def loadOceanScene():
 # Add environments.
 globals_oa.ocean = vizfx.addChild(globals_oa.FILE_PATH_TO_FLOOR)
 globals_oa.ocean.setAnimationSpeed(0.5)
 if globals_oa.sfLevel == SHOCK_FACTOR_LEVELS['LOW']:
  globals_oa.terrainZone1 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE1_LOW)
  globals_oa.terrainZone3 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE3_HIGH)
  print "Zone 1 model loaded = " + str(globals_oa.FILE_PATH_TO_ZONE1_LOW)
  print "Zone 3 model loaded = " + str(globals_oa.FILE_PATH_TO_ZONE3_HIGH)
 elif globals_oa.sfLevel == SHOCK_FACTOR_LEVELS['HIGH']:
  globals_oa.terrainZone1 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE1_HIGH)
  globals_oa.terrainZone3 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE3_LOW)
  print "Zone 1 model loaded = " + str(globals_oa.FILE_PATH_TO_ZONE1_HIGH)
  print "Zone 3 model loaded = " + str(globals_oa.FILE_PATH_TO_ZONE3_LOW)
 globals_oa.terrainZone2 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE2)

 globals_oa.currentZoneNumber = 1
 
 userheight = globals_oa.head.getPosition()[1]
 globals_oa.user.setPosition(ZONE1_POS[0], userheight, ZONE1_POS[2])
 
 #Init VFX
 worldvizcode.initialize()
 
 #Release the porgyyyyyyy
 schooling.initialize()

 #underwater collision
 transport_vhil.initializeOceanFloorCollision()
 transport_vhil.initializeOceanSurfaceCollision()
def loadDisabledZonesAndInitWorldvizCode():
  #globals_oa.terrainZone3 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE3_HIGH)
  
  #load new models with the high shelf, tweak placement and scaling
  globals_oa.terrainZone1 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE1_SHELF)
  globals_oa.terrainZone1.setScale([.7, .7, .7])
  globals_oa.terrainZone1.setPosition([2, -.3 ,1])
  
  globals_oa.terrainZone3 = vizfx.addChild(globals_oa.FILE_PATH_TO_ZONE3_SHELF)
  globals_oa.terrainZone3.setScale([.7, .7, .7])
  globals_oa.terrainZone3.setPosition([17, -1, 1])
  
  globals_oa.terrainZone1.disable(viz.RENDERING)
  globals_oa.terrainZone3.disable(viz.RENDERING)
  
  #Init VFX
  worldvizcode.initialize()
#globals_oa.terrainZone1 = vizfx.addChild(ART_DIRECTORY + './art/environment/Zone1.osgb')
#globals_oa.terrainZone1 = vizfx.addChild(ART_DIRECTORY + './art/environment/Zone1_ObjectsSeparated_Try1.osgb')
#globals_oa.terrainZone1 = vizfx.addChild(ART_DIRECTORY + './art/environment/Zone01_1.osgb')
#
#terrainZone1.visible(viz.ON)
#globals_oa.terrainZone2.visible(viz.OFF)
#globals_oa.terrainZone3.visible(viz.OFF)
#terrain = terrainZone1

#experience1.initialize(globals_oa.terrainZone1)
#schooling.initialize()

#scavengerhunt.initialize(globals_oa.terrainZone1, 'data/speciesToFindZone1.txt')

#CODE FROM WORLDVIZ BELOW
worldvizcode.initialize()

#Fish schooling code below from Jackie: 11/20/2015
#schooling.initialize()

#algae blending for zone-3 models
#algae_blend.applyBlend(globals_oa.terrainZone3, globals_oa.FILE_PATH_TO_ZONE3_ALGAE_BLEND_ITEMS)

#underwater collision
transport_vhil.initializeOceanFloorCollision()
transport_vhil.initializeOceanSurfaceCollision()

#algae_blend.applyBlend(globals_oa.terrainZone3, globals_oa.FILE_PATH_TO_ZONE3_ALGAE_BLEND_ITEMS)
#algae_blend.applySpecificBlend(globals_oa.terrainZone3, globals_oa.ZONE3_OCEAN_FLOOR_NAME_TO_BLEND, globals_oa.FILE_PATH_TO_ZONE3_FLOOR_TEXTURE, globals_oa.FILE_PATH_TO_ALGAE_TEXTURE)
#algae_blend.applySpecificBlend(globals_oa.terrainZone3, globals_oa.ZONE3_ROCK_CHUNK_NAME_TO_BLEND, globals_oa.FILE_PATH_TO_ZONE3_ROCK_CHUNK_TEXTURE, globals_oa.FILE_PATH_TO_ALGAE_TEXTURE)