Example #1
0
def update_recording(scn):
    global records, timer
    if records is None:
        records = {}
        timer = 0

    record = {}

    record['cam'] = serialize_matrix(
        scn.GetCurrentCamera().GetTransform().GetWorld())

    head_controller = gs.GetInputSystem().GetDevice("openvr_hmd")
    if head_controller is not None:
        record['head_controller'] = serialize_matrix(
            head_controller.GetMatrix(gs.InputDevice.MatrixHead))

    controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")
    if controller0 is not None:
        record['controller_0'] = serialize_matrix(
            controller0.GetMatrix(gs.InputDevice.MatrixHead))

    controller1 = gs.GetInputSystem().GetDevice("openvr_controller_1")
    if controller1 is not None:
        record['controller_1'] = serialize_matrix(
            controller1.GetMatrix(gs.InputDevice.MatrixHead))

    if gs.GetPlus().KeyDown(gs.InputDevice.KeyN):
        record['clap'] = True

    records[str(timer)] = record
    timer += gs.GetPlus().GetClockDt().to_sec()
Example #2
0
def change_groupe(scn, gui, openvr_frame_renderer):
    global current_stages, current_node_groupe, current_audio_group, counter_wait

    counter_wait -= plus.GetClockDt().to_sec()

    # switch highlighted group
    if (counter_wait < 0.0 and current_audio_group is None
            and current_node_groupe is None) or plus.KeyPress(
                gs.InputDevice.KeySpace):
        counter_wait = 1.0
        for node in scn_glow.GetNodes():
            node.SetEnabled(False)

        node = scn_glow.GetNode(app_stages[current_stages]["name_group"])
        if node is not None:
            node.SetEnabled(True)
            current_node_groupe = node
        else:
            current_node_groupe = None

        current_stages += 1
        if current_stages >= len(app_stages):
            current_stages = 0

    # launch audio after 1 sec, and if the user find it
    if counter_wait < 0.0 and current_audio_group is None and not gui.WantCaptureMouse(
    ):
        controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")
        # if slighlty press gachette
        if openvr_frame_renderer is not None and controller0 is not None and controller0.GetValue(
                gs.InputDevice.InputButton2) > 0.2:
            mat_controller = controller0.GetMatrix(gs.InputDevice.MatrixHead)

            pos_cam = scn.GetCurrentCamera().GetTransform().GetPosition()
            pos_laser = mat_controller.GetTranslation() + pos_cam
            dir_laser = mat_controller.GetZ()

            hit, trace = scn.GetPhysicSystem().Raycast(pos_laser, dir_laser, 4)
            if hit:
                scene_simple_graphic = scn.GetComponent("SceneOverlay")
                helper_2d.draw_line(scene_simple_graphic, pos_laser,
                                    trace.GetPosition(),
                                    gs.Color(238 / 255, 235 / 255, 92 / 255))

                name = trace.GetNode().GetName()
                if name == app_stages[current_stages][
                        "name_group"] and controller0.GetValue(
                            gs.InputDevice.InputButton2) == 1.0:
                    current_audio_group = plus.GetMixer().Stream(
                        app_stages[current_stages]["sound"])
        elif openvr_frame_renderer is None:
            current_audio_group = plus.GetMixer().Stream(
                app_stages[current_stages]["sound"])

    # if the audio finish, enable the switch group
    if current_audio_group is not None and plus.GetMixer().GetPlayState(
            current_audio_group) != gs.MixerPlaying:
        current_audio_group = None
        current_node_groupe = None
        counter_wait = 1.0
Example #3
0
def pre_update(scn, openvr_frame_renderer):
    global saved_cam_matrix
    if show_live_cam:
        saved_cam_matrix = scn.GetCurrentCamera().GetTransform().GetWorld()
        cam = scn.GetCurrentCamera()
        if cam is not None:
            controller1 = gs.GetInputSystem().GetDevice("openvr_controller_1")
            if controller1 is not None:
                cam.GetTransform().SetWorld(
                    saved_cam_matrix *
                    controller1.GetMatrix(gs.InputDevice.MatrixHead) *
                    calibration_matrix)
Example #4
0
def draw_fps(scn, gui, scene_simple_graphic, use_vr, dt_sec):
    fps_text = "FPS:{0}".format(int(1 / dt_sec.to_sec()))
    if use_vr:
        head_controller = gs.GetInputSystem().GetDevice("openvr_hmd")
        if head_controller is not None and scn.GetCurrentCamera() is not None:
            text_mat = head_controller.GetMatrix(
                gs.InputDevice.MatrixHead) * gs.Matrix4.TranslationMatrix(
                    gs.Vector3(-0.1, -0.1, 0.5))
            text_pos = text_mat.GetTranslation() + scn.GetCurrentCamera(
            ).GetTransform().GetPosition()
            scene_simple_graphic.SetDepthTest(False)
            scene_simple_graphic.SetBlendMode(gs.BlendAlpha)
            scene_simple_graphic.Text(text_pos.x, text_pos.y, text_pos.z,
                                      fps_text, gs.Color.Green, font, 0.001)

    gui.Text(fps_text)
Example #5
0
def update_controller(scn):
    global controller_nodes, helmet_node

    if scn.GetCurrentCamera() is None or not create_nodes_controller:
        return

    # if helmet_node is None:
    # 	helmet_node = create_helmet(scn)

    # draw the 2 controllers
    for i in range(2):
        if i >= len(controller_nodes):
            controller_nodes.append(create_controller(scn))

        controller = gs.GetInputSystem().GetDevice(
            "openvr_controller_{0}".format(i))
        if controller is not None and controller_nodes[i].GetTransform(
        ) is not None:
            controller_nodes[i].GetTransform().SetWorld(
                gs.Matrix4.TranslationMatrix(
                    scn.GetCurrentCamera().GetTransform().GetPosition()) *
                controller.GetMatrix(gs.InputDevice.MatrixHead))
Example #6
0
def update_camera_move(dt_sec, camera_handler, gui, cam, use_vr):
	controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")
	if not gui.WantCaptureMouse():
		if use_vr is None or controller0 is None:
			camera_handler.update(cam, dt_sec.to_sec())
Example #7
0
def update_camera_teleporter(scn, scene_simple_graphic, cam, use_vr, authorise_ground_node):
	controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")
	pos_start = None
	dir_teleporter = None
	teleporter_activate = False

	if use_vr is not None and controller0 is not None:
		if controller0.GetValue(gs.InputDevice.InputButton0) != 0 or controller0.GetValue(gs.InputDevice.InputButton1) != 0:
			pos_cam = cam.GetTransform().GetPosition()
			mat_controller = controller0.GetMatrix(gs.InputDevice.MatrixHead)
			dir_teleporter = mat_controller.GetZ()
			pos_start = mat_controller.GetTranslation() + pos_cam

			teleporter_activate = controller0.WasButtonPressed(gs.InputDevice.Button0)
	else:
		if plus.KeyDown(gs.InputDevice.KeyX) or plus.KeyDown(gs.InputDevice.KeyC):
			pos_start = cam.GetTransform().GetPosition()
			dir_teleporter = cam.GetTransform().GetWorld().GetZ()

	if pos_start is not None:
		if pos_start.y < 0:
			return

		# teleporter
		# project point on the ground
		cos_angle = dir_teleporter.Dot(gs.Vector3(dir_teleporter.x, 0, dir_teleporter.z).Normalized())
		cos_angle = min(1.0, max(cos_angle, -1))
		angle = math.acos(cos_angle)
		if dir_teleporter.y < 0:
			angle = -angle

			velocity = 5
			d = ((velocity * cos_angle) / 9.81) * (velocity * math.sin(angle) + math.sqrt((velocity * math.sin(angle)) ** 2 + 2 * 9.81 * pos_start.y))

		else:
			velocity = 5
			min_d = ((velocity * 1) / 9.81) * (velocity * math.sin(0) + math.sqrt((velocity * math.sin(0)) ** 2 + 2 * 9.81 * pos_start.y))
			max_d = 10
			d = min_d + (1.0 - abs(cos_angle)) * max_d

		ground_pos = gs.Vector3(pos_start.x, 0, pos_start.z) + gs.Vector3(dir_teleporter.x, 0, dir_teleporter.z).Normalized() *d

		authorise_movement = True
		if authorise_ground_node is not None:
			authorise_ground_node.GetObject().GetGeometry().GetMaterial(0).SetFloat3("pos_touched", ground_pos.x, ground_pos.y, ground_pos.z)
			hit, trace = scn.GetPhysicSystem().Raycast(ground_pos + gs.Vector3(0, 0.5, 0), gs.Vector3(0, -1, 0), 4, 3)
			if not hit or trace.GetNode() != authorise_ground_node:
				authorise_movement = False

		strength_force = math.pow((math.sin(angle) + 1) / 2, 2) * 2

		color = gs.Color(0, 1, 198/255) if authorise_movement else gs.Color(1, 18/255, 0)
		helper_2d.draw_spline(scene_simple_graphic, pos_start, pos_start + dir_teleporter * strength_force, ground_pos + gs.Vector3(0, strength_force, 0), ground_pos, color)

		if authorise_ground_node is None:
			helper_2d.draw_circle(scene_simple_graphic, gs.Matrix4.TranslationMatrix(ground_pos), 1, color)

		if authorise_movement and teleporter_activate:
			if use_vr:
				head_controller = gs.GetInputSystem().GetDevice("openvr_hmd")
				head_pos = head_controller.GetMatrix(gs.InputDevice.MatrixHead).GetTranslation()
				head_pos.y = 0
				ground_pos = ground_pos - head_pos
			cam.GetTransform().SetWorld(gs.Matrix4.TranslationMatrix(ground_pos))
	else:
		if authorise_ground_node is not None:
			authorise_ground_node.GetObject().GetGeometry().GetMaterial(0).SetFloat3("pos_touched", 99999, 99999, 99999)
Example #8
0
def calibration(scn, openvr_frame_renderer, gui):
    global calibration_matrix, do_calibration, timer, calibration_fov, show_live_cam, draw_calibration_picture

    show_live_cam = gui.Checkbox("Show live cam", show_live_cam)

    temp_calibration = gui.Checkbox("Calibration", do_calibration)
    if temp_calibration:
        if not show_live_cam and temp_calibration != do_calibration:
            load_record(scn, openvr_frame_renderer)

        # draw alpha picture
        draw_calibration_picture = gui.Checkbox("Draw calibration picture",
                                                draw_calibration_picture)
        if draw_calibration_picture:
            gs.GetPlus().Image2D(0, 0, 1.0, "calibration.png",
                                 gs.Color(1, 1, 1, 0.5))

        if gui.Button("Calibrate live from ground"):
            controller1 = gs.GetInputSystem().GetDevice("openvr_controller_1")
            if controller1 is not None:
                calibration_matrix = controller1.GetMatrix(
                    gs.InputDevice.MatrixHead).InversedFast()

        delta = 0.01
        pos_calibration = calibration_matrix.GetTranslation()
        if gui.Button("PosX -"):
            pos_calibration.x -= delta
        gui.SameLine()
        if gui.Button("PosX +"):
            pos_calibration.x += delta
        gui.SameLine()
        pos_calibration.x = gui.InputFloat("px", pos_calibration.x)[1]
        if gui.Button("PosY -"):
            pos_calibration.y -= delta
        gui.SameLine()
        if gui.Button("PosY +"):
            pos_calibration.y += delta
        gui.SameLine()
        pos_calibration.y = gui.InputFloat("py", pos_calibration.y)[1]
        if gui.Button("PosZ -"):
            pos_calibration.z -= delta
        gui.SameLine()
        if gui.Button("PosZ +"):
            pos_calibration.z += delta
        gui.SameLine()
        pos_calibration.z = gui.InputFloat("pz", pos_calibration.z)[1]
        # pos_calibration = gui.InputVector3("Pos", pos_calibration)[1]

        rot_calibration = calibration_matrix.GetRotation()

        if gui.Button("RotX -"):
            rot_calibration.x -= delta
        gui.SameLine()
        if gui.Button("RotX +"):
            rot_calibration.x += delta
        gui.SameLine()
        rot_calibration.x = gui.InputFloat(
            "rx", rot_calibration.x * 180.0 / 3.1415)[1] * 3.1415 / 180.0
        if gui.Button("RotY -"):
            rot_calibration.y -= delta
        gui.SameLine()
        if gui.Button("RotY +"):
            rot_calibration.y += delta
        gui.SameLine()
        rot_calibration.y = gui.InputFloat(
            "ry", rot_calibration.y * 180.0 / 3.1415)[1] * 3.1415 / 180.0
        if gui.Button("RotZ -"):
            rot_calibration.z -= delta
        gui.SameLine()
        if gui.Button("RotZ +"):
            rot_calibration.z += delta
        gui.SameLine()
        rot_calibration.z = gui.InputFloat(
            "rz", rot_calibration.z * 180.0 / 3.1415)[1] * 3.1415 / 180.0

        calibration_matrix = gs.Matrix4.TransformationMatrix(
            pos_calibration, rot_calibration)

        changed, calibration_fov = gui.SliderFloat("FOV (deg)",
                                                   calibration_fov, 1, 180)
        if changed:
            scn.GetCurrentCamera().GetCamera().SetZoomFactor(
                gs.FovToZoomFactor(calibration_fov * 3.1415 / 180.0))

        if records is not None:
            timer = gui.SliderFloat("Timeline", timer, 0,
                                    max([float(i) for i in records.keys()]))[1]
    else:
        if temp_calibration != do_calibration:
            save_calibration()
            stop_play(scn, openvr_frame_renderer)

    do_calibration = temp_calibration
Example #9
0
SCR_DISP_WIDTH = 320 * 2
SCR_DISP_HEIGHT = 200 * 2

SCR_SCALE_FACTOR = min(SCR_DISP_WIDTH / SCR_PHYSIC_WIDTH,
                       SCR_DISP_HEIGHT / SCR_PHYSIC_HEIGHT)
SCR_MARGIN_X = (SCR_DISP_WIDTH - (SCR_PHYSIC_WIDTH * SCR_SCALE_FACTOR)) / 2.0

gs.LoadPlugins(gs.get_default_plugins_path())

render.init(SCR_DISP_WIDTH, SCR_DISP_HEIGHT, "pkg.core")

# provide access to the data folder
gs.MountFileDriver(gs.StdFileDriver("assets/"), "@assets/")

gameReset()
player.initial_pox_z = (board.board_length * 0.45)
player.reset()

while not input.key_press(gs.InputDevice.KeyEscape):
    dt = clock.update()  # 1.0 / 60.0

    # update mouse
    gs.GetInputSystem().Update()

    # get the mouse device
    mouse_device = gs.GetInputSystem().GetDevice("mouse")

    gameMainLoop(mouse_device)

    render.flip()
Example #10
0
def update(scn, openvr_frame_renderer):
    global button_pressed, selected_material
    if switch_object_textures is None or len(switch_object_textures) <= 0:
        return

    if selected_material is None:  # load the selected material
        selected_material = plus.LoadMaterial("assets/selected.mat")

    controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")

    # restore material
    if selected["n"] is not None:
        geo = selected["n"].GetObject().GetGeometry()
        for m in range(geo.GetMaterialCount()):
            geo.SetMaterial(m, selected["m"][m])
        selected["n"] = None
        selected["m"] = None

    pos_laser = None
    dir_laser = None
    click_on_switch = False

    if openvr_frame_renderer is not None and controller0 is not None:
        if controller0.GetValue(gs.InputDevice.InputButton2) > 0.2:
            mat_controller = controller0.GetMatrix(gs.InputDevice.MatrixHead)

            pos_cam = scn.GetCurrentCamera().GetTransform().GetPosition()
            pos_laser = mat_controller.GetTranslation() + pos_cam
            dir_laser = mat_controller.GetZ()

            if controller0.GetValue(gs.InputDevice.InputButton2) == 1.0:
                click_on_switch = True
    else:
        if plus.KeyDown(gs.InputDevice.KeySpace) or plus.KeyDown(
                gs.InputDevice.KeyW):
            pos_laser = scn.GetCurrentCamera().GetTransform().GetPosition()
            dir_laser = scn.GetCurrentCamera().GetTransform().GetWorld().GetZ()

        if plus.KeyDown(gs.InputDevice.KeyW):
            click_on_switch = True

    if pos_laser is not None:
        hit, trace = scn.GetPhysicSystem().Raycast(pos_laser, dir_laser, 1)
        if hit:
            # helper_2d.draw_line(scene_simple_graphic, pos_laser, trace.GetPosition(),
            #                     gs.Color(238 / 255, 235 / 255, 92 / 255))
            # if not use_vr:
            # 	helper_2d.draw_cross(scene_simple_graphic, trace.GetPosition(),
            # 	                     gs.Color(238 / 255, 235 / 255, 92 / 255))

            name = trace.GetNode().GetName()
            if name in switch_object_textures:
                selected_node = switch_object_textures[name]["node"]

                # if need to switch to selected material
                current_material = selected_node.GetObject().GetGeometry(
                ).GetMaterial(0)
                if current_material != selected_material:
                    selected["n"] = selected_node
                    selected["m"] = []
                    geo = selected_node.GetObject().GetGeometry()
                    for m in range(geo.GetMaterialCount()):
                        selected["m"].append(geo.GetMaterial(m))
                        geo.SetMaterial(m, selected_material)
                        selected_material.SetTexture(
                            "diffuse_map",
                            current_material.GetTexture("diffuse_map"))

                # switch if the trigger is triggered
                if click_on_switch and not button_pressed:
                    if len(selected["m"]) > 0:
                        new_diffuse_tex = plus.GetRendererAsync().LoadTexture(
                            switch_object_textures[name]["diffuse_map"][
                                switch_object_textures[name]["index"]])
                        switch_object_textures[name]["index"] += 1
                        if switch_object_textures[name]["index"] >= len(
                                switch_object_textures[name]["diffuse_map"]):
                            switch_object_textures[name]["index"] = 0

                        selected_material.SetTexture("diffuse_map",
                                                     new_diffuse_tex)
                        selected["m"][0].SetTexture("diffuse_map",
                                                    new_diffuse_tex)

                    # else:
        # 	helper_2d.draw_line(scene_simple_graphic, pos_laser, pos_laser + dir_laser * 10,
        # 	                    gs.Color(238 / 255, 235 / 255, 92 / 255))
        # 	if not use_vr:
        # 		helper_2d.draw_cross(scene_simple_graphic, pos_laser + dir_laser * 0.2,
        # 		                     gs.Color(238 / 255, 235 / 255, 92 / 255), 0.01)

    if click_on_switch:
        if not button_pressed:
            button_pressed = True
    else:
        button_pressed = False
Example #11
0
def check_switch_objects(scn, scene_simple_graphic, cam, use_vr):
    global button_pressed, selected_material
    if selected_material is None:  # load the selected material
        selected_material = plus.LoadMaterial("assets/selected.mat")

    controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")

    # restore material
    if selected["n"] is not None:
        geo = selected["n"].GetObject().GetGeometry()
        for m in range(geo.GetMaterialCount()):
            geo.SetMaterial(m, selected["m"][m])
        selected["n"] = None
        selected["m"] = None

    pos_laser = None
    dir_laser = None
    click_on_switch = False

    if use_vr is not None and controller0 is not None:
        if controller0.GetValue(gs.InputDevice.InputButton2) > 0.2:
            mat_controller = controller0.GetMatrix(gs.InputDevice.MatrixHead)

            pos_cam = cam.GetTransform().GetPosition()
            pos_laser = mat_controller.GetTranslation() + pos_cam
            dir_laser = mat_controller.GetZ()

            if controller0.GetValue(gs.InputDevice.InputButton2) == 1.0:
                click_on_switch = True
    else:
        if plus.KeyDown(gs.InputDevice.KeySpace) or plus.KeyDown(
                gs.InputDevice.KeyW):
            pos_laser = cam.GetTransform().GetPosition()
            dir_laser = cam.GetTransform().GetWorld().GetZ()

        if plus.KeyPress(gs.InputDevice.KeyW):
            click_on_switch = True

    if pos_laser is not None:
        hit, trace = scn.GetPhysicSystem().Raycast(pos_laser, dir_laser, 1)
        if hit:
            helper_2d.draw_line(scene_simple_graphic, pos_laser,
                                trace.GetPosition(),
                                gs.Color(238 / 255, 235 / 255, 92 / 255))
            if not use_vr:
                helper_2d.draw_cross(scene_simple_graphic, trace.GetPosition(),
                                     gs.Color(238 / 255, 235 / 255, 92 / 255))

            name = trace.GetNode().GetName()
            if "_switch_" in name:
                name = name[:-2]
                if name in switch_objects:
                    selected_node = switch_objects[name]["nodes"][
                        switch_objects[name]["current_display"]]

                    # if need to switch to selected material
                    current_material = selected_node.GetObject().GetGeometry(
                    ).GetMaterial(0)
                    if current_material != selected_material:
                        selected["n"] = selected_node
                        selected["m"] = []
                        geo = selected_node.GetObject().GetGeometry()
                        for m in range(geo.GetMaterialCount()):
                            selected["m"].append(geo.GetMaterial(m))
                            geo.SetMaterial(m, selected_material)
                            selected_material.SetTexture(
                                "diffuse_map",
                                current_material.GetTexture("diffuse_map"))

                    # switch if the trigger is triggered
                    if click_on_switch:
                        if not button_pressed:
                            button_pressed = True
                            switch_objects[name]["nodes"][switch_objects[name][
                                "current_display"]].SetEnabled(False)
                            switch_objects[name]["current_display"] += 1
                            if switch_objects[name]["current_display"] >= len(
                                    switch_objects[name]["nodes"]):
                                switch_objects[name]["current_display"] = 0
                            switch_objects[name]["nodes"][switch_objects[name][
                                "current_display"]].SetEnabled(True)
                    else:
                        button_pressed = False

        else:
            helper_2d.draw_line(scene_simple_graphic, pos_laser,
                                pos_laser + dir_laser * 10,
                                gs.Color(238 / 255, 235 / 255, 92 / 255))
            if not use_vr:
                helper_2d.draw_cross(scene_simple_graphic,
                                     pos_laser + dir_laser * 0.2,
                                     gs.Color(238 / 255, 235 / 255,
                                              92 / 255), 0.01)
        return True

    return False
def update(scn, openvr_frame_renderer):
    global button_pressed
    if catalogue is None or len(catalogue) <= 0:
        return

    controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")

    pos_laser = None
    dir_laser = None
    click_on_switch = False

    if openvr_frame_renderer is not None and controller0 is not None:
        # if controller0.GetValue(gs.InputDevice.InputButton2) > 0.2:
        mat_controller = controller0.GetMatrix(gs.InputDevice.MatrixHead)

        pos_cam = scn.GetCurrentCamera().GetTransform().GetPosition()
        pos_laser = mat_controller.GetTranslation() + pos_cam
        dir_laser = mat_controller.GetZ()

        if controller0.GetValue(gs.InputDevice.InputButton2) == 1.0:
            click_on_switch = True
    else:
        # if plus.KeyDown(gs.InputDevice.KeySpace) or plus.KeyDown(gs.InputDevice.KeyW):
        pos_laser = scn.GetCurrentCamera().GetTransform().GetPosition()
        dir_laser = scn.GetCurrentCamera().GetTransform().GetWorld().GetZ()

        if plus.KeyDown(gs.InputDevice.KeyW):
            click_on_switch = True

    # draw card
    controller1 = gs.GetInputSystem().GetDevice("openvr_controller_1")

    if openvr_frame_renderer is not None and controller1 is not None:
        # draw the current cards
        mat_controller = gs.Matrix4.TranslationMatrix(scn.GetCurrentCamera(
        ).GetTransform().GetPosition()) * controller1.GetMatrix(
            gs.InputDevice.MatrixHead)
        mat_controller = mat_controller * gs.Matrix4.TranslationMatrix(
            (0, 0.0053, -0.049)) * gs.Matrix4.RotationMatrix(
                (-6.0 * 3.1415 / 180.0, 0, 0))
    else:
        mat_controller = gs.Matrix4.TranslationMatrix(
            scn.GetCurrentCamera().GetTransform().GetWorld().GetZ() *
            5) * scn.GetCurrentCamera().GetTransform().GetWorld()

    min_angle, max_angle = 0, 3.1415
    for name_object, data_object in catalogue[current_room]["object"].items():
        if "diffuse_gpu" in data_object:
            for id_diffuse, diffuse_gpu in enumerate(
                    data_object["diffuse_gpu"]):
                angle = min_angle + (max_angle - min_angle) * (
                    id_diffuse / catalogue[current_room]["nb_texture"])
                mat = mat_controller * gs.Matrix4.RotationMatrix(
                    (-math.pi, 0, 0)) * gs.Matrix4.RotationMatrix(
                        (0, angle, 0)) * gs.Matrix4.TranslationMatrix(
                            (0, 0, radius_button))
                helper_2d.draw_quad(
                    scn.GetComponents("SceneOverlay")[0], mat, width_car,
                    height_card, diffuse_gpu)

                # test collision
                p0 = scn.GetCurrentCamera().GetTransform().GetPosition()
                p1 = mat.GetTranslation()

                p0 = pos_laser
                p1 = pos_laser + dir_laser

                p_co = mat.GetTranslation()
                p_no = mat.GetZ()
                point_on_plane = helper_2d.intersect_line_plane(
                    p0, p1, p_co, p_no)

                if point_on_plane is not None:
                    inv_mat = mat.InversedFast()
                    pos = mat.GetTranslation()
                    axis = [
                        mat.GetX() * width_car / 2,
                        mat.GetY(),
                        mat.GetZ() * height_card / 2
                    ]
                    poly_card = [(pos - axis[0] - axis[2]) * inv_mat,
                                 (pos + axis[0] - axis[2]) * inv_mat,
                                 (pos + axis[0] + axis[2]) * inv_mat,
                                 (pos - axis[0] + axis[2]) * inv_mat]

                    point_on_plane = point_on_plane * inv_mat

                    if helper_2d.point_in_poly_2d(point_on_plane, poly_card):
                        print("collide on {}".format(
                            data_object["diffuse_map"][id_diffuse]))

    #
    # controller0 = gs.GetInputSystem().GetDevice("openvr_controller_0")
    #
    # pos_laser = None
    # dir_laser = None
    # click_on_switch = False
    #
    # if openvr_frame_renderer is not None and controller0 is not None:
    # 	if controller0.GetValue(gs.InputDevice.InputButton2) > 0.2:
    # 		mat_controller = controller0.GetMatrix(gs.InputDevice.MatrixHead)
    #
    # 		pos_cam = scn.GetCurrentCamera().GetTransform().GetPosition()
    # 		pos_laser = mat_controller.GetTranslation() + pos_cam
    # 		dir_laser = mat_controller.GetZ()
    #
    # 		if controller0.GetValue(gs.InputDevice.InputButton2) == 1.0:
    # 			click_on_switch = True
    # else:
    # 	if plus.KeyDown(gs.InputDevice.KeySpace) or plus.KeyDown(gs.InputDevice.KeyW):
    # 		pos_laser = scn.GetCurrentCamera().GetTransform().GetPosition()
    # 		dir_laser = scn.GetCurrentCamera().GetTransform().GetWorld().GetZ()
    #
    # 	if plus.KeyDown(gs.InputDevice.KeyW):
    # 		click_on_switch = True
    #
    # if pos_laser is not None:
    # 	hit, trace = scn.GetPhysicSystem().Raycast(pos_laser, dir_laser, 1)
    # 	if hit:
    # 		# if need to switch to selected material
    # 		current_material = selected_node.GetObject().GetGeometry().GetMaterial(0)
    # 		if current_material != selected_material:
    # 			geo = selected_node.GetObject().GetGeometry()
    # 			for m in range(geo.GetMaterialCount()):
    # 				geo.SetMaterial(m, selected_material)
    # 				selected_material.SetTexture("diffuse_map", current_material.GetTexture("diffuse_map"))
    #
    # 			new_diffuse_tex = plus.GetRendererAsync().LoadTexture(catalogue[name]["diffuse_map"][catalogue[name]["index"]])
    #
    # 			selected_material.SetTexture("diffuse_map", new_diffuse_tex)
    # 			selected["m"][0].SetTexture("diffuse_map", new_diffuse_tex)
Example #13
0
#       Basic initialisations and use of main devices

# ===========================================================

import gs

# ------------ Display object and Output screen:

renderer = gs.EglRenderer()
renderer.Open(640, 480)

# ------------ Check devices:

print("Installed devices:")
devices = gs.GetInputSystem().GetDevices()
for device in devices:
    print("Id: " + str(device.GetId()) + " - Name : " + device.GetName())

# ------------ Get devices:

keyboard_device = gs.GetInputSystem().GetDevice("keyboard")
mouse_device = gs.GetInputSystem().GetDevice("mouse")

# ------------ Main loop:

while renderer.GetDefaultOutputWindow():

    gs.GetInputSystem().Update()

    # --- Keyboard controls: