Example #1
0
screenMode=viz.FULLSCREEN

if data["hmd"]["resolutions"][0]["display_mode"] != "full_screen":
    if data["hmd"]["resolutions"][0]["display_mode"]== "vert_side_by_side":
        screenMode=viz.FULLSCREEN | viz.STEREO_VERT
    else:
        screenMode=viz.FULLSCREEN | viz.STEREO_HORZ

hmd=CustomHMD(data["hmd"]["field_of_view"]["monocular_horizontal"],
    data["hmd"]["field_of_view"]["monocular_vertical"],
    overlap=1.0*data["hmd"]["field_of_view"]["overlap_percent"]*data["hmd"]["field_of_view"]["monocular_horizontal"]/100,
    leftRollShift=data["hmd"]["rendering"]["left_roll"],
    rightRollShift=data["hmd"]["rendering"]["right_roll"],
    verticalShift=data["hmd"]["field_of_view"]["pitch_tilt"],
    stereo=screenMode);


viz.window.setFullscreenMonitor(1)
viz.enable(viz.AUTO_COMPUTE)

viz.go(screenMode)

#Create skylight
sky_light = viz.addLight(euler=(0,0,0))
sky_light.position(0,0,0,0)
sky_light.color(viz.WHITE)
sky_light.ambient([5,5,5]) # necessary to light up images in Vizard 5

#Add the gallery mode
gallery = viz.addChild('gallery.osgb')
Example #2
0
def main():
    # global variables
    global debug
    global pieces
    global shape
    global sidebar
    global sidebarBG
    global blockState
    global cursor
    global cursorPos
    global highlightedObj
    global highlightedObjType
    global selectedObj
    global selectedObjType
    global animRot
    global identity
    global selectedIndex
    global won
    global is900Sensor1
    global old_data
    global all_data
    global iSenseMode

    # ---------------------------------------------------------------------------
    # init vizard

    # initialize pdb if debugging is needed
    # pdb.set_trace()

    # init intersense tracker
    iSenseMode = False
    # 	isense = viz.add('intersense.dle')
    # 	# wand.
    # 	if isense.valid() == True :
    # 		iSenseMode = True
    # 		is900Sensor1 = isense.addTracker(port=1,station=2)

    # 	viz.add('court.ive')

    """
	Set the pivot point 2 meters above the origin.
	Set the rotation mode to blend its orientation
	from its current orientation to that associated
	with the pivot.
	"""
    # 	gotoRight = vizact.goto([2,1,-2],rotate_mode=viz.BLEND_ROTATE,pivot=[0,2,0],ori_mask=viz.BODY_ORI)
    # 	gotoLeft = vizact.goto([-2,2,-2],rotate_mode=viz.BLEND_ROTATE,pivot=[0,2,0],ori_mask=viz.BODY_ORI)

    # Use keyboard actions to move the viewpoint.
    # 	vizact.onkeydown(viz.KEY_ALT_L, viz.MainView.runAction, gotoRight )
    #
    # 	vizact.onkeydown(viz.KEY_ALT_R, viz.MainView.runAction, gotoLeft )

    # 	cam = vizcam.PivotNavigate(center=[0,1,0],distance=4)
    # 	viz.cam.setHandler(cam)
    #
    # 	cam.enabled = True
    # 	viz.cam.setHandler(vizcam.KeyboardCamera())

    # 	vizcam.PivotNavigate(center=[0,1,0],distance=5)

    # assign space mouse callbacks
    # viz.callback(vizspace.ROTATE_EVENT,spaceRot)

    old_data = []
    all_data = []

    # set the maximum frame rate to something lower than the minimum the application runs
    # so that the FPS is constant throughout the run
    viz.setOption("viz.max_frame_rate", "60")

    # set the full screen monitor to 1
    viz.setOption("viz.fullscreen.monitor", 2)

    # start in full screen
    # viz.go(viz.FULLSCREEN)
    viz.go()

    # 	vizcam.PivotNavigate(center=[0,1,0],distance=5)

    # set cursor visibility
    # viz.mouse.setVisible(viz.OFF)

    # enable backface culling
    viz.enable(viz.CULL_FACE)

    # set clear color for raster
    viz.clearcolor(Colors.WHITE)

    # ---------------------------------------------------------------------------
    # init variables

    # flag to toggle debug breakpoints - Use 'x' to toggle
    debug = False

    # list of pieces available
    pieces = []

    # won the game
    won = False

    # group with all cubes in their final position - read from file
    shape = viz.add(viz.GROUP, viz.WORLD)

    # input file with description of pieces and
    # input_file = open('puzzle.txt','r')
    # parseInputFile(input_file)
    # since we still don't have an input format, we build the puzzle manually
    buildPuzzle(3, 3, 3)

    # create sidebar to indicate existing pieces/possibilities
    sidebar = []
    sidebarBG = createQuad([0, 0, 0], [0, 0, 0], [0, 0, 0], [0, 0, 0])
    sidebarBG.depthFunc(viz.GL_ALWAYS)
    sidebarBG.drawOrder(100)
    buildSideBar()

    animRot = 0

    identity = vizmat.Transform()
    identity.makeIdent()

    cursor = vizshape.addSphere(radius=0.2)
    cursor.color(Colors.LIGHT_BLUE)
    cursorPos = [0.0, 0.0, 3.0]

    selectedObj = None
    selectedObjType = None
    selectedIndex = -1
    highlightedObj = None
    highlightedObjType = None

    # assign keyDown and keyUp as callback functions for events
    viz.callback(viz.KEYDOWN_EVENT, keyDown)
    viz.callback(viz.KEYUP_EVENT, keyUp)

    # register the update function to be called every iteration of the main loop
    vizact.ontimer(0, update)
Example #3
0
screenMode=viz.FULLSCREEN

if data["hmd"]["resolutions"][0]["display_mode"] != "full_screen":
    if data["hmd"]["resolutions"][0]["display_mode"]== "vert_side_by_side":
        screenMode=viz.FULLSCREEN | viz.STEREO_VERT
    else:
        screenMode=viz.FULLSCREEN | viz.STEREO_HORZ

hmd=CustomHMD(data["hmd"]["field_of_view"]["monocular_horizontal"],
    data["hmd"]["field_of_view"]["monocular_vertical"],
    overlap=1.0*data["hmd"]["field_of_view"]["overlap_percent"]*data["hmd"]["field_of_view"]["monocular_horizontal"]/100,
    leftRollShift=data["hmd"]["rendering"]["left_roll"],
    rightRollShift=data["hmd"]["rendering"]["right_roll"],
    verticalShift=data["hmd"]["field_of_view"]["pitch_tilt"],
    stereo=screenMode);


viz.window.setFullscreenMonitor(1)
viz.enable(viz.AUTO_COMPUTE)

viz.go(screenMode)

#Create skylight
sky_light = viz.addLight(euler=(0,0,0))
sky_light.position(0,0,0,0)
sky_light.color(viz.WHITE)
sky_light.ambient([5,5,5]) # necessary to light up images in Vizard 5

#Add the gallery mode
gallery = viz.addChild('gallery.osgb')
Example #4
0
def main():
	# global variables
	global debug
	global pieces
	global shape
	global sidebar
	global sidebarBG
	global blockState
	global cursor
	global cursorPos
	global highlightedObj
	global highlightedObjType
	global selectedObj
	global selectedObjType
	global animRot
	global identity
	global selectedIndex
	global won
	
	#---------------------------------------------------------------------------
	# init vizard
	
	# initialize pdb if debugging is needed
	#pdb.set_trace()

	# set the maximum frame rate to something lower than the minimum the application runs
	# so that the FPS is constant throughout the run
	viz.setOption('viz.max_frame_rate','60')
	
	# set the full screen monitor to 1
	viz.setOption('viz.fullscreen.monitor',2)  

	# start in full screen
	#viz.go(viz.FULLSCREEN)
	viz.go()

	# set cursor visibility
	#viz.mouse.setVisible(viz.OFF)

	# enable backface culling
	viz.enable(viz.CULL_FACE)
	
	# set clear color for raster
	viz.clearcolor(Colors.WHITE)

	#---------------------------------------------------------------------------
	# init variables
	
	# flag to toggle debug breakpoints - Use 'x' to toggle
	debug = False
	
	# list of pieces available
	pieces = []
	
	# won the game
	won = False
	
	# group with all cubes in their final position - read from file
	shape = viz.add(viz.GROUP,viz.WORLD)
	
	# input file with description of pieces and
	#input_file = open('puzzle.txt','r')
	#parseInputFile(input_file)	
	# since we still don't have an input format, we build the puzzle manually
	buildPuzzle(3,3,3)
	
	# create sidebar to indicate existing pieces/possibilities
	sidebar = []
	sidebarBG = createQuad([0,0,0],[0,0,0],[0,0,0],[0,0,0])
	sidebarBG.depthFunc(viz.GL_ALWAYS)
	sidebarBG.drawOrder(100)
	buildSideBar()
	
	animRot = 0

	identity = vizmat.Transform()
	identity.makeIdent()
	
	cursor = vizshape.addSphere(radius=0.2)
	cursor.color(Colors.LIGHT_BLUE)
	cursorPos = [0.0,0.0,3.0]
	
	selectedObj = None
	selectedObjType = None
	selectedIndex = -1
	highlightedObj = None
	highlightedObjType = None
	
	# assign keyDown and keyUp as callback functions for events
	viz.callback(viz.KEYDOWN_EVENT, keyDown)
	viz.callback(viz.KEYUP_EVENT, keyUp)

	# register the update function to be called every iteration of the main loop
	vizact.ontimer(0,update)