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B4B?@@???TXhHLtTXbullethole.pyLx]ZZ`pDATAL(MQ3276DATA(MpML]DATApMM(M]iesDATAMNpM@^e usDATANHNM^Hpy| DATAHNNN_DATANNHN@_#DATAN ON_datorDATA OhON0`$reenDATAhOO O`3276DATAOOhO`QDATAO@POaQDATA@PPOHaDATAPP@Pa): DATAPQPa+L`DATAQ`QP8bDATA`QQQbDATAQQ`Qb-DATAQ8RQ(cDATA8RRQpc DATARR8RchiDATARSRdDATASXSRhdDATAXSSSd/DATASSXSeDATAS0TS`e<DATA0TxTSeDATAxTT0Tf DATATUxTXf(P@DATAUPUTfDATAPUUUg"DATAUUPU`gDATAU(VUg2], DATA(VpVUhzDATApVV(V8h'DATAVWpVhreenDATAWHWVh)t.geDATAHWWW8i#pDATAWWHWi'_bulDATAW XWi%x 3DATA XhXW j%ADATAhXX Xxj.lenDATAXXhXj*DATAX@YX8k&?DATA@YYXk%HDATAYY@Yk DATAYZY(l@DATAZ`ZYlion(DATA`ZZZl.ebhDATAZZ`Z(m.ebhDATAZ8[Zhm x5DATA8[[Zm5DATA[[8[nAmakeDATA[\[ntSenDATA\X\[n DATAX\\\n$w00tDATA\\X\Po/reenDATA\0]\oDATA0]x]\oreenDATAx]0](preenDATAQ#bullethole.pyDATA]#enDATA]# object propertiesDATA@^# type name value use5DATAL^# Int ebhole 0 keep track of if I need to position a bullet hole stille DATA_#enDATA$@_# random note about implementation:DATAh_# the gameblender python api give me access to added objects the frame after I trigger the actuator15DATA(0`# so I have to react accordingly. draDATA`eenDATA `from math import sin, cos, sqrtDATAaeenDATAHa# vector functions!!15DATAadef VEC_length(x):yDATA,a return sqrt(x[0]*x[0]+x[1]*x[1]+x[2]*x[2])DATA8bdef VEC_normalize(x): DATAb length = VEC_length(x)DATA0b return [x[0]/length,x[1]/length,x[2]/length]DATA(cdef VEC_cross(x, y):15DATA$pc return [x[1]*y[2] - x[2]*y[1],DATAc x[2]*y[0] - x[0]*y[2],DATAd x[0]*y[1] - x[1]*y[0]]DATAhddef VEC_min(x, y):nDATA0d return [x[0] - y[0], x[1] - y[1], x[2] - y[2]]DATAedef MAT_trackvector(fw, y):DATA@`e if abs(abs(fw[2]) - abs(y[2])) < .001: #prevent gimbol lockDATAe y.append(y[0])DATA f del y[0] DATA,Xf right = VEC_normalize(VEC_cross(y, fw))1DATAf up = VEC_cross(fw, right)DATA$g return [[right[0], up[0], fw[0]],DATA`g [right[1], up[1], fw[1]],DATAg [right[2], up[2], fw[2]]]DATAhDATA(8hcont = GameLogic.getCurrentController()DATAhobj = cont.getOwner()5DATA,hray_sensor = cont.getSensor("ray_bullet")EEDATA$8ilmb_sensor = cont.getSensor("fire")DATA(iadd_bullet_act = cont.getActuators()[0]DATAieenDATA( j# position the last added bullet holeDATA0xjnewobj = add_bullet_act.getLastCreatedObject()DATA,jif obj.ebhole and ray_sensor.isPositive():dDATA(8k hit_pos = ray_sensor.getHitPosition() DATA(k hit_norm = ray_sensor.getHitNormal()DATA k # woohoo!DATAD(l newobj.setOrientation(MAT_trackvector(hit_norm, [0.0,0.0,1.0]))DATAl passDATA l newobj.setPosition(hit_pos)DATA(m obj.ebhole = 0DATAhmDATA8m# determine wether or not to create a new bullet holeDATADnmake_bullet = ray_sensor.isPositive() and lmb_sensor.isPositive()DATAn0DATAnif make_bullet:DATA(n # I am making the bullet hole, w00t767DATA0Po GameLogic.addActiveActuator(add_bullet_act, 1)DATAo obj.ebhole = 1DATAo lDATA(peenTXht HLTXmouse_rot.py(uPxuxuxuDATA (uE:\Blender\python\mouse_rot.pyDATAxuu<DATAuvxuhVBDATAvPvuDATAPvvv( DATAvvPvhDATAv(wvDATA(wpwvDATApww(wPDATAwxpwDATAxHxwDATAHxxx(DATAxxHxpDATAx yxDATA yhyxXDATAhyy y0?pADATAyyhy>FREEDATAy@zyJDATA@zzyDATAzz@zȑDATAz{zDATA{`{zXHDATA`{{{DATA{{`{$DATA{8|{8%FREEDATA8||{DATA||8|ȓ$DATA|}| 'DATA}X}|xDATAX}}}$pDATA}}X}kDATA}0~}DATA0~x~}DATAx~~0~(DATA~x~hDATAP~*DATAP[DATAP DATA(ؗ DATA(pDATAp(P%DATAp%ScriDATAHDATAH8IDATA؁H@DATA؁ DATA h؁@3DATAh  DATAhDATA@ DATA@hDATAЃ@pDATAЃDATA`Ѓ@DATA`x:DATA`#DATA8@ DATA8 FREEDATAȅ8RDATAȅH0DATAXȅDATAX؞DATAX(DATA0xDATA0x)DATAx0 bDATAxP DATAPRDATAPFREEDATAP`DATA(DATA(pDATAp(HDATAp3DATAH !DATAH( !DATA؊Hh DATA؊  DATA h؊#end1DATAh @#nimDATAh#48 nDATA@# rotate the linking object depending on how the mouse movedDATAXh# also, constraints for rotation around on x axis (can limit how far can look up/down)DATA#DATA (# setup:DATA h# link to mouse movement sensorDATA # give object these properties:DATA# Timer: now = 0.0CDATAP# Float: ago = -1.0DATA# Float: sx = 0.0DATA# Float: sz = 0.0DATA(# Float: cx = 1.0DATAp# Float: cz = 1.0DATA#DATA#### NOTE ####DATA@0# the rotation is based on global axes, so this is not suitableDATA@# directly for a camera, it could be modified for one though, ?DATAL# probably involving only changes to the last 4 lines (o.setorentation...)DATADATAȑimport GameLogicDATAimport RasterizerDATAXfrom math import sin, cosDATADATA(midx = Rasterizer.getWindowWidth()/2DATA(8midy = Rasterizer.getWindowHeight()/2DATADATA(ȓ# move the cursor back to the centerDATA( Rasterizer.setMousePosition(midx, midy)DATAxDATA(c = GameLogic.getCurrentController()DATAlmouse = c.getSensors()[0] # change to specify name of sensor if you connect multiple sensors to this scriptDATAo = c.getOwner()DATADATA(# initilizationDATAhif o.ago < 0.0:DATA, Rasterizer.showMouse(0) # hide the cursorDATA\ Rasterizer.setMousePosition(Rasterizer.getWindowWidth()/2, Rasterizer.getWindowHeight()/2)DATA  deltax = 0DATA ؗ deltay = 0DATAelse:DATA(P deltax = midx - mouse.getXPosition()DATA( deltay = midy - mouse.getYPosition()DATADATAL8# based on the cursor's movement, and the constraints, rotate this object 6DATA # (and how much time passed)DATADATA4@dt = o.now - o.ago # dt = time passed to this frameDATAo.ago = o.nowDATADATA #o.setOrientation([ \DATAh# [1.0, 0.0, 0.0], \DATA# [0.0, 1.0, 0.0], \DATA# [0.0, 0.0, 1.0] ])DATA@DATA<x# create copies of the values, then calculate the new onesDATA$## z axis rotation (no constraints)DATA @osz = o.szDATA ocz = o.czDATATzrot = (3.141592654 * -0.10) * dt* deltax # adjust non-pi constant for sensitivityDATAHszrot = sin(zrot)DATAczrot = cos(zrot)DATA ؞o.cz = -osz*szrot + ocz*czrot?DATA (o.sz = osz*czrot + ocz*szrotDATAxDATA,# x axis rotation (there are constraints)DATA osx = o.sxDATA Pocx = o.cxDATATxrot = (3.141592654 * -0.10) * dt* deltay # adjust non-pi constant for sensitivityDATAsxrot = sin(xrot)DATA`cxrot = cos(xrot)DATA o.cx = -osx*sxrot + ocx*cxrotDATA o.sx = osx*cxrot + ocx*sxrot?DATAHDATA4if o.cx < 0.0: # prevent looking past top or bottomDATA  o.cx = ocxDATA ( o.sx = osxDATAhDATAo.setOrientation([ \ultDATA$ [ o.cz, o.sz*o.cx, o.sz*o.sx ], \DATA$@ [ -o.sz, o.cz*o.cx, o.cz*o.sx ], \DATA$ [ 0, -o.sx, o.cx ] ] )TXh tTXTextЬ//ȰDATA'olleDATAHpxDATAH)67DATAتH'ADATAت pQDATA hت.DATAh DATAhP reenDATA@0DATA@eenDATAЬ@0-iveADATAЬDATA(cont = GameLogic.getCurrentController()DATApobj = cont.getOwner()x5DATA,ray_sensor = cont.getSensor("ray_bullet")thDATA(add_bullet_act = cont.getActuators()[0]DATApeenDATA0newobj = add_bullet_act.getLastCreatedObject()pDATAprint id(newobj)eenDATA Pif newobj:DATA4 newobj.setPosition(ray_sensor.getHitPosition())eenDATADATA00GameLogic.addActiveActuator(add_bullet_act,1)DATAameTXh TXSquish-the-Bunny_miscHDATA,E:\Blender\python\Squish-the-Bunny_misc.pyDATA8`DDATA8+DATAȶ8DATAȶ@@DATAXȶLEDATAXп-DATAX0DATA0hDATA0x DATAx0DATAxX@YDATAPDATAPDATAP(/DATA(CDATA(pDATAp(3DATApH<CDATAHDATAH DATAػH@DATAػ x(DATA hػ(DATAh ("DATAhnDATA@DATA@ DATAн@XcDATAн%DATAнDATA`def VEC_length(x):DATA, return sqrt(x[0]*x[0]+x[1]*x[1]+x[2]*x[2])DATADATA@def VEC_normalize(x): DATA length = VEC_length(x)DATA0п return [x[0]/length,x[1]/length,x[2]/length]DATA0mvDATAhdef VEC_cross(x, y):DATA$ return [x[1]*y[2] - x[2]*y[1], BDATA x[2]*y[0] - x[0]*y[2],DATAX x[0]*y[1] - x[1]*y[0]]DATADATAdef VEC_min(x, y):DATA0( return [x[0] - y[0], x[1] - y[1], x[2] - y[2]]DATADATAdef MAT_trackvector(fw, y):DATA DATA@H if abs(abs(fw[2]) - abs(y[2])) < .001: #prevent gimbol lockDATA y.append(y[0]) DATA  del y[0]DATA@ DATA,x right = VEC_normalize(VEC_cross(y, fw))DATA up = VEC_cross(fw, right)DATA$( return [[right[0], up[0], fw[0]],DATA [right[1], up[1], fw[1]],DATA [right[2], up[2], fw[2]]]DATA DATAXup = [0.0, 0.0, 1.0]DATA(matrix = MAT_trackvector(hitNorm, up)DATA hitspot.setOrientation(matrix)OB [OBBulletHolelanerJ??????????????w?w?DOBd8? #=?>= ?@???OB [OBCamera K??????w?w????????(?OBd??)d??>)d?????OB [XOBCube.001J?????????????DOBd8? #=?>=??@???XaQPyOB X[OBLamp.001 x5J??? 2 @??׳]?%VFeFw??????%Veֳ]?FKFw??DOBd8? #=?>=??@???OB [XOBLamp.002 6J??? ?2 @??س]?%V?Fe>Fw??????%V?e>س]F \Fw??DOBd8? #=?>=??@???OB [OBLamp.003 7J???I@???..3??????.3.?DOBd8? #=?>=??@???OB [(OBEmpty?????????????DOBd8? #=?>=?XhHXHH?@???DATA@XnowropDATA@8XagoropDATA@8sxropdDATA@8szropDATA@cxrop?DDATA@czrop?DATA@ebholexists_bholerop$DATALhXmouse_moveensor DATADATA DATALXHh2fireensorDATAXDATADATALHX ray_bulletensorDATAXDATAlBooGroundDATAPXmouse_rotont DATA tDATAPXshootontDATAHDATAHLDATA<H  actDATA@ OB ([OBCubesJh?????????????DOBd8? #=?>=??@???gQbQyDATAhDATA@mooropOB [(OBLamp H4J??? 2ᑱ???ᑱqJ/Fw?2>Fw???????oJ/2ᑱFw?>Fw??DOBd8? #=?>=??@???MA!&MAGroundaterialL?L?L??????????L?????2 ???????@?==L==???????L?L?L?L==ff????MErJ2sJMEBulletHolelaneP8X P34=??'7DATA,8PDATAPP8?=??=?==DATA,XDATA05""""DATA,UVTex@ColDATA4DATA,<??|?|?#=DATA9MEsJ2JrJMECubeXP8H Pxv@=!s?@o@C´@dl@DATA!DATA,8DATA` 8x/@^p?"ǎ}\>5O(є!-cp?!ǎsH-5C´@O2 C´wP2< jt3pӿϽK@\Iġ?hԿG]5 @O@#/=gt-(@7BAؖ@Sqʀ+?ǤW1ֿ/N#?p8$?gYDAj@ o[M#F#Ya?!K@b ?=n]j@v@4$R 6@M5@"آQG@֗?)3e>7@D>ᾉYy?@|4xY2?2>;]BTF ?j9)[@7Y(+iR@(VqD֐?^% 'gP@,(V+)0l>i?"ʀ L!>c\ER 舖D8{;IC Pnv=`> .JgD]nE8ZxST7t?Ǟw44)hp` 5}=+6gVw6>/ȿ/57pu?9=߿w.Z>|@HkISME<yX@jמJ9 W9n?T)+?nP%9_ d*@xŹ1^9U@n^?w *?^T@yav?%CпK@FcqLp|?}:?T6#(qRnT?` }==Ͽ2E@\? 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