Esempio n. 1
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def create_application():
    # ---------------------------------------------------------------------
    #
    #  Create an Irrlicht application to visualize the system
    #

    myapplication = chronoirr.ChIrrApp(my_system)

    myapplication.AddTypicalSky('../bin/data/skybox/')
    myapplication.AddTypicalCamera(chronoirr.vector3df(0.5,0.5,1.0))
    myapplication.AddLightWithShadow(chronoirr.vector3df(2,4,2),    # point
                                     chronoirr.vector3df(0,0,0),    # aimpoint
                                     9,                 # radius (power)
                                     1,9,               # near, far
                                     30)                # angle of FOV

                # ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
                # in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
                # If you need a finer control on which item really needs a visualization proxy in
                # Irrlicht, just use application.AssetBind(myitem); on a per-item basis.

    myapplication.AssetBindAll();

                # ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
                # that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!

    myapplication.AssetUpdateAll();

                # If you want to show shadows because you used "AddLightWithShadow()'
                # you must remember this:
    myapplication.AddShadowAll();



    myapplication.SetStepManage(True)
    myapplication.SetTimestep(0.001)
    myapplication.SetTryRealtime(True)
    return myapplication
Esempio n. 2
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# ..create the function for imposed y vertical motion, etc.
mfunZ = chrono.ChFunction_Sine(0, 1.5, 0.12)  # phase, frequency, amplitude
mfunZ.thisown = 0  # because the link will take care of deletion!
link_shaker.SetMotion_Z(mfunZ)

# Note that you could use other types of ChFunction_ objects, or create
# your custom function by class inheritance (see demo_python.py), or also
# set a function for table rotation , etc.

# ---------------------------------------------------------------------
#
#  Create an Irrlicht application to visualize the system
#

myapplication = chronoirr.ChIrrApp(my_system)

myapplication.AddTypicalSky('../data/skybox/')
myapplication.AddTypicalCamera(chronoirr.vector3df(0.5, 0.5, 1.0))
myapplication.AddLightWithShadow(
    chronoirr.vector3df(2, 4, 2),  # point
    chronoirr.vector3df(0, 0, 0),  # aimpoint
    9,  # radius (power)
    1,
    9,  # near, far
    30)  # angle of FOV

# ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
# in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
# If you need a finer control on which item really needs a visualization proxy in
# Irrlicht, just use application.AssetBind(myitem); on a per-item basis.
Esempio n. 3
0
# Note that you could use other types of ChFunction_ objects, or create
# your custom function by class inheritance (see demo_python.py), or also
# set a function for table rotation , etc.




# ---------------------------------------------------------------------
#
#  Create an Irrlicht application to visualize the system
#

myapplication = chronoirr.ChIrrApp(my_system)

myapplication.AddTypicalSky('../data/skybox/')
myapplication.AddTypicalCamera(chronoirr.vector3df(0.5,0.5,1.0))
myapplication.AddLightWithShadow(chronoirr.vector3df(2,4,2),    # point
                                 chronoirr.vector3df(0,0,0),    # aimpoint
                                 9,                 # radius (power)
                                 1,9,               # near, far
                                 30)                # angle of FOV

            # ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
			# in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
			# If you need a finer control on which item really needs a visualization proxy in
			# Irrlicht, just use application.AssetBind(myitem); on a per-item basis.

myapplication.AssetBindAll();

			# ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
			# that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!
Esempio n. 4
0
mframe = chrono.ChFrameD(chrono.ChVectorD(0.1,0.5,0))

    # initialize the constraint telling which part must be connected, and where:
mlink.Initialize(mbody1,mbody2, mframe)

mysystem.Add(mlink)

# ---------------------------------------------------------------------
#
#  Create an Irrlicht application to visualize the system
#

myapplication = chronoirr.ChIrrApp(mysystem)

myapplication.AddTypicalSky('../data/skybox/')
myapplication.AddTypicalCamera(chronoirr.vector3df(0.6,0.6,0.8))
myapplication.AddTypicalLights()

            # ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
			# in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
			# If you need a finer control on which item really needs a visualization proxy in
			# Irrlicht, just use application.AssetBind(myitem); on a per-item basis.

myapplication.AssetBindAll();

			# ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
			# that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!

myapplication.AssetUpdateAll();

mysystem.Add(mbody1)

mboxasset = chrono.ChBoxShapeShared()
mboxasset.GetBoxGeometry().Size = chrono.ChVectorD(0.2, 0.5, 0.1)
mbody1.AddAsset(mboxasset)

mboxtexture = chrono.ChTextureShared()
mboxtexture.SetTextureFilename('../data/concrete.jpg')
mbody1.GetAssets().push_back(mboxtexture)

# ---------------------------------------------------------------------
#
#  Create an Irrlicht application to visualize the system
#

myapplication = chronoirr.ChIrrApp(mysystem)

myapplication.AddTypicalSky('../data/skybox/')
myapplication.AddTypicalCamera(chronoirr.vector3df(0.6, 0.6, 0.8))
myapplication.AddTypicalLights()

# ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
# in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
# If you need a finer control on which item really needs a visualization proxy in
# Irrlicht, just use application.AssetBind(myitem); on a per-item basis.

myapplication.AssetBindAll()

# ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
# that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!