Exemple #1
0
    def __init__(self):

        self.initWindow()

        # window title
        title = "ASTRO.SYNTH"
        pygame.display.set_caption(title, title)

        # screen scene manager
        self.scene_mngr = SceneManager.SceneManager()
 def __new__(cls):
     if cls.__instance is None:
         cls.__instance = super(Managers, cls).__new__(cls)
         cls.__instance.app = QtWidgets.QApplication(sys.argv)
         cls.__instance.input = inputManager.InputManager()
         cls.__instance.scene = scene.SceneManager()
         cls.__instance.scene.resize(1550, 1000)
         cls.__instance.objects = objMan.ObjectManager(cls.__instance.scene)
         cls.__instance.collisionDetection = collision.CollisionDetection(
             cls.__instance.objects)
     return cls.__instance
Exemple #3
0
def start():

    # disable logger warningss
    logger = avango.gua.nodes.Logger(EnableWarning=False)

    workspace_config = sys.argv[1]

    if sys.argv[2] == "True":
        start_clients = True
    else:
        start_clients = False

    # preload materials and shading models
    avango.gua.load_shading_models_from("data/materials")
    avango.gua.load_materials_from("data/materials")

    # initialize application manager
    application_manager = ApplicationManager()
    application_manager.my_constructor(WORKSPACE_CONFIG=workspace_config,
                                       START_CLIENTS=start_clients)

    # initialize scene
    scene_manager = SceneManager()

    # initialize touch devices
    multi_touch_device = None

    for _workspace in application_manager.workspaces:
        for _display_group in _workspace.display_groups:
            for _display in _display_group.displays:
                if "TUIO" in _display.get_touch_protocols():
                    if None == multi_touch_device:
                        device = TUIODevice()
                        device.my_constructor(scenegraphs[0], _display,
                                              scenegraphs[0]["/net"],
                                              scene_manager,
                                              application_manager)
                        multi_touch_device = device

    # initialize animation manager
    #animation_manager = AnimationManager()
    #animation_manager.my_constructor([ graph["/net/platform_0"]]
    #                               , [ application_manager.navigation_list[0]])

    ## distribute all nodes in the scenegraph
    distribute_all_nodes(scenegraphs[0]["/net"], scenegraphs[0]["/net"])

    # run application loop
    application_manager.run(locals(), globals())
Exemple #4
0
    def __init__(self):
        super(MainWindow, self).__init__()

        centralWidget = QtGui.QWidget()
        self.setCentralWidget(centralWidget)

        self.glWidget = GLWidget()

        self.glWidgetArea = QtGui.QScrollArea()
        self.glWidgetArea.setWidget(self.glWidget)
        self.glWidgetArea.setWidgetResizable(True)
        self.glWidgetArea.setHorizontalScrollBarPolicy(
            QtCore.Qt.ScrollBarAlwaysOff)
        self.glWidgetArea.setVerticalScrollBarPolicy(
            QtCore.Qt.ScrollBarAlwaysOff)
        self.glWidgetArea.setSizePolicy(QtGui.QSizePolicy.Ignored,
                                        QtGui.QSizePolicy.Ignored)
        self.glWidgetArea.setMinimumSize(50, 50)

        self.createActions()
        self.createMenus()

        centralLayout = QtGui.QGridLayout()
        centralLayout.addWidget(self.glWidgetArea, 0, 0)
        centralWidget.setLayout(centralLayout)

        self.setWindowTitle("3D Brain Network Analysis Tool")
        self.resize(800, 600)

        self.renderSystem = RenderSystem()
        self.sourceManager = SourceManager()
        self.sceneManager = SceneManager()
        self.renderSystem.setRenderWidget(self.glWidget)
        self.renderSystem.setSceneManager(self.sceneManager)
        self.sceneManager.addSource(self.sourceManager)

        self.glWidget.addRenderSystem(self.renderSystem)
    def __init__(self, parent=None, manager=None, printpreview=None):
        qt.QWidget.__init__(self, parent)
        self.mainLayout = qt.QGridLayout(self)
        if printpreview is None:
            self.printPreview = Object3DPrintPreview.Object3DPrintPreview(
                modal=0)
        else:
            self.printPreview = printpreview

        self.buildToolBar()

        self.wheelSlider10 = WheelAndSpacer(self, orientation=qt.Qt.Vertical)

        # Wheel
        self.__applyingCube = False

        #self.wheelSlider10.wheel.setMass(0.5)
        self.wheelSlider10.wheel.setRange(-360., 360., 0.5)
        self.wheelSlider10.wheel.setValue(0.0)
        self.wheelSlider10.wheel.setTotalAngle(360.)
        self.connect(self.wheelSlider10.wheel,
                     qt.SIGNAL("valueChanged(double)"), self.setTheta)

        self.glWidget = SceneGLWidget.SceneGLWidget(self)
        self.scene = weakref.proxy(self.glWidget.scene)
        self.glWidget.setObjectSelectionMode(True)
        self.wheelSlider12 = Qwt5.QwtSlider(self, qt.Qt.Vertical,
                                            Qwt5.QwtSlider.NoScale,
                                            Qwt5.QwtSlider.BgSlot)

        #self.axesObject = BlissGLAxesObject.BlissGLAxesObject("3D Axes")
        #self.glWidget.addObject3D(self.axesObject)
        #self.wheelSlider12.setScaleEngine(Qwt5.QwtLog10ScaleEngine())
        #self.wheelSlider12.setThumbWidth(20)
        self.wheelSlider12.setRange(-10, 10, 0.05)
        #self.wheelSlider12.setScale(0.01, 100)
        self.wheelSlider12.setValue(0.0)
        #self.wheelSlider12.setScaleMaxMinor(10)
        self.connect(self.wheelSlider12, qt.SIGNAL("valueChanged(double)"),
                     self.setZoomFactor)

        self.wheelSlider21 = WheelAndLineEdit(self,
                                              orientation=qt.Qt.Horizontal)
        #wheel
        #self.wheelSlider21.wheel.setMass(0.5)
        self.wheelSlider21.wheel.setRange(-360., 360., 0.5)
        self.wheelSlider21.wheel.setValue(0.0)
        self.wheelSlider21.wheel.setTotalAngle(360.)
        self.infoLine = self.wheelSlider21.lineEdit
        self.infoLine.setText("Scene is in object selection mode.")
        self.connect(self.wheelSlider21.wheel,
                     qt.SIGNAL("valueChanged(double)"), self.setPhi)

        self.mainLayout.addWidget(self.toolBar, 0, 1)
        self.mainLayout.addWidget(self.wheelSlider10, 1, 0)
        self.mainLayout.addWidget(self.glWidget, 1, 1)
        self.mainLayout.addWidget(self.wheelSlider12, 1, 2)
        self.mainLayout.addWidget(self.wheelSlider21, 2, 1)

        if manager is None:
            self.manager = SceneManager.SceneManager(None, glwindow=self)
            self.sceneControl = self.manager.sceneControl
            #self.sceneControl = SceneControl.SceneControl(None, self.glWidget.scene)
            #self.manager.sceneControl
            self.connectSceneControl()
            #self.manager.show()
            #self.sceneControl.show()
            self.connect(self.manager, qt.SIGNAL('SceneManagerSignal'),
                         self.sceneManagerSlot)
        else:
            self.manager = weakref.proxy(manager)

        self.activeObject = None

        self.connect(self.glWidget, qt.SIGNAL('objectSelected'),
                     self.objectSelectedSlot)

        self.connect(self.glWidget, qt.SIGNAL('vertexSelected'),
                     self.vertexSelectedSlot)

        self.setWindowTitle(self.tr("Object3D Scene"))
##Dependencies:
##License:
######################################################################

# Pound Includes
import viz
import pregame
import SceneManager
import viztask
import Human
import GameWrap
import vizcam
import postgame
viz.go()

sceneManager = SceneManager.SceneManager()


#Game
def ZombieGame():
    Status = True
    while (Status):
        print viz.MainScene
        viz.scene(1)
        ActiveProgram = pregame.Intro()  #Destructions info

        yield ActiveProgram.done.wait()  #Wailt for intro screen to be done
        sceneManager.switchtoScene('Charactor')
        ActiveProgram = pregame.CharacterCreation()
        playerName = yield ActiveProgram.done.wait(
        )  #Wailt for charactor creation to be done
#Inital stuff
pygame.init()
clock = pygame.time.Clock()
width = 800
height = 600
size = width, height
screen = pygame.display.set_mode(size)
bgColor = r,g,b = 0, 0, 0


font = pygame.font.Font(None,36)


player = Player([width/2, height-150])
UIManager = UIManager()
SceneManager = SceneManager()


scene = None
testItem = Item(screen, "weapon", "universal", "Health Potion", "*Description*", "Images/Other/Items/HealthPotion.png")
TextManager = TextManager(screen, scene)

newText = Text("Testing", [20,20])

p = PlayerAnimation([width/2, height/2])

#Move UI Elements
#UIManager.MBRect = UIManager.MBRect.move(UIManager.MBPose)
#UIManager.HBRect = UIManager.HBRect.move(UIManager.HBPose)
while True:
    #if player.health <= 2:
Exemple #8
0
    def __init__ ( self, modname, mapname, is_server=False, graphics_enabled=True ):
        """Initialize the world from the given map"""
        self.modname = modname
        self.mapname = mapname
        self.playerEnt = None
        self.isServer = is_server
        self.graphicsEnabled = graphics_enabled
        self.idCounter = 0

        self.ninjasKilled   = 0
        self.piratesKilled  = 0
        self.treasuresTaken = 0
        self.deathBlotches = []

        path = Mod.MapPath( modname, mapname)
        hmap = path+"heightmap.bin"
        projectdesc = ProjectDesc ( modname, mapname )
        self.projectDesc = projectdesc
        self.seaLevel = float(projectdesc.SeaLevel)
        self.solver = Physics.Solver()
        self.solver.setMinimumFramerate(10)

        #create materials
        self.materialMap = Materials.DefaultMaterialMap(self.solver)

        #setup atmosphere
        self.atmosphere = Atmosphere.Atmosphere(projectdesc)
        self._extractShadowMap()
        self.terrainMaterial = TerrainMaterial.TerrainMaterial( modname, mapname )
        self.terrain = Terrain.TerrainPatch(  None, self, Heightmap.fromFile(hmap), self.terrainMaterial, projectdesc.Spacing )
        #if self.graphicsEnabled:
        #    self.terrain.initGraphics()
        self.ocean = Ocean.Ocean(float(projectdesc.SeaLevel),
                                 projectdesc.WaterTexture,
                                 self.terrain.getextent() )

        mx = self.terrain.getextent() / 2
        mz = self.terrain.getextent() / 2
        my = self.terrain.getWorldHeightValue( mx, mz ) + 2.0

        #Set the world size (Newton will disable anything that's not
        #within the world box
        extent = float(self.terrain.getextent())
        self.solver.setWorldSize( (-extent, -2000.0, -extent ), (extent, 2000.0, extent) )

        #Create scene. This should load all the entities as well
        self.scene   = SceneManager.SceneManager(self, modname, mapname)
        #set camera
        if not self.graphicsEnabled:
            self.playerEnt = None
            self.camera = None
        else:
            if self.playerEnt == None or Settings.RunPhysics == False:
                self.camera = Camera.Freecam()
                self.camera.position = vec3( mx, my, mz)
                self.camera.yaw = 0
                self.camera.pitch = 0
            else:
                self.camera = Camera.AttachableCamera( self.playerEnt )
            self.frustrum_camera = self.camera.asFreecam()
        print "World loaded"