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make_movie.py
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make_movie.py
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from __future__ import division
from direct.showbase.ShowBase import ShowBase
from direct.showbase.DirectObject import DirectObject
from panda3d.core import PerspectiveLens, Point3, LineSegs, TransparencyAttrib
from movie_data import MovieData
from collections import deque
class BananaWorld(DirectObject):
def __init__(self, movie_data_file, record, use_eye_data=False, use_lfp_data=False):
DirectObject.__init__(self)
self.record = record
# make sure directory exists
movie_name = '../movies/frames/game/game'
environ = 'original'
# environ = 'circle'
data = MovieData(movie_data_file, use_eye_data)
# Things that can affect camera:
# options resolution resW resH
self.base = ShowBase()
lens = PerspectiveLens()
# Fov is set in config for 60
lens.setFov(60)
# aspect ratio should be same as window size
# this was for 800x600
# field of view 60 46.8264...
# aspect ratio 1.3333
movie_res = [800, 600]
# set aspect ratio to original game
#print resolution
lens.setAspectRatio(data.resolution[0] / data.resolution[1])
#print lens.getAspectRatio()
#lens.setAspectRatio(800.0 / 600.0)
self.base.cam.node().setLens(lens)
# print('Fov', lens.getFov())
# print('Aspect Ratio', lens.getAspectRatio())
# set near to be same as avatar's radius
# affects how close you get to the bananas
lens.setNear(0.1)
#print('near camera', lens.getNear())
#base.cam.setPos(0, 0, 1)
#print('x', base.win.getXSize())
#print('y', base.win.getYSize())
# when doing the calibration task I used the orthographic lens with normal render,
# so the origin was in the center, but when using pixel2d the origin is in the top
# left corner, so we must move the coordinate system to the right and down by half
# the screen
# covert resolution
eye_factor = [movie_res[0]/data.resolution[0], movie_res[1]/data.resolution[1]]
# print('move_res', movie_res)
# print('actual movie res', self.base.win.getXSize(), self.base.win.getYSize())
# print('data_res', data.resolution)
# print('eye factor', eye_factor)
# calibration not very good...
#fudge_factor_x = 50
#fudge_factor_y = 80
fudge_factor_x = 0
fudge_factor_y = 60
self.eye_data = deque()
self.last_eye_ts = None
# since for eye_data we are looping and adding to the end of the list,
# but then we will be pulling from the front of the list, we have a queue,
# so let's use deque. (Other data was reversed in movie_data).
if use_eye_data:
for i in data.raw_eye_data:
x = (float(i[0]) * eye_factor[0]) + (self.base.win.getXSize() / 2) + fudge_factor_x
y = (float(i[1]) * eye_factor[1]) - (self.base.win.getYSize() / 2) + fudge_factor_y
self.eye_data.append((x, y))
#print self.eye_data
# container for eye trace
self.eyes = []
#print(len(self.eye_data))
# make generators for eye data
self.last_eye = self.eye_data.popleft()
#print(len(self.eye_data))
# time stamps are all reversed, so can use normal pop and then assign directly,
# like other time variables
self.last_eye_ts = data.eye_ts.pop()
self.eye_ts = data.eye_ts
# need to adjust y position for lfp
self.lfp_gain = 0.05
# lfp_offset determines where each trace is on the y axis
lfp_offset = -500 # bottom
self.lfp_offset = []
#self.lfp_offset = -100 # top of screen
self.last_lfp = []
self.gen_lfp = []
# make a generator for lfp data
# this code is a little silliness, and I'm popping a giant list from the wrong end
# when I start plotting lfp again, fix this!
if use_lfp_data:
for data in data.lfp_data:
self.lfp_offset.append(lfp_offset)
self.last_lfp.append([(data.pop(0) * self.lfp_gain) + lfp_offset])
lfp_offset += 100
# self.gen_lfp.append(get_data(data))
# last_lfp_x determines where on the x axis we start the lfp trace
self.start_x_trace = 50
# bring in data we care about.
self.avatar_pos = data.avatar_pos
self.avatar_pt = data.avatar_pt
self.avatar_h = data.avatar_h
self.avatar_ht = data.avatar_ht
self.fruit_status = data.fruit_status
self.fruit_status_ts = data.fruit_status_ts
self.fruit_pos = data.fruit_pos
self.fruit_pos_ts = data.fruit_pos_ts
self.trial_mark = data.trial_mark
# print 'fruit pos timestamps', self.fruit_pos_ts
# initialize other variables
self.eye_spot = None
# set starting point for avatar
points = self.avatar_pos.pop()
self.base.cam.setPos(Point3(points[0], points[1], points[2]))
self.base.cam.setH(self.avatar_h.pop())
self.avatar_ht.pop()
self.avatar_pt.pop()
# get last time stamp (first of list) for avatar to calculate length of movie
# add half a second buffer.
movie_length = self.avatar_ht[0] + 0.8
print('movie length', movie_length)
self.set_environment(environ)
#load bananas
# if we are not starting at the beginning of the trial, some of the bananas may
# already be gone. Create them, and then stash them, so the index still refers to
# the correct banana
self.fruitModel = {}
# print('fruit', self.fruit_pos)
for k, v in self.fruit_pos.iteritems():
#print('i', i)
# print('k', k)
#print('v', v)
if 'banana' in k:
self.fruitModel[k] = self.base.loader.loadModel('../goBananas/models/bananas/banana.bam')
self.fruitModel[k].setScale(0.5)
elif 'cherry' in k:
self.fruitModel[k] = self.base.loader.loadModel('../goBananas/models/fruit/cherries.egg')
self.fruitModel[k].setScale(0.08)
# position = self.fruit_pos[k]['position'].pop(0)
# print position
heading = v['head']
#print heading
# self.fruitModel[k].setPos(
# Point3(float(position[0]), float(position[1]), float(position[2])))
self.fruitModel[k].setH(float(heading))
self.fruitModel[k].reparentTo(self.base.render)
# assume all fruit stashed to start
self.fruitModel[k].stash()
if k in data.alpha:
print 'set alpha', data.alpha
self.alpha_node_path = self.fruitModel[k]
self.alpha_node_path.setTransparency(TransparencyAttrib.MAlpha)
if self.record:
print('make movie', movie_name)
self.movie_task = self.base.movie(movie_name, movie_length, 30, 'png', 4)
self.gameTask = taskMgr.add(self.frame_loop, "frame_loop")
self.gameTask.last = 0 # Task time of the last frame
#print('trialmarks', self.trial_mark)
#print('start', self.gameTask.game_time)
#print('head start', self.avatar_ht[-1])
#print('increment', (1 / 60) * 1000000)
def set_environment(self, environ):
if environ == 'original':
terrainModel = self.base.loader.loadModel('../goBananas/models/play_space/field.bam')
skyModel = self.base.loader.loadModel('../goBananas/models/sky/sky.bam')
skyModel.setPos(Point3(0, 0, 0))
skyModel.setScale(1.6)
treeModel = self.base.loader.loadModel('../goBananas/models/trees/palmTree.bam')
treeModel.setPos(Point3(13, 13, 0))
treeModel.setScale(0.0175)
treeModel.reparentTo(self.base.render)
skyscraper = self.base.loader.loadModel('../goBananas/models/skyscraper/skyscraper.bam')
skyscraper.setPos(Point3(-13, -13, 0))
skyscraper.setScale(0.3)
skyscraper.reparentTo(self.base.render)
stLightModel = self.base.loader.loadModel('../goBananas/models/streetlight/streetlight.bam')
stLightModel.setPos(Point3(-13, 13, 0))
stLightModel.setScale(0.75)
stLightModel.reparentTo(self.base.render)
elif environ == 'circle':
terrainModel = self.base.loader.loadModel('../goBananas/models/play_space/round_courtyard.bam')
skyModel = self.base.loader.loadModel('../goBananas/models/sky/sky_kahana2.bam')
skyModel.setPos(Point3(0, 0, -0.5))
skyModel.setScale(Point3(2, 2, 4))
terrainModel.setPos(Point3(0, 0, 0))
terrainModel.reparentTo(self.base.render)
#print 'terrain', terrainModel.getPos()
skyModel.reparentTo(self.base.render)
#print 'sky', skyModel.getPos()
self.eye_spot = self.base.loader.loadModel("models/ball")
#eye_texture = base.loader.loadTexture('textures/spotlight.png')
#self.eye_spot.setTexture(eye_texture, 1)
self.eye_spot.setScale(50)
self.eye_spot.setTransparency(TransparencyAttrib.MAlpha)
self.eye_spot.setColor(1, 1, 1, 0.3)
def frame_loop(self, task):
dt = task.time - task.last
task.last = task.time
#print('time', task.time)
#print('trial marker', self.trial_mark[-1])
# check to see if anything has happened.
# there is a position and heading for every time stamp for the avatar.
if self.avatar_pt:
self.update_avt_p(task.time)
else:
# if we aren't moving the avatar anymore, assume done
print 'done'
return task.done
if self.avatar_ht:
self.update_avt_h(task.time)
if self.fruit_pos_ts:
self.move_fruit(task.time)
if self.fruit_status_ts:
self.update_fruit(task.time)
# if len(self.banana_ts) > 0 and self.banana_ts[0] < task.time - 0.5:
# self.update_banana()
if self.last_eye_ts:
self.update_eye(task.time)
#if self.trial_mark and self.trial_mark[-1] < task.time:
# self.move_fruit()
for ind, last_lfps in enumerate(self.last_lfp):
self.update_LFP(dt, last_lfps, self.lfp[ind], self.lfp_offset[ind], self.gen_lfp[ind])
return task.cont
def update_avt_h(self, t_time):
while self.avatar_ht[-1] < t_time:
self.base.cam.setH(self.avatar_h.pop())
self.avatar_ht.pop()
if not self.avatar_ht:
break
def update_avt_p(self, t_time):
# print('avatar', self.avatar_pt[-1], 'time', t_time)
while self.avatar_pt[-1] < t_time:
points = self.avatar_pos.pop()
# print points
self.base.cam.setPos(Point3(points[0], points[1], points[2]))
self.avatar_pt.pop()
if not self.avatar_pt:
break
def update_fruit(self, t_time):
# print self.avatar_pos[-1]
while self.fruit_status_ts[-1] < t_time:
current_list = self.fruit_status.pop()
# print 'current list', current_list
# list goes: fruit name, what happens, how much
if current_list[1] == 'alpha':
# sometimes alpha is one...
if float(current_list[2]) <= 1:
self.alpha_node_path.setAlphaScale(float(current_list[2]))
if current_list[1] == 'stash':
if current_list[2] == 'True':
self.fruitModel[current_list[0]].stash()
else:
# print 'unstash', current_list[0]
self.fruitModel[current_list[0]].unstash()
# print self.fruitModel[current_list[0]].isStashed()
self.fruit_status_ts.pop()
if not self.fruit_status_ts:
break
def move_fruit(self, t_time):
# did not reverse, since pain in the ass, and likely not many
# print 'position', self.fruit_pos_ts[0][0]
# print 'delete' self.fruit_pos_ts
# print 'time', t_time
while self.fruit_pos_ts[0][0] < t_time:
ts, fruit = self.fruit_pos_ts.pop(0)
# print('current time stamp', ts)
position = self.fruit_pos[fruit]['position'].pop(0)
# print('move fruit', fruit, position)
self.fruitModel[fruit].setPos(
Point3(float(position[0]), float(position[1]), float(position[2])))
# print('next timestamp', self.fruit_pos_ts[0])
if not self.fruit_pos_ts:
break
def update_LFP(self, dt, last_lfp, lfp_trace, offset, gen_lfp):
# lfp data is taken at 1000Hz, and dt is the number of seconds since
# the last frame was flipped, so plot number of points = dt * 1000
lfp = LineSegs()
lfp.setThickness(1.0)
#print('points to plot', int(dt * 1000))
#self.lfp_test += int(dt * 1000)
#print('points so far', self.lfp_test)
for i in range(int(dt * 1000)):
try:
last_lfp.append((next(gen_lfp) * self.lfp_gain) + offset)
#last_lfp_x += 0.05
# only plotting 200 data points at a time
while len(last_lfp) > 3500:
last_lfp.pop(0)
except StopIteration:
#print('done with lfp')
break
if lfp_trace:
lfp_trace[0].removeNode()
lfp_trace.pop(0)
lfp.moveTo(self.start_x_trace, 55, last_lfp[0])
x = self.start_x_trace
for i in last_lfp:
x += .1
lfp.drawTo(x, 55, i)
node = self.base.pixel2d.attachNewNode(lfp.create())
lfp_trace.append(node)
# get rid of lfp trace from a while ago..
#while len(self.lfp) > 50:
# self.lfp[0].removeNode()
# self.lfp.pop(0)
def update_eye(self, t_time):
#eye = LineSegs()
#eye.setThickness(10.0)
#print('last_eye', self.last_eye)
group_eye = []
# get eye movements since the last frame
while self.last_eye_ts < t_time:
try:
group_eye.append(self.eye_data.popleft())
self.last_eye_ts = self.eye_ts.pop()
except StopIteration:
#make the next eye movement something crazy in the future
self.last_eye_ts = t_time + 10000
#print('break')
taskMgr.remove('self.movie_task')
break
if group_eye:
# plotting the average
# have to sum in a loop, because tuples in a list
#eye.moveTo(self.last_eye[0], 55, self.last_eye[1])
sum_x = 0
sum_y = 0
for i in group_eye:
sum_x += i[0]
sum_y += i[1]
self.last_eye = [sum_x / len(group_eye), sum_y / len(group_eye)]
self.eye_spot.setPos(self.last_eye[0], 55, self.last_eye[1])
self.eye_spot.reparentTo(self.base.pixel2d)
class StartError(Exception):
def __init__(self, message):
# Call the base class constructor with the parameters it needs
Exception.__init__(self, message)
if __name__ == "__main__":
BW = BananaWorld()
BW.base.run()