Beispiel #1
0
def recordViewAnimation():
    ### replace with your own application setup
    import viz
    import vizcam
    import vizact

    viz.setMultiSample(4)

    viz.go()

    vizcam.WalkNavigate()

    piazza = viz.addChild("piazza.osgb")
    ###

    ### Add this at the bottom
    '''
	 Create an AnimationPathRecorder and link it to any node, which needs to have it's transformation documented.
	 If 'start' is set to True the recording will start automatically, otherwise you need to start manually.
	 you can specify the file name under which the animation will be saved. '.txt' is automatically added.
	'''
    rec = AnimationPathRecorder(start=False)
    viz.link(viz.MainView, rec)

    # toggle path recording and saving finished recording to a file named 'test_animation.txt'
    def toggleRecord(rec):
        if rec.isRunning():
            rec.stop()
            rec.writeToFile("test_animation")
            print "Animation path saved to test_animation.txt"
        else:
            rec.start()
            print "Animation path recording started."

    vizact.onkeydown('r', toggleRecord, rec)
Beispiel #2
0
		boundary4.visible(0)
		
	return context


##lighting
mylight = viz.addLight() 
mylight.enable() 
mylight.position(0, 10, 0)
mylight.spread(180) ##uniform ambient lighting 
mylight.intensity(2.5)

#setup keyboard controls
vizcam.WalkNavigate(forward='w',
						backward='s',
						left='æ',
						right='¨',
						moveScale=1.1,
						turnScale=0.35)

#turn on collisions
viz.collision(viz.ON)

#######################
## PROXIMITY MANAGER ##
#######################

##Create proximity manager
global manager
manager = vizproximity.Manager()

#Add main viewpoint as proximity target'
            #cV.remove()
            
            i = i+1
            
        return globalCrns

    # scale factor
    scFac = 60
    
    viz.setMultiSample(4)
    viz.go()
    
    viz.eyeheight(ct.EYE_HEIGHT)
    
    # add code to navigate through scene via "wasd" control
    vizcam.WalkNavigate(forward='w', backward='s', left='a', right='d', moveScale=ct.MOVE_SPEED, turnScale=1.0)    
    
    
    #Get a handle to the main headlight and disable it
    headLight = viz.MainView.getHeadLight()
    #dheadLight.disable()
    
    # add sky
    sky = viz.add('sky_day.osgb')
    
    # add grassy plane surrounded by mountains
    gScale = 1.1
    hills = vizfx.addChild(os.path.join(ct.PATH_TO_OSGB, 'hills.osgb'))
    hills.setScale(gScale, gScale, gScale)
    
    # add invisible cylinder to prevent subjects from leaving the arena
Beispiel #4
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    def getOutputTexture(self):
        return self._output_texture

    def remove(self):
        self._cam.remove()
        self._projector.remove()
        viz.VizNode.remove(self)


if __name__ == '__main__':
    import vizshape
    import vizcam

    viz.setMultiSample(4)
    viz.fov(60)
    viz.go()

    vizcam.WalkNavigate()

    piazza = viz.addChild('piazza.osgb')

    capture = ViewAccumulator(frame_weight=0.5, aperture_scale=0.5)
    capture.setPosition(0, 1.8, 3.0)

    # add debug quad
    output_quad = vizshape.addQuad()
    output_quad.texture(capture.getOutputTexture())
    output_quad.disable(viz.LIGHTING)
    output_quad.renderOnlyToWindows(
        [viz.addWindow(pos=[0.5, 0.5], size=[0.5, 0.5])])
    viz.link(capture, output_quad)
Beispiel #5
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    def __init__(self, config):
        viz.EventClass.__init__(self)
        viz.mouse(viz.ON)
        self.config = config

        # set first person movement controls and hide mouse
        viz.cam.setHandler(vizcam.WalkNavigate(moveScale=2.0, turnScale=2.0))
        viz.mouse.setVisible(viz.OFF)

        # initialize camera and map
        self.camera = viz.MainView
        self.map = viz.add(self.config[0])
        self.camX = self.config[1]
        self.camY = self.config[2]
        self.camZ = self.config[3]
        self.camAngle = self.camera.getAxisAngle()
        self.camVector = [0, 0, 0]
        self.bulletVector = [0, 0, 0]

        # initialize gun
        self.gun = viz.add('gun.dae')

        # track active bullets
        self.bullets = []

        # reload indicator
        self.reload = viz.addText3D('   R\n   to Reload')
        self.reload.color(viz.WHITE)
        self.reload.font('COURIER NEW')
        self.reload.visible(viz.OFF)

        self.gunX = self.config[1]
        self.gunY = self.config[2]
        self.gunZ = self.config[3] + 2
        mat = viz.Matrix()
        mat.postTrans(self.gunX, self.gunY, self.gunZ)
        self.gun.setMatrix(mat)

        # position the camera
        self.setCameraTransforms()

        # add enemies
        enemyCoords = self.config[4]
        self.enemyList = []
        counter = 0
        for x, y, z, radius in enemyCoords:
            self.enemyList.append(viz.add('model.dae'))
            mat = viz.Matrix()
            mat.postScale(0.125, 0.125, 0.125)
            mat.postTrans(x, y, z)
            self.enemyList[counter].setMatrix(mat)
            counter += 1

        # scoring variables
        self.enemyCount = 0
        for enemy in self.enemyList:
            self.enemyCount += 1
        self.score = 0

        # game over variables
        self.gameIsOver = False
        self.gameOverText = None

        # add a sky
        self.sky = viz.add(viz.ENVIRONMENT_MAP, 'sky.jpg')
        self.skybox = viz.add('skydome.dlc')
        self.skybox.texture(self.sky)

        # enable physics
        self.setPhysics()

        self.callback(viz.TIMER_EVENT, self.onTimer)
        self.callback(viz.MOUSEDOWN_EVENT, self.onMouseDown)
        self.callback(viz.COLLIDE_BEGIN_EVENT, self.onCollide)
        self.callback(viz.COLLISION_EVENT, self.camCollide)
        self.callback(viz.KEYDOWN_EVENT, self.onKeyDown)
        self.starttimer(0, 1 / 2, viz.FOREVER)