+front_top    = [2,8];
+front_mid    = [4,3];
+front_bottom = [4,0];
+
+frame_points = [back_bottom,
+    back_top, front_top,
+    front_mid, front_bottom];
+
+rotate([90,0,0]){
+  linear_extrude(height=10)
+    polygon(frame_points);
+
+  translate([3,5.5,6.5])
+    rotate([0,0,292])
+    resize([5,2,5])
+    sphere(d=10, $fn=50);
+
+  for(i=[7,5.5,4])
+    for(j=[.8,1.2,1.6,2,2.4,2.8,3.2])
+      if(rands(0,10,1)[0]>6)
+        translate([4.5-(i/2.5),i,j])
+          cube(size=[.8,.6,.2], center = false);
+      else
+        translate([4.7-(i/2.5),i,j])
+          cube(size=[.8,.6,.2], center = false);  
+}
+

+ 264 - 0
scripts/deep_computer.py

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+import bpy
+import mathutils
+import math
+import random
+
+
+# first, clean the slate
+# for o in bpy.data.objects:
+#     bpy.data.objects.remove(o)
+
+# # add a camera
+
+# cam = bpy.data.cameras.new("EndlessCamera")
+# cam.type = 'ORTHO'
+# cam.angle = 0.85756
+# cam.clip_start = 0.100
+# cam.clip_end = 100.0
+# cam.lens = 35
+# cam.ortho_scale = 6.0
+# cam.sensor_height = 18
+# cam.sensor_width = 32
+# cam_obj = bpy.data.objects.new("EndlessCameraObj", cam)
+# cam_obj.location = mathutils.Vector((-10, -10, 8.2))
+# cam_obj.rotation_euler = mathutils.Vector((1.047, 0.0, -0.7854))
+# bpy.context.collection.objects.link(cam_obj)
+# bpy.context.scene.camera = cam_obj
+
+
+# # light sources
+# # lamp
+
+# bpy.ops.object.add(type='LIGHT', location=(1.568, -3.856, 1.311))
+# lamp = bpy.context.object
+# lamp.data.type = 'POINT'
+# lamp.data.cutoff_distance = 30.0
+# lamp.data.energy = 2
+# lamp.data.shadow_buffer_clip_start = 1.00
+# lamp.data.shadow_soft_size = 1.0
+# lamp.data.use_shadow = True
+# lamp.rotation_euler = mathutils.Vector((0.6503271, 0.05521698, 1.866455))
+
+# # sun
+
+# bpy.ops.object.add(type='LIGHT', location=(0.7973, 7.599, 4.7))
+# sun = bpy.context.object
+# sun.data.type='SUN'
+# sun.data.cutoff_distance = 30.0
+# sun.data.energy = 2
+# sun.data.shadow_buffer_clip_start = 1.00
+# sun.data.shadow_soft_size = 1.0
+# sun.data.use_shadow = True
+# sun.rotation_euler = mathutils.Vector((-0.418879, -0.1396263, 0.2094395))
+
+
+
+# we need five materials
+#   - the monitor (image texture)
+#   - the metal for the case
+#   - three colors for the buttons
+#     - green (pressed down)
+#     - grey/clear (most unpressed)
+#     - red (unpressed but alert)
+
+monitor_mat = bpy.data.materials.new("ComputerMonitor")
+monitor_mat.diffuse_color = [0, 0.02, 0, 1]
+monitor_mat.specular_color = [0.9, 1, 0.9]
+monitor_mat.roughness = 0.05
+
+monitor_mat.use_nodes = True
+mon_nodes = monitor_mat.node_tree.nodes
+mon_links = monitor_mat.node_tree.links
+mon_mat_output = mon_nodes.get('Material Output')
+mon_bsdf = mon_nodes.get('Principled BSDF')
+mon_bsdf.inputs['Roughness'].default_value = 0.1
+mon_bsdf.inputs['Emission Strength'].default_value = 3
+
+mon_img = bpy.data.images.load(filepath = '/home/jmelesky/Pictures/game images/oscilloscreen 5.png')
+mon_imgtx = mon_nodes.new('ShaderNodeTexImage')
+mon_imgtx.image = mon_img
+
+mon_links.new(mon_imgtx.outputs['Color'], mon_bsdf.inputs['Base Color'])
+
+mon_ramp = mon_nodes.new('ShaderNodeValToRGB')
+mon_ramp.color_ramp.interpolation = 'B_SPLINE'
+mon_ramp.color_ramp.elements[0].position = 0.1
+mon_ramp.color_ramp.elements[1].color = [0.05, 1.0, 0.0, 1.0]
+
+mon_links.new(mon_imgtx.outputs['Color'], mon_ramp.inputs['Fac'])
+mon_links.new(mon_ramp.outputs['Color'], mon_bsdf.inputs['Emission Color'])
+
+metal_mat = bpy.data.materials.new("ComputerMetal")
+metal_mat.use_nodes = True
+metal_nodes = metal_mat.node_tree.nodes
+metal_links = metal_mat.node_tree.links
+metal_mat_output = metal_nodes.get('Material Output')
+metal_bsdf = metal_nodes.get('Principled BSDF')
+metal_bsdf.inputs['Metallic'].default_value = 1.0
+
+metal_noise = metal_nodes.new('ShaderNodeTexNoise')
+metal_noise.inputs['Scale'].default_value = 70.0
+metal_noise.inputs['Detail'].default_value = 15.0
+metal_noise.inputs['Roughness'].default_value = 0.6
+
+metal_ramp = metal_nodes.new('ShaderNodeValToRGB')
+metal_ramp.color_ramp.elements[0].color = [0.012, 0.006, 0.001, 1.0]
+metal_ramp.color_ramp.elements[1].color = [0.0204, 0.0204, 0.0204, 1.0]
+
+metal_links.new(metal_noise.outputs['Fac'], metal_ramp.inputs['Fac'])
+metal_links.new(metal_ramp.outputs['Color'], metal_bsdf.inputs['Base Color'])
+
+metal_bump = metal_nodes.new('ShaderNodeBump')
+metal_bump.invert = True
+metal_bump.inputs['Strength'].default_value = 0.3
+
+metal_links.new(metal_noise.outputs['Fac'], metal_bump.inputs['Height'])
+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Normal'])
+metal_links.new(metal_bump.outputs['Normal'], metal_bsdf.inputs['Roughness'])
+
+
+down_button_mat = bpy.data.materials.new("DownButton")
+down_button_mat.use_nodes = True
+down_button_mat.blend_method = 'BLEND'
+down_bsdf = down_button_mat.node_tree.nodes.get('Principled BSDF')
+down_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
+down_bsdf.inputs['Roughness'].default_value = 0.4
+down_bsdf.inputs['Emission Color'].default_value = [0.2, 0.85, 0.2, 0.3]
+down_bsdf.inputs['Emission Strength'].default_value = 0.8
+
+
+up_button_mat = bpy.data.materials.new("UpButton")
+up_button_mat.diffuse_color = [0.5, 0.5, 0.5, 0.4]
+up_button_mat.roughness = 0.8
+up_button_mat.blend_method = 'BLEND'
+
+attn_button_mat = bpy.data.materials.new("AttnButton")
+attn_button_mat.use_nodes = True
+attn_button_mat.blend_method = 'BLEND'
+attn_bsdf = attn_button_mat.node_tree.nodes.get('Principled BSDF')
+attn_bsdf.inputs['Base Color'].default_value = [0.5, 0.5, 0.5, 0.95]
+attn_bsdf.inputs['Roughness'].default_value = 0.4
+attn_bsdf.inputs['Emission Color'].default_value = [0.7, 0.1, 0.1, 0.3]
+attn_bsdf.inputs['Emission Strength'].default_value = 0.7
+
+
+
+# now the big box
+back_bottom_left   = (0,0,0)
+back_top_left      = (0,0,8)
+front_top_left     = (2,0,8)
+front_mid_left     = (4,0,3)
+front_bottom_left  = (4,0,0)
+back_bottom_right  = (0,10,0)
+back_top_right     = (0,10,8)
+front_top_right    = (2,10,8)
+front_mid_right    = (4,10,3)
+front_bottom_right = (4,10,0)
+
+box_vertices = [back_bottom_left, back_top_left, back_bottom_right, back_top_right,
+    front_top_left, front_top_right, front_mid_left, front_mid_right,
+    front_bottom_left, front_bottom_right]
+box_faces = [
+    (0,1,3,2), # the back of the box: back_bottom_left, back_top_left, back_top_right, back_bottom_right
+    (0,2,9,8), # the bottom: back_bottom_left, back_bottom_right, front_bottom_right, front_bottom_left
+    (8,9,7,6), # lower front plate: front_bottom_left, front_bottom_right, front_mid_right, front_mid_left
+    (9,2,3,5,7), # right side panel (5 edges): front_bottom_right, back_bottom_right, back_top_right, front_top_right, front_mid_right
+    (0,8,6,4,1), # left side panel: back_bottom_left, front_bottom_left, front_mid_left, front_top_left, back_top_left
+    (6,7,5,4), # upper front plate: front_mid_left, front_mid_right, front_top_right, front_top_left
+    (4,5,3,1), # top: front_top_left, front_top_right, back_top_right, back_top_left
+]
+
+# box_mat = bpy.data.materials.new('MyBoxMaterial')
+# box_mat.use_nodes = True
+
+# if box_mat.node_tree:
+#     box_mat.node_tree.links.clear()
+#     box_mat.node_tree.nodes.clear()
+
+# box_output = box_mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
+# box_shader = box_mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
+# box_mat.node_tree.nodes['Diffuse BSDF'].inputs[0].default_value = (.125, .179, .263, 1)
+# box_mat.node_tree.links.new(box_shader.outputs[0], box_output.inputs[0])
+
+box_mesh = bpy.data.meshes.new('MyComputerBoxMesh')
+box_mesh.from_pydata(box_vertices, [], box_faces)
+
+box_obj = bpy.data.objects.new('MyComputerBox', box_mesh)
+box_obj.data.materials.append(metal_mat)
+bpy.context.scene.collection.objects.link(box_obj)
+
+
+# the oscilloscope-style monitor
+
+monitor_location = mathutils.Vector((3, 2.5, 5.5))
+monitor_scale = mathutils.Vector((.4, 1, 1))
+monitor_rotation = mathutils.Euler((0, math.radians(203), math.radians(180)))
+
+bpy.ops.mesh.primitive_uv_sphere_add(
+    segments=32,
+    ring_count=16,
+    radius=2,
+    location=monitor_location,
+    scale=monitor_scale, # this is relative to the size
+    rotation=monitor_rotation)
+
+# smooth the monitor, add a texture
+
+monitor_obj = bpy.context.active_object
+for f in monitor_obj.data.polygons:
+    f.use_smooth = True
+monitor_obj.data.update()
+
+monitor_obj.data.materials.append(monitor_mat)
+
+
+# three rows of buttons, randomly depressed
+#
+# a better way to do this would be to set the buttons in a group,
+# then rotate that entire group. i'm not there yet, so we're
+# using some magic numbers for positional offsets.
+
+buttons = []
+
+for i in [7, 5.5, 4]:
+    for j in [6.8, 7.2, 7.6, 8, 8.4, 8.8, 9.2]:
+        if random.random() > .6:
+            button_location = mathutils.Vector((5.0 - (i/2.5), j, i-.1))
+            button_material = down_button_mat
+        else:
+            button_location = mathutils.Vector((5.2 - (i/2.5), j, i))
+            if random.random() > .8:
+                button_material = attn_button_mat
+            else:
+                button_material = up_button_mat
+
+        bpy.ops.mesh.primitive_cube_add(
+            size=1,
+            location=button_location,
+            rotation=monitor_rotation,
+            scale=mathutils.Vector((.8, .2, .6)))
+
+        button = bpy.context.active_object
+        buttons.append(button)
+        button.data.materials.append(button_material)
+
+box_obj.select_set(True)
+monitor_obj.select_set(True)
+for b in buttons:
+    b.select_set(True)
+
+bpy.ops.transform.resize(
+    value=(0.25, 0.25, 0.25)
+)
+
+bpy.ops.transform.rotate(
+    value=math.radians(90)
+)
+
+bpy.ops.transform.translate(
+    value=(-2,-5,-3.3)
+)
+
+
+
+