Interactividad Programada En El Game Engine De Blender

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Interactividad Programada En El Game Engine De Blender UNIVERSIDAD POLITÉCNICA DE MADRID ESCUELA UNIVERSITARIA DE INGENIERÍA TÉCNICA DE TELECOMUNICACIÓN Proyecto Fin de Carrera INTERACTIVIDAD PROGRAMADA EN EL GAME ENGINE DE BLENDER Guzmán Álvarez García Septiembre 2013 RESUMEN Con este proyecto se ha desarrollado una guía introductoria a uno de los aspectos más complejos y especializados de Blender, que es el control de su motor de videojuegos mediante programas escritos en Python. Está orientado a lectores que tienen un conocimiento amplio sobre el manejo de Blender, su interfaz y el funcionamiento de sus diferentes elementos, así como una mínima experiencia en cuanto a programación. Se ha organizado en una parte descriptiva, centrada en el lenguaje Python y en las bases de su uso para programar el motor de videojuegos (Game Engine) de Blender, y otra de práctica guiada, que constituye la mayoría del proyecto, donde se estudian de manera progresiva ejemplos concretos de uso del mismo. En la parte descriptiva se ha tratado tanto el funcionamiento más básico del lenguaje Python, especialmente las características que difieren de otros lenguajes de programación tradicionales, como su relación con Blender en particular, explicando las diferentes partes de la API de Blender para Python, y las posibles estrategias de uso. La parte práctica guiada, dado que esta interacción entre Blender y Python ofrece un rango de posibilidades muy amplio, se ha centrado en tres áreas concretas que han sido investigadas en profundidad: el control del objeto protagonista, de la cámara y la implementación de un mapa de orientación. Todas ellas se han centrado en torno a un ejemplo común, que consiste en un videojuego muy básico, y que, gracias a los ficheros de Blender que acompañan a esta memoria, sirve para apoyar las explicaciones y poder probar su efecto directamente. Por una parte, estos tres aspectos prácticos se han explicado exhaustivamente, y se han llevado hasta un nivel relativamente alto. Asimismo se han intentado minimizar las dependencias, tanto entre ellos como con la escena que se ha usado como ejemplo, de manera que sea sencillo usar los programas generados en otras aplicaciones. Por otra, la mayoría de los problemas que ha sido necesario resolver durante el desarrollo no son específicos de ninguna de las tres áreas, sino que son de carácter general, por lo que sus explicaciones podrán usarse al afrontar otras situaciones. ABSTRACT This Thesis consists of an introductory guide to one of the most complex and specific parts of Blender, which is the control of its game engine by means of programs coded in Python. The dissertation is orientated towards readers who have a good knowledge of Blender, its interface and how its different systems work, as well as basic programming skills. The document is composed of two main sections, the first one containing a description of Python’s basics and its usage within Blender, and the second consisting of three practical examples of interaction between them, guided and explained step by step. On the first section, the fundamentals of Python have been covered in the first place, focusing on the characteristics that distinguish it from other programming languages. Then, Blender’s API for Python has also been introduced, explaining its different parts and the ways it can be used in. Since the interaction between Blender and Python offers a wide range of possibilities, the practical section has been centered on three particular areas. Each one of the following sections has been deeply covered: how to control the main character object, how to control the camera, and how to implement and control a mini-map. Furthermore, a demonstrative videogame has been generated for the reader to be able to directly test the effect of what is explained in each section. On the one hand, these three practical topics have been thoroughly explained, starting from the basis and gradually taking them to a relatively advanced level. The dependences among them, or between them and the demonstrative videogame, have been minimised so that the scripts or ideas can be easily used within other applications. On the other hand, most of the problems that have been addressed are not exclusively related to these areas, but will most likely appear in different situations, thus enlarging the field in which this Thesis can be used. A Enrique Rendón, que ha hecho posible este proyecto y cuya ayuda y dedicación han sido inestimables. A mis padres, que siempre me han apoyado incondicionalmente. A Saray, por su ayuda cuando me quedaba sin ideas, y su paciencia infinita durante estos nueve meses. Índice 1. ÍNDICE 1. ÍNDICE ........................................................................................................................ 7 2. INTRODUCCIÓN ..................................................................................................... 11 2.1. Estructura del Proyecto ....................................................................................... 11 2.2. Materiales de apoyo ............................................................................................ 11 2.3. Consideraciones .................................................................................................. 12 3. FUNDAMENTOS DE PYTHON. USO DEL MISMO EN EL PROYECTO. ......... 15 3.1. Introducción a Python ......................................................................................... 15 3.2. Objetos, tipos, clases .......................................................................................... 16 3.2.1. Funcionamiento de las clases ....................................................................... 17 3.2.2. Objetos, nombres y relaciones entre ellos .................................................... 18 3.3. API de Blender para Python ............................................................................... 20 3.4. Uso de scripts en el Game Engine ...................................................................... 23 3.5. Almacenamiento de datos ................................................................................... 25 3.6. Patrones de organización, sistema de notación .................................................. 28 4. CONTROL DEL OBJETO PROTAGONISTA ........................................................ 31 4.1. Introducción ........................................................................................................ 31 4.2. Generación del movimiento ............................................................................... 31 4.3. Consideraciones sobre las coordenadas. ............................................................. 34 4.4. Movimiento en el plano horizontal ..................................................................... 35 4.5. Movimiento en vertical ....................................................................................... 38 4.6. Añadidos ............................................................................................................. 41 4.6.1. Aumentar la velocidad al pulsar una tecla ................................................... 41 4.6.2. Hacer posible el control total en las tres dimensiones ................................. 42 5. CONTROL DE LA CÁMARA ................................................................................. 45 5.1. Introducción ........................................................................................................ 45 5.2. Generación del movimiento ............................................................................... 45 5.2.1. Tipo físico del objeto “camara_principal” ................................................... 47 5.2.2. Desplazamiento ............................................................................................ 47 5.2.3. Rotación ....................................................................................................... 49 7 Interactividad Programada en el Game Engine de Blender 5.3. Seguimiento básico del objeto protagonista ....................................................... 50 5.3.1. Control de la posición vertical ..................................................................... 51 5.3.2. Rotación sobre sí misma para mantener al objeto protagonista en el centro de la pantalla .............................................................................................................. 53 5.3.3. Avance y retroceso para mantener la distancia entre la cámara y la pelota 55 5.4. Giro en el plano horizontal usando el ratón ....................................................... 56 5.4.1. Acceso a la posición del ratón y movimiento básico ................................... 57 5.4.2. Suavizado de la velocidad lateral ................................................................ 60 5.5. Control de choques en el plano horizontal ......................................................... 62 5.5.1. Configuración y uso de los sensores “Near” ............................................... 63 5.5.2. Uso del método “rayCastTo” ....................................................................... 64 5.5.3. Choques causados por un desplazamiento lateral ........................................ 64 5.5.4. Choques causados por un desplazamiento lineal ......................................... 67 5.5.5. Consideraciones ........................................................................................... 68 5.6. Giro automático en el plano horizontal para evitar obstáculos .......................... 69 5.6.1. Activación ...................................................................................................
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