Ejemplo n.º 1
0
 def all(self):
     pos = None
     if self.mode == 0:
         self.make_circle()
         pos = Positions(self.config).get_position(self.depth)
         self.mode = 1
     #print pos
     #for i, j in enumerate(pos):
     while True:
         try:
             position = pos.next()
         except StopIteration:
             break
         square = self.make_square()
         square.setPos(Point3(position))
Ejemplo n.º 2
0
class Square(object):
    def __init__(self, config, key_map, base):
        self.key_map = key_map
        self.base = base
        # self.depth needs to be more than zero for stuff to show up,
        # otherwise arbitrary. This is used for positioning squares (Z)
        self.depth = 55
        self.pos = None
        self.manual = None
        # scale 17 is one visual angle, linear so just multiply by 17
        self.square = self.create_square(config['SQUARE_SCALE'] * 17)
        # print 'scale', config['SQUARE_SCALE']*17

    def create_square(self, scale):
        # setting up square object
        obj = self.base.loader.loadModel("models/plane")
        # don't turn on yet
        # make depth greater than eye positions so eye positions are on top of squares
        # initial position of Square
        obj.setPos(Point3(0, self.depth, 0))  # Set initial position
        # need to scale to be correct visual angle
        # obj.setScale(1)
        obj.setScale(scale)
        # obj.setTransparency(1)
        square = self.base.loader.loadTexture(
            "textures/calibration_square.png")
        obj.setTexture(square, 1)
        # starting color, should be set by model, but let's make sure
        obj.setColor(150 / 255, 150 / 255, 150 / 255, 1.0)
        return obj

    def setup_positions(self, config, manual):
        # If doing manual, need to initiate Positions differently than if random,
        # so key presses work properly
        self.manual = manual
        if self.manual:
            del self.pos
            # print 'manual positions'
            self.pos = Positions(config)
        else:
            del self.pos
            # print 'auto positions'
            self.pos = Positions(config).get_position(self.depth, True)

    # Square methods
    def turn_on(self):
        # print 'square on'
        # make sure in correct color
        self.square.setColor(150 / 255, 150 / 255, 150 / 255, 1.0)
        # and render
        self.square.reparentTo(self.base.render)

    def fade(self):
        # print 'square fade'
        self.square.setColor(0.9, 0.9, 0.6, 1.0)

    def turn_off(self):
        # print 'square off'
        self.square.clearColor()
        self.square.detachNode()

    def move_for_manual_position(self):
        # used for manual move, called from sequences
        # if a key was pressed, use that for next position
        if self.key_map["switch"]:
            # print 'manual move'
            # print('switch', self.key_map["switch"])
            self.move(
                self.pos.get_key_position(self.depth, self.key_map["switch"]))
            self.key_map["switch"] = 0  # remove the switch flag
        else:
            # default is the center, which is key 5
            self.move(self.pos.get_key_position(self.depth, 5))

    def move(self, position=None):
        # print 'square move'
        # print 'square position', position
        if not position:
            # print 'trying to get a auto position'
            try:
                position = self.pos.next()
                # print position
            except StopIteration:
                # print('stop iterating!')
                messenger.send("s")
                # Switch to manual and wait
                # need to set a position
                position = (0, self.depth, 0)
                # self.close()
        # print position
        self.square.setPos(Point3(position))
Ejemplo n.º 3
0
class World(DirectObject):
    def __init__(self):
        # Program just to demonstrate where we are putting the positions for calibration
        # Unlike the actual calibration routine, can see all of the squares at once
        DirectObject.__init__(self)
        #ShowBase.__init__(self)
        self.base = ShowBase()
        #print self.base.win.getRejectedProperties()
        self.config = {}
        #execfile('config_test.py', self.config)
        execfile('config.py', self.config)
        resolution = self.config['WIN_RES']
        if not resolution or resolution == 'Test':
            #print 'test'
            # assume testing, small window
            resolution = (800, 600)
        print resolution
        wp = WindowProperties()
        wp.setSize(int(resolution[0]), int(resolution[1]))
        wp.setOrigin(0, 0)
        wp.setUndecorated(True)
        self.base.win.requestProperties(wp)
        # depth completely doesn't matter for this, since just 2d, and no layers
        #self.depth = 55
        self.depth = 0
        self.base.setBackgroundColor(115/255, 115/255, 115/255)
        # set up a 2d camera
        camera = self.base.camList[0]
        lens = OrthographicLens()
        #print 'xwin', self.base.win.getProperties().getXSize()

        lens.setFilmSize(int(resolution[0]), int(resolution[1]))
        lens.setNearFar(-100, 100)
        camera.node().setLens(lens)
        # reparent it to pixel2d, so renders in pixel coordinates
        camera.reparentTo(self.base.render)
        #print 'xwin2', self.base.win.getXSize()
        #print self.base.win.getYSize()
        #print camera.ls()
        self.accept("escape", sys.exit)
        self.accept('space', self.next)
        self.accept('a', self.all)
        self.accept('d', self.degree_positions)
        self.accept('s', self.change_square_size)

        self.mode = 0
        self.pos = []
        #self.root = self.base.render.attachNewNode("Root")
        self.make_circle()

    def next(self):
        #print 'xwin', self.base.win.getProperties().getXSize()
        if self.mode == 0:
            self.pos = Positions(self.config).get_position(self.depth, 'small')
            self.mode = 1

        square = self.make_square()
        try:
            square.setPos(Point3(self.pos.next()))
            print square.getPos()
        except StopIteration:
            print 'done'
        #square.setColor(175 / 255, 175 / 255, (i * 7) / 255, 1.0)
        #print square.getColor()

    def all(self):
        pos = None
        if self.mode == 0:
            self.make_circle()
            pos = Positions(self.config).get_position(self.depth)
            self.mode = 1
        #print pos
        #for i, j in enumerate(pos):
        while True:
            try:
                position = pos.next()
            except StopIteration:
                break
            square = self.make_square()
            square.setPos(Point3(position))
            #print square.getPos()
            #print square.getTightBounds()
            #sq_min, sq_max = square.getTightBounds()
            #size = sq_max - sq_min
            #print size[0], size[2]

    def change_square_size(self):
        pos = None
        if self.mode == 0:
            self.config['MAX_DEGREES_X'] = 20
            self.config['MAX_DEGREES_Y'] = 20
            self.make_circle()
            pos = Positions(self.config).get_position(self.depth)
            self.mode = 1
        res = [1024, 768]
        # Screen size
        screen = [1337, 991]
        v_dist = 1219
        b = 0
        scale = 1
        size_list = []
        for i, j in enumerate(pos):
            #b += 0.04  # covers all of the values if using 25 points
            #b += 0.08
            b += 0.03
            scale += 0.5
            #print b
            #print i
            #print j
            square = self.make_square(scale)
            square.setPos(Point3(j))
            #print square.getPos()
            #print square.getTightBounds()
            sq_min, sq_max = square.getTightBounds()
            size = sq_max - sq_min
            #print size[0], size[2]
            deg_per_pixel = visual_angle(screen, res, v_dist)
            #print deg_per_pixel
            print scale
            print 'size in degrees, x', size[0] * deg_per_pixel[0]
            print 'size in degrees, y', size[2] * deg_per_pixel[1]
            size_list.append(size[0] * deg_per_pixel[0])
        print size_list
        import pickle
        pickle.dump(size_list, open('size_list', 'wb'))

    def degree_positions(self):
        # set center, than 4 squares in cardinal directions at interval of 5 degree angles
        if self.mode == 0:
            self.pos = Positions(self.config).get_degree_positions(self.depth)
            self.mode = 1
            # get the center position
            square = self.make_square()
            square.setPos(Point3(self.pos.next()))
            #print 'first', square.getPos()
        else:
            try:
                for i in range(4):
                    square = self.make_square()
                    square.setPos(Point3(self.pos.next()))
                    print square.getPos()
            except StopIteration:
                print 'done'

    def make_square(self, scale=None):
        square = self.base.loader.loadModel("models/plane")
        square.reparentTo(self.base.render)
        #square.ls()
        #square.setScale(0.05)
        if scale:
            square.setScale(scale)
        else:
            square.setScale(8.5)
        square.setDepthTest(False)
        square.setTransparency(1)
        square.setTexture(self.base.loader.loadTexture("textures/calibration_square.png"), 1)
        # gray
        #square.setColor(150 / 255, 150 / 255, 150 / 255, 1.0)
        # yellow
        #square.setColor(175 / 255, 175 / 255, 130 / 255, 1.0)
        square.setColor(0.9, 0.9, 0.6, 1.0)
        #print square.getX()
        #print square.getY()
        #sq_min, sq_max = square.getTightBounds()
        #size = sq_max - sq_min
        #print size[0], size[2]
        return square

    def make_circle(self, angle_deg=360):
        ls = LineSegs()
        angle_radians = np.deg2rad(angle_deg)
        # assume visual angle is approximately the same for x and y,
        # which probably is not true, maybe need to change
        #radius = 1 * Positions().visual_angle()[0]
        res = [1024, 768]
        # Screen size
        screen = [1337, 991]
        v_dist = 1219
        # number of visual angles want circle radius to be
        # (so twice this is the x and y of the square)
        angle = 0.25
        # visual angle returns degrees per pixel, so invert since
        # we want pixel per degree
        deg_per_pixel = visual_angle(screen, res, v_dist)
        x_radius = angle * 1 / deg_per_pixel[0]
        y_radius = angle * 1 / deg_per_pixel[0]
        for i in range(50):
            a = angle_radians * i / 49
            y = y_radius * np.sin(a)
            #print y
            x = x_radius * np.cos(a)
            #print x
            ls.drawTo(x, self.depth, y)
        #node = ls.create()
        node = self.base.render.attachNewNode(ls.create(True))
        return NodePath(node)
Ejemplo n.º 4
0
class Square(object):

    def __init__(self, config, key_map, base):
        self.key_map = key_map
        self.base = base
        # self.depth needs to be more than zero for stuff to show up,
        # otherwise arbitrary. This is used for positioning squares (Z)
        self.depth = 55
        self.pos = None
        self.manual = None
        # scale 17 is one visual angle, linear so just multiply by 17
        self.square = self.create_square(config['SQUARE_SCALE']*17)
        # print 'scale', config['SQUARE_SCALE']*17

    def create_square(self, scale):
        # setting up square object
        obj = self.base.loader.loadModel("models/plane")
        # don't turn on yet
        # make depth greater than eye positions so eye positions are on top of squares
        # initial position of Square
        obj.setPos(Point3(0, self.depth, 0))  # Set initial position
        # need to scale to be correct visual angle
        # obj.setScale(1)
        obj.setScale(scale)
        # obj.setTransparency(1)
        square = self.base.loader.loadTexture("textures/calibration_square.png")
        obj.setTexture(square, 1)
        # starting color, should be set by model, but let's make sure
        obj.setColor(150 / 255, 150 / 255, 150 / 255, 1.0)
        return obj

    def setup_positions(self, config, manual):
        # If doing manual, need to initiate Positions differently than if random,
        # so key presses work properly
        self.manual = manual
        if self.manual:
            del self.pos
            # print 'manual positions'
            self.pos = Positions(config)
        else:
            del self.pos
            # print 'auto positions'
            self.pos = Positions(config).get_position(self.depth, True)

    # Square methods
    def turn_on(self):
        # print 'square on'
        # make sure in correct color
        self.square.setColor(150 / 255, 150 / 255, 150 / 255, 1.0)
        # and render
        self.square.reparentTo(self.base.render)

    def fade(self):
        # print 'square fade'
        self.square.setColor(0.9, 0.9, 0.6, 1.0)

    def turn_off(self):
        # print 'square off'
        self.square.clearColor()
        self.square.detachNode()

    def move_for_manual_position(self):
        # used for manual move, called from sequences
        # if a key was pressed, use that for next position
        if self.key_map["switch"]:
            # print 'manual move'
            # print('switch', self.key_map["switch"])
            self.move(self.pos.get_key_position(self.depth, self.key_map["switch"]))
            self.key_map["switch"] = 0  # remove the switch flag
        else:
            # default is the center, which is key 5
            self.move(self.pos.get_key_position(self.depth, 5))

    def move(self, position=None):
        # print 'square move'
        # print 'square position', position
        if not position:
            # print 'trying to get a auto position'
            try:
                position = self.pos.next()
                # print position
            except StopIteration:
                # print('stop iterating!')
                messenger.send("s")
                # Switch to manual and wait
                # need to set a position
                position = (0, self.depth, 0)
                # self.close()
        # print position
        self.square.setPos(Point3(position))