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Wonderland in Squeak

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bunny head becomeFirstClass 'Now changes don't propagate from parent' ... light place: onTopOf object: bunny. light color: (Color red). ' or gray or white' ... – PowerPoint PPT presentation

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Title: Wonderland in Squeak


1
Wonderland in Squeak
  • How to use the wonderful, Alice-based 3-D world
    in Squeak
  • Mark Guzdial

2
Whats Wonderland?
  • An implementation of Alice (http//www.alice.org)
    for Squeak
  • Alice is a project of Randy Pausch
  • Randys PhD student, Jeff Pierce, did Wonderland
    as an intern at Disney
  • At CMU, Alice is used to teach film classes, to
    develop animations with interdisciplinary groups,
    etc.

3
Wonderland
Wonderland Camera Morph
Some generic work space
Wonderland Editor
4
Playing with Balloon 3-D
5
Starting With Wonderland
  • Wonderland new
  • (In Squeak 3.1/3.2, from FileList, open a model
    .mdl file)
  • Opens a WonderlandCameraMorph and Wonderland
    Editor
  • Within editor
  • w is the current Wonderland
  • camera is the current camera
  • cameraWindow is the cameras window

6
Filling a Wonderland
  • Wonderlands understand 3D Design Studio and VRML
  • w makeActorFromVRML blah.vrml
  • w makeActorFrom3DS blah.3ds
  • But quality tends to be low. Best
  • w makeActorFrom blah.mdl

7
Dealing with Wonderland Objects
  • Grab mdl files from ftp//st.cs.uiuc.edu/pub/Smal
    ltalk/Squeak/alice/Objects.zip
  • When you load the object, you have access to the
    overall objects and its hierarchy
  • Messages are defined for you to make it easy to
    walk the hierarchy
  • Basic commands move, turn, moveTo

8
All Transitions Animate
  • When you command something to happen in
    Wonderland, it does over time (unless you say
    otherwise).
  • bunny head setColor green
  • bunny turn right
  • bunny turn right turns 2
  • bunny turn right turns 1/2 duration rightNow
  • bunny head turn right

9
Working with the Camera
  • camera move back distance 3
  • camera turn left
  • cameraWindow showCameraControls

10
Getting rid of things
  • Every Wonderland Actor understands destroy
  • They also understand hide and show
  • But dont worry about itinfinite undo in the
    WonderlandEditor

11
Animation Objects
  • Every action returns an Animation object. Thats
    why infinite undo is possible, and how actions
    can be easily chained
  • fd snowman move forward.
  • rt snowman turn right.
  • w doTogether fd. rt.
  • w doInOrder fd. rt.

12
Constructing New Objects
  • Can use Pooh (demo)
  • Can construct from pieces
  • makeActor
  • makeActorNamed
  • makePlaneNamed
  • bunny head becomeFirstClass Now changes dont
    propagate from parent
  • bunny head becomeChildOf ground
  • bunny move backward
  • bunny color (Color red)

13
More basic commands
  • bunny resize 2
  • bunny roll right. bunny standUp.
  • moveTo and turnTo take a triplet Left. Up.
    Forward in the parents reference frame
  • bunny moveTo 0. 2. 0.
  • bunny turn left.
  • bunny moveTo camera.
  • bunny alignWith camera
  • camera pointAt bunny.

14
Manipulating the Light
  • light place onTopOf object bunny.
  • light color (Color red). or gray or white
  • Can also set the background, e.g. ground color
    (Color gray)

15
Controlling time
  • bunny move forward distance 5 speed 1
  • bunny head pointAt camera duration eachFrame.
    bunny turn right
  • bunny head doEachFrame bunny head pointAt
    (camera transformScreenPointToScenePoint (Sensor
    mousePoint) using bunny) duration rightNow .

16
Using Alarms
  • myAlarm Alarm do bunny turn left turns 1
    in 5 inScheduler scheduler
  • scheduler getTime

17
Additional Cameras
  • (Beware of speed!)
  • w makeCamera.
  • camera1 moveTo 0. 2. 0

18
Responding to Events
  • bunny respondWith event bunny head turn
    right to rightMouseClick. bunny stop
  • Also understands leftMouseDown, leftMouseUp, (and
    right equivalents) and keyPress
  • WonderlandEvent is the input type

19
Blending 2-D and 3-D
  • camera turnBackgroundOff.
  • ground hide.
  • cameraWindow move right distance 50.
  • bunny move right distance 5

20
Textures
  • Set textures, including active ones
  • bunny head setTextureFromUser
  • An ActiveTexture (try BouncingAtomsMorph)
  • camera getMorph enableDragNDrop.
  • bunny body hasActiveTexture. "printIt to Check"
  • bunny body setProperty activeTexture toValue
    true. "enable it"
  • bunny body setTexturePointer (RectangleMorph new
    openInWorld).

21
Getting rid of the editor
  • In workspace
  • w Wonderland new.
  • w getEditor hide.
  • (w getNameSpace at shark) torso tail turn
    right
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