Convert Python code to JSON and send it to the Voxelamming app.
Project description
voxelamming
This Python library converts Python code into JSON format and sends it to the Voxelamming app using WebSockets, allowing users to create 3D voxel models by writing Python scripts.
What's Voxelamming?
Voxelamming is an AR programming learning app. Even programming beginners can learn programming visually and enjoyably. Voxelamming supports iPhones and iPads with iOS 16 or later, and Apple Vision Pro.
Resources
- Homepage: https://creativival.github.io/voxelamming_python
- Samples: https://github.com/creativival/voxelamming/tree/main/sample/python
Installation
pip install voxelamming
Usage
Modeling
from voxelamming import Voxelamming
# Set your room name. This should match the room name displayed in your Voxelamming app.
room_name = "1000"
# Create a Voxelamming instance
voxelamming = Voxelamming(room_name)
# Define Python code to create a voxel model
voxelamming.set_box_size(0.5)
voxelamming.set_build_interval(0.01)
voxelamming.transform(0, 0, 0, pitch=0, yaw=0, roll=0)
voxelamming.animate(0, 0, 10, pitch=0, yaw=30, roll=0, scale=2, interval= 10)
for i in range(100):
voxelamming.create_box(-1, i, 0, r=0, g=1, b=1)
voxelamming.create_box(0, i, 0, r=1, g=0, b=0)
voxelamming.create_box(1, i, 0, r=1, g=1, b=0)
voxelamming.create_box(2, i, 0, r=0, g=1, b=1)
for i in range(50):
voxelamming.remove_box(0, i * 2 + 1, 0)
voxelamming.remove_box(1, i * 2, 0)
# Send the Python code to the Voxelamming app
voxelamming.send_data()
Game Mode
import pyxel
from voxelamming import Voxelamming
class Cat:
def __init__(self, app):
self.app = app
self.name = 'cat_8x8'
self.dot_data = (
'-1 -1 9 -1 9 -1 -1 -1 -1 -1 9 9 9 9 -1 -1 '
'-1 -1 9 0 9 0 9 -1 -1 -1 9 9 7 7 7 -1 -1 -1 '
'9 9 9 -1 -1 -1 9 9 9 9 9 9 9 -1 -1 -1 9 9 7 '
'-1 -1 -1 -1 9 9 -1 9 9 -1 -1'
)
self.direction = 0
self.x = 0
self.y = 0
self.img = 0
self.u = 0
self.v = 0
self.w = 8
self.h = 8
self.speed = 0.1 # Speed of the cat's movement
self.diameter = 4 # Initial size of the cat (diameter of the circle)
def chase(self, mouse):
# The cat chases the mouse
if self.x < mouse.x:
self.x += self.speed
self.w = 8
self.h = 8
self.direction = 0
elif self.x > mouse.x:
self.x -= self.speed
self.w = -8
self.h = 8
self.direction = -180 # Flip the image
if self.y < mouse.y:
self.y += self.speed
elif self.y > mouse.y:
self.y -= self.speed
# Gradually increase the size of the cat
self.diameter += 0.05
class Mouse:
def __init__(self, app):
self.app = app
self.name = 'mouse_8x8'
self.dot_data = (
'-1 -1 -1 -1 -1 -1 -1 -1 -1 13 -1 -1 13 -1 -1 -1 '
'-1 13 13 13 -1 -1 -1 -1 -1 13 13 13 13 0 13 -1 '
'13 13 13 13 13 13 13 0 -1 13 13 13 13 0 13 -1 '
'-1 13 13 13 -1 -1 -1 -1 -1 13 -1 -1 13 -1 -1 -1'
)
self.direction = 0
self.x = 20
self.y = 0
self.img = 0
self.u = 0
self.v = 8
self.w = 8
self.h = 8
self.speed = 0.5 # Speed of the mouse's movement
self.diameter = 8 # Size of the mouse (diameter of the circle)
def move(self):
# Move the mouse with arrow keys
if pyxel.btn(pyxel.KEY_LEFT):
self.x -= self.speed
self.u = 0
self.v = 8
self.w = -8
self.h = 8
self.direction = 180 # Rotate 180 degrees
if pyxel.btn(pyxel.KEY_RIGHT):
self.x += self.speed
self.u = 0
self.v = 8
self.w = 8
self.h = 8
self.direction = 0
if pyxel.btn(pyxel.KEY_UP):
self.y += self.speed
self.u = 8
self.v = 8
self.w = 8
self.h = 8
self.direction = 90
if pyxel.btn(pyxel.KEY_DOWN):
self.y -= self.speed
self.u = 8
self.v = 8
self.w = 8
self.h = -8
self.direction = -90
# Limit movement within the screen
self.x = max(-self.app.window_width // 2, min(self.app.window_width // 2, self.x))
self.y = max(-self.app.window_height // 2, min(self.app.window_height // 2, self.y))
class App:
def __init__(self):
# Initialize Pyxel
self.dot_size = 1 # Size of the sprite's dots displayed in the AR space (centimeters)
self.window_width = 64 * 4 / 3 # The width of the AR window will be multiplied by self.dot_size (centimeters)
self.window_height = 64 # The height of the AR window will be multiplied by self.dot_size (centimeters)
self.window_angle = 80 # Tilt of the AR window (degrees)
self.sprite_base_diameter = 8 # Base diameter of the sprite (reference value for sprite sending scale)
self.cat = Cat(self)
self.mouse = Mouse(self)
self.game_started = False
self.game_over = False
self.score = 0 # Initial score
self.last_score_update_time = 0 # Timer to update the score
# Initialize Voxelamming
self.vox = Voxelamming('1000')
self.vox.set_box_size(self.dot_size)
self.vox.set_game_screen(self.window_width, self.window_height, self.window_angle, red=1, green=1, blue=0, alpha=0.8)
self.vox.set_game_score(self.score)
cat_scale = self.cat.diameter / self.sprite_base_diameter
mouse_scale = self.mouse.diameter / self.sprite_base_diameter
self.vox.create_sprite(self.cat.name, self.cat.dot_data, self.cat.x, self.cat.y, self.cat.direction, cat_scale,
True)
self.vox.create_sprite(self.mouse.name, self.mouse.dot_data, self.mouse.x, self.mouse.y, self.mouse.direction,
mouse_scale, True)
self.vox.send_data()
self.vox.clear_data()
pyxel.init(self.window_width, self.window_height, title='Cat Game')
pyxel.load('my_resource.pyxres')
pyxel.run(self.update, self.draw)
def update(self):
if not self.game_started:
if pyxel.btnp(pyxel.MOUSE_BUTTON_LEFT):
self.reset_game()
return
if self.game_over:
if pyxel.btnp(pyxel.MOUSE_BUTTON_LEFT):
self.reset_game()
return
self.mouse.move() # Update the position of the mouse
self.cat.chase(self.mouse) # The cat chases the mouse
# Collision detection: Game over when the cat's circle touches the mouse
if ((self.cat.x - self.mouse.x) ** 2 + (self.cat.y - self.mouse.y) ** 2) < (
self.cat.diameter / 2 + self.mouse.diameter / 2) ** 2:
self.game_over = True
# Send game over (change the window to red)
self.vox.set_box_size(self.dot_size)
self.vox.set_game_screen(self.window_width, self.window_height, self.window_angle, red=1, green=0, blue=0, alpha=0.8)
self.vox.set_game_score(self.score)
self.vox.set_command('gameOver')
self.vox.send_data()
self.vox.clear_data()
# Add score every second
if pyxel.frame_count - self.last_score_update_time >= 30: # Pyxel's default FPS is 30
self.score += 1
self.last_score_update_time = pyxel.frame_count
# Send sprite information every 0.1 seconds
if pyxel.frame_count - self.last_score_update_time >= 3: # Pyxel's default FPS is 30
if not self.game_over: # Do not send immediately after game over
self.vox.set_box_size(self.dot_size)
self.vox.set_game_screen(self.window_width, self.window_height, self.window_angle, red=1, green=1, blue=0, alpha=0.5)
self.vox.set_game_score(self.score)
cat_scale = self.cat.diameter / self.sprite_base_diameter
mouse_scale = self.mouse.diameter / self.sprite_base_diameter
self.vox.move_sprite(self.cat.name, self.cat.x, self.cat.y, self.cat.direction, cat_scale, True)
self.vox.move_sprite(self.mouse.name, self.mouse.x, self.mouse.y, self.mouse.direction, mouse_scale, True)
self.vox.send_data()
self.vox.clear_data()
def draw(self):
pyxel.cls(1)
# Display the score at the top left
pyxel.text(2, 2, f"Score: {self.score}", pyxel.COLOR_WHITE)
if not self.game_started:
pyxel.text(self.window_width // 2 - 26, self.window_height // 2 - 8, "Click to start",
pyxel.frame_count % 16)
self.draw_cursor() # Draw custom cursor
return
if self.game_over:
pyxel.text(self.window_width // 2 - 26, self.window_height // 2 - 8, "Game Over!", pyxel.frame_count % 16)
pyxel.text(self.window_width // 2 - 26, self.window_height // 2 + 8, "Click to start",
pyxel.frame_count % 16)
self.draw_cursor() # Draw custom cursor
return
# Draw a circle that gradually grows larger
cat_x, cat_y = self.get_sprite_position(self.cat.x, self.cat.y)
pyxel.circ(cat_x + 4, cat_y + 4, self.cat.diameter / 2, pyxel.COLOR_RED)
# Draw the cat's sprite
pyxel.blt(cat_x, cat_y, self.cat.img, self.cat.u, self.cat.v, self.cat.w, self.cat.h, 1)
# Draw the mouse's sprite
mouse_x, mouse_y = self.get_sprite_position(self.mouse.x, self.mouse.y)
pyxel.blt(mouse_x, mouse_y, self.mouse.img, self.mouse.u, self.mouse.v, self.mouse.w, self.mouse.h, 1)
def get_sprite_position(self, x, y):
return self.window_width // 2 + x - 4, self.window_height // 2 - y - 4
def reset_game(self):
self.score = 0 # Reset score
self.last_score_update_time = pyxel.frame_count # Reset timer
self.cat = Cat(self) # Initialize the cat (position, size)
self.mouse = Mouse(self) # Initialize the mouse (position)
self.game_started = True
self.game_over = False
@staticmethod
def draw_cursor():
cursor_x = pyxel.mouse_x
cursor_y = pyxel.mouse_y
pyxel.blt(cursor_x - 4, cursor_y - 4, 0, 0, 16, 8, 8, 1)
App()
This code snippet demonstrates a simple example where a red voxel is created at a specific location. You can use various functions provided by the Voxelamming class to build more complex models.
Method description
| Modeling Method name | Description | Arguments |
|---|---|---|
set_room_name(room_name) |
Sets the room name for communicating with the device. | room_name: Room name (string) |
set_box_size(size) |
Sets the size of the voxel (default: 1.0). | size: Size (float) |
set_build_interval(interval) |
Sets the placement interval of the voxels (default: 0.01 seconds). | interval: Interval (float) |
change_shape(shape) |
Changes the shape of the voxel. | shape: Shape ("box", "sphere", "plane") |
change_material(is_metallic, roughness) |
Changes the material of the voxel. | is_metallic: Whether to make it metallic (boolean), roughness: Roughness (float) |
create_box(x, y, z, r, g, b, alpha) |
Places a voxel. | x, y, z: Position (float), r, g, b, alpha: Color (float, 0-1) |
create_box(x, y, z, texture) |
Places a voxel with texture. | x, y, z: Position (float), texture: Texture name (string) |
remove_box(x, y, z) |
Removes a voxel. | x, y, z: Position (float) |
write_sentence(sentence, x, y, z, r, g, b, alpha) |
Draws a string with voxels. | sentence: String (string), x, y, z: Position (float), r, g, b, alpha: Color (float, 0-1) |
set_light(x, y, z, r, g, b, alpha, intensity, interval, light_type) |
Places a light. | x, y, z: Position (float), r, g, b, alpha: Color (float, 0-1), intensity: Intensity (float), interval: Blinking interval (float), light_type: Type of light ("point", "spot", "directional") |
set_command(command) |
Executes a command. | command: Command ("axis", "japaneseCastle", "float", "liteRender") |
draw_line(x1, y1, z1, x2, y2, z2, r, g, b, alpha) |
Draws a line between two points. | x1, y1, z1: Starting point (float), x2, y2, z2: Ending point (float), r, g, b, alpha: Color (float, 0-1) |
create_model(model_name, x, y, z, pitch, yaw, roll, scale, entity_name) |
Creates a built-in model (USDZ). | model_name: Name of the model (string), x, y, z: Translation values (float), pitch, yaw, roll: Rotation values (float), scale: Scale (float), entity_name: Name assigned to the created model (string) |
move_model(entity_name, x, y, z, pitch, yaw, roll, scale) |
Moves the created model (USDZ). | entity_name: Name assigned to the created model (string), x, y, z: Translation values (float), pitch, yaw, roll: Rotation values (float), scale: Scale (float) |
send_data(name) |
Sends voxel data to the device; if the name argument is set, the voxel data can be stored and reproduced as history. | |
clear_data() |
Initializes voxel data. | |
transform(x, y, z, pitch, yaw, roll) |
Moves and rotates the coordinate system of the voxel. | x, y, z: Translation amount (float), pitch, yaw, roll: Rotation amount (float) |
animate(x, y, z, pitch, yaw, roll, scale, interval) |
Animates a voxel. | x, y, z: Translation amount (float), pitch, yaw, roll: Rotation amount (float), scale: Scale (float), interval: Interval (float) |
animate_global(x, y, z, pitch, yaw, roll, scale, interval) |
Animates all voxels. | x, y, z: Translation amount (float), pitch, yaw, roll: Rotation amount (float), scale: Scale (float), interval: Interval (float) |
push_matrix() |
Saves the current coordinate system to the stack. | |
pop_matrix() |
Restores the coordinate system from the stack. | |
frame_in() |
Starts recording a frame. | |
frame_out() |
Ends recording a frame. | |
set_frame_fps(fps) |
Sets the frame rate (default: 2). | fps: Frame rate (int) |
set_frame_repeats(repeats) |
Sets the number of frame repetitions (default: 10). | repeats: Number of repetitions (int) |
| Game Method Name | Description | Arguments |
set_game_screen_size(width, height, angle=90, r=1, g=1, b=0, alpha=0.5) |
Sets the game screen size. | width, height: screen size (float), angle: angle (float), r, g, b, alpha: color (float, 0-1) |
set_game_score(score) |
Sets the game score. | score: game score (int) |
send_game_over() |
Triggers game over. | |
create_sprite(sprite_name, color_list, x, y, direction=90, scale=1, visible=True) |
Creates a sprite. | sprite_name: sprite name (string), color_list: dot color data (string), x, y: position (float), direction: angle (float), scale: scale (float), visible: visibility (boolean) |
move_sprite(sprite_name, x, y, direction=90, scale=1, visible=True) |
Moves a sprite. | sprite_name: sprite name (string), x, y: position (float), direction: angle (float), scale: scale (float), visible: visibility (boolean) |
Notes
- Ensure that the Voxelamming app is running and connected to the same room name specified in your Python script.
- This library requires Python 3.9 or higher.
- Executing arbitrary Python code can be a security risk. Be cautious when running code from untrusted sources.
This library is under active development. More features and improvements are planned for future releases.
License
Author
creativival
Project details
Release history Release notifications | RSS feed
Download files
Download the file for your platform. If you're not sure which to choose, learn more about installing packages.
Source Distributions
Built Distribution
Filter files by name, interpreter, ABI, and platform.
If you're not sure about the file name format, learn more about wheel file names.
Copy a direct link to the current filters
File details
Details for the file voxelamming-0.3.4-py3-none-any.whl.
File metadata
- Download URL: voxelamming-0.3.4-py3-none-any.whl
- Upload date:
- Size: 13.6 kB
- Tags: Python 3
- Uploaded using Trusted Publishing? No
- Uploaded via: twine/5.1.1 CPython/3.10.14
File hashes
| Algorithm | Hash digest | |
|---|---|---|
| SHA256 |
2d0442ac905e07da3ef07a42810e64f3e590bffcae8fb42085c40fd340568034
|
|
| MD5 |
d10c080222491f7a79e2ed7e5cd667ea
|
|
| BLAKE2b-256 |
8d23f4678f448b177132e7715e51c506561d5d1723f0af80802726aa70739a26
|