Esempio n. 1
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def addAppendage(avatar, skinChoices, skin = 0, appendage = 0):
	global thirdAppendage, usingInvisibleRod
	
	thirdAppendageHorn = viz.addGroup()

	if(appendage == 0):
		#Third Arm
		usingInvisibleRod = False
		thirdAppendage = viz.addChild(resources.ARM)
		if skin == 9:
			texture = viz.addTexture("skin_tones/010.png")
			texture.wrap(viz.WRAP_S,viz.REPEAT)
			texture.wrap(viz.WRAP_T,viz.REPEAT)
		else:
			texture = viz.addTexture("skin_tones/00" + skinChoices[skin] + ".png")
			texture.wrap(viz.WRAP_S,viz.REPEAT)
			texture.wrap(viz.WRAP_T,viz.REPEAT)
		thirdAppendage.texture(texture)
		thirdAppendage.emissive([.75, .75, .75])
		thirdAppendage.setScale(resources.ARM_SCALE)
	elif(appendage == 1):
		#Cylinder
		usingInvisibleRod = False
		thirdAppendage = viz.addChild(resources.CYLINDER)
		thirdAppendage.setScale(resources.ARM_SCALE)
	thirdAppendage.setParent(thirdAppendageHorn)
	global tahLink
	tahLink = viz.link(avatar.getBone('Bip01 Spine'), thirdAppendageHorn)
	global offsetOp
	offsetOp = tahLink.preTrans([0, 0.3, 0.1])
	tahLink.preEuler([-90.0, 0.0, 0.0])

	thirdAppendage.collideBox()
	thirdAppendage.disable(viz.DYNAMICS)
	TouchCube.thirdAppendage = thirdAppendage
    def __init__(self, save_dir):
        '''Sets the internal variables to their initial conditions.'''
        self.previousMatrix = None
        self.save_dir = save_dir
        self.pos = None
        self.pos_screen_left = None
        self.pos_screen_right = None

        self.cross_tex = viz.addTexture('cross.png')
        self.circle_tex = viz.addTexture('circle.png')

        self.z = 0
        self.dx = 0
        self.dy = 0
        self.stimScale = 10
        self.offset = [0, 0]
        self.distance = 100
        self.grid = None
        self.state = viz.OFF

        self.centerVertAngle = math.radians(-7)
        self.centerHorizAngle = math.radians(-2)
        self.horizAngle = math.radians(17)
        self.vertAngle = math.radians(13)

        self.offset = [0, 0]
        self.numCols = 3
        self.numRows = 3
        self.adjustDelta = .5
def setStage(TILING=True):

    global ndots, tilesize

    fName = 'textures\\black.jpg'
    gtexture = viz.addTexture(fName)
    gtexture.wrap(viz.WRAP_T, viz.REPEAT)
    gtexture.wrap(viz.WRAP_S, viz.REPEAT)

    # #add groundplane (wrap mode)
    ###UNCOMMENT FOR TILING
    # Tiling saves memory by using two groundplane tiles instead of a massive groundplane. Since the drivers are essentially driving linearly forward, they cover a lot of distance across the z axis.
    gplane1 = viz.addTexQuad()  ##
    tilesize = 2000
    texture_z_size = tilesize * 2
    planesize = tilesize / 5.0
    gplane1.setScale(tilesize, tilesize * 2, tilesize)
    gplane1.setEuler((0, 90, 0), viz.REL_LOCAL)
    matrix = vizmat.Transform()
    matrix.setScale(planesize, planesize * 2, planesize)
    gplane1.texmat(matrix)
    gplane1.texture(gtexture)
    gplane1.visible(1)
    #
    if TILING:
        fName2 = 'textures\\black.jpg'
        gtexture2 = viz.addTexture(fName2)
        gtexture2.wrap(viz.WRAP_T, viz.REPEAT)
        gtexture2.wrap(viz.WRAP_S, viz.REPEAT)
        gplane2 = gplane1.copy()  #create duplicate.
        gplane2.setScale(tilesize, tilesize * 2, tilesize)
        gplane2.setEuler((0, 90, 0), viz.REL_LOCAL)
        gplane2.setPosition(
            (0, 0, 1000),
            viz.REL_LOCAL)  #move forward 1km so don't need to render as much.
        gplane2.texmat(matrix)
        gplane2.texture(gtexture2)
        gplane2.visible(1)
        gplane2.setPosition(0, 0, tilesize * 2)
        gplane2.zoffset(-1)
    else:
        gplane2 = []

    # viz.startlayer(viz.POINTS)
    # viz.vertexColor(viz.WHITE)
    # viz.pointSize(2)
    # for i in range (0,trial_dots):
    # x =  (random.random() - .5)  * tilesize
    # z = (random.random() - .5) * tilesize
    # viz.vertex([x,0,z])

    # dots = viz.endLayer()
    # dots.setPosition(0,0,0)
    # dots.visible(1)

    return (gplane1, gplane2, texture_z_size)
Esempio n. 4
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def applyTexBlendWithGivenTextures(item, filePathToTex1, filePathToTex2):
	global texBlendEffect
	
	tex1 = viz.addTexture(filePathToTex1, type=viz.TEX_2D, wrap=viz.REPEAT)
	tex2 = viz.addTexture(filePathToTex2, type=viz.TEX_2D, wrap=viz.REPEAT)
	
	item.texture(tex1)
	item.texture(tex2, '', unit=1)
	item.apply(texBlendEffect)
	item.setUniformFloat('BlendAmount', 0.25)
Esempio n. 5
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def setStage(TILING=True):
    """Creates grass textured groundplane"""

    global gtexture

    # background color
    viz.clearcolor(viz.SKYBLUE)

    #CODE UP TILE-WORK WITH GROUNDPLANE.
    ##should set this up so it builds new tiles if you are reaching the boundary.
    #fName = 'textures\\strong_edge_redoutline.bmp'
    fName = 'textures\\strong_edge.bmp'
    gtexture = viz.addTexture(fName)
    gtexture.wrap(viz.WRAP_T, viz.REPEAT)
    gtexture.wrap(viz.WRAP_S, viz.REPEAT)
    # #add groundplane (wrap mode)
    ###UNCOMMENT FOR TILING
    # Tiling saves memory by using two groundplane tiles instead of a massive groundplane. Since the drivers are essentially driving linearly forward, they cover a lot of distance across the z axis.
    gplane1 = viz.addTexQuad()  ##
    tilesize = 3000
    texture_z_size = tilesize * 2
    #planesize = tilesize/5
    planesize = tilesize / 5.0
    gplane1.setScale(tilesize, tilesize * 2, tilesize)
    gplane1.setEuler((0, 90, 0), viz.REL_LOCAL)
    #groundplane.setPosition((0,0,1000),viz.REL_LOCAL) #move forward 1km so don't need to render as much (was originally commented out)
    matrix = vizmat.Transform()
    matrix.setScale(planesize, planesize * 2, planesize)
    gplane1.texmat(matrix)
    #gplane1.texture(gtexture)
    gplane1.texture(gtexture)
    gplane1.visible(1)
    #
    if TILING:
        # fName2 = 'textures\\strong_edge_blueoutline.bmp'
        #fName2 = 'textures\\strong_edge_blueoutline.bmp'
        fName2 = 'textures\\strong_edge.bmp'
        gtexture2 = viz.addTexture(fName2)
        gtexture2.wrap(viz.WRAP_T, viz.REPEAT)
        gtexture2.wrap(viz.WRAP_S, viz.REPEAT)
        gplane2 = gplane1.copy()  #create duplicate.
        gplane2.setScale(tilesize, tilesize * 2, tilesize)
        gplane2.setEuler((0, 90, 0), viz.REL_LOCAL)
        #groundplane.setPosition((0,0,1000),viz.REL_LOCAL) #move forward 1km so don't need to render as much.
        gplane2.texmat(matrix)
        #gplane1.texture(gtexture)
        gplane2.texture(gtexture2)
        gplane2.visible(1)
        gplane2.setPosition(0, 0, tilesize * 2)
        gplane2.zoffset(-1)
    else:
        gplane2 = []

    return (gplane1, gplane2, texture_z_size)
Esempio n. 6
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def groundCreator():
	viz.startLayer(viz.QUADS)
	viz.texCoord(0,0) 
	viz.vertex(100, 0, -100)
	viz.texCoord(1,0) 
	viz.vertex(100, 0, 100)
	viz.texCoord(1,1) 
	viz.vertex(-100, 0, 100)
	viz.texCoord(0,1)  
	viz.vertex(-100, 0, -100)
	ground = viz.endLayer()

	AreaScale_f = [16, 16 ,1]

	matrix_area_f = vizmat.Transform()
	matrix_area_f.setScale(AreaScale_f)
	
	ground.texmat(matrix_area_f)

	wallTex = viz.addTexture('wallTex.jpg')
	wallTex.wrap(viz.WRAP_T,viz.REPEAT)
	wallTex.wrap(viz.WRAP_S,viz.REPEAT)

	ground.texture(wallTex)

	return ground
Esempio n. 7
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def load(sceneRef=viz.MainScene):
	global SCENE, ENABLE_LANDSCAPE, car, call_screen
	SCENE = sceneRef
	
	car = vizfx.addChild("Car_Final.OSGB", scene=SCENE)
	car.scale([CAR_SCALE,CAR_SCALE,CAR_SCALE])
	
	pic = viz.addTexture('resources/images/phone_screen_mail.jpg', scene = SCENE)
	call_screen = viz.addTexQuad(scene = SCENE)
	call_screen.setPosition(.075,.8,-2.4)
	call_screen.setEuler(-180,22,0)
	call_screen.setScale(.06,.06,.06)
	call_screen.texture(pic)
	
	PosessionHunting.load(car, SCENE)
	
	head = viz.MainView.getHeadLight() 
	head.disable()
	
	light.addDirectionalLights(CAR_SCALE, SCENE)
	light.addFog(SCENE)
	

	addSphericalLandscape(ENABLE_LANDSCAPE, SCENE)

#	vizact.onkeydown('b',police.addSirens,SCENE)
#	vizact.onkeydown('l',police.moveFlashlightToCar,SCENE,POLICE_WALK_TIME)

	global dc
	dc = DataCollector(filePrefix='Data/CarSceneTracking_Participant', fileSuffix='.csv')
	dc.addMainviewTracker()
	dc.startCollecting()
Esempio n. 8
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	def __init__(self):
		# base class constructor 
		viz.EventClass.__init__(self)
		self.model = viz.addChild('piazza.osgb')

		# set up keyboard and timer callback methods
		self.callback(viz.KEYDOWN_EVENT,self.onKeyDown)
		self.callback(viz.MOUSEDOWN_EVENT,self.onMouseDown)
		#booleans for video
		self.check1 = False
		#avatar's postion and rotation angle
		self.x = 0.5
		self.z = 0.5
		#counts for animaions
		self.count = 0.0
		self.count2 = 0.0
		self.theta = 0
		#inserting avater
		
		self.avatar = vizfx.addAvatar('mazinger/mazinger.cfg')
		self.avatar.state(0)
		#translating avatar to correct position
		mat = viz.Matrix()
		#mat.postAxisAngle(0,1,0,self.theta)
		mat.postTrans(0,7,0);
		self.avatar.setMatrix(mat)
		self.callback(viz.TIMER_EVENT,self.onTimer)
	
		#mazin.addAction(spin)
		#Music
		
		#add ground
		grass = viz.addTexture('images/tile_grass.jpg', wrap=viz.REPEAT)
Esempio n. 9
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def displayInputPanel():
	global inputPanel, names
	
	inputPanel = viz.addGUIGroup()
#	endG = viz.addGroup(viz.SCREEN)
	splashScreen = viz.addTexQuad(parent=viz.SCREEN,pos=[0.5,0.5,0],scale=[13,10.5,1])
	splashScreen.texture(viz.addTexture('textures/splash_screen'+LANG+'.jpg'))
	splashScreen.setParent(inputPanel)
	names = []
	pl = range(condition%2*2+1)
	pl.reverse()
	for i,p in enumerate(pl):
		name = viz.addTextbox()
		nameText = {'':'Player %s name:', 'GR':'Όνομα παίκτη %s:'}
		title = viz.addText(nameText[LANG]%str(i+1), viz.SCREEN)
		title.fontSize(24)
		title.addParent(inputPanel)
		title.setPosition([.4, .53+.1*p, 0])
		name.setPosition([.5, .5+.1*p, 0])
		name.addParent(inputPanel)
		names.append(name)
	startB = viz.addButtonLabel('START')
	startB.setPosition(.5,.4)
	startB.addParent(inputPanel)
	vizact.onbuttonup(startB, initialize)
Esempio n. 10
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def placeMirror():
	
	mirrorPos = [0, 1.5, -2];
	
	global wall, mirrorRight, mirrorLeft, mirrorPlane
	wall = viz.addTexQuad()
	wall.setPosition(0, 0, mirrorPos[2] - 0.02)
	wall.setScale(20, 20, 1)
	# Apply nice repeating brick texture
	wallmatrix = vizmat.Transform()
	wallmatrix.setScale(20, 20, 1)
	wall.texmat( wallmatrix )
	bricks = viz.addTexture('brick.jpg')
	bricks.wrap(viz.WRAP_T, viz.REPEAT)
	bricks.wrap(viz.WRAP_S, viz.REPEAT)
	wall.texture(bricks)
	
	mirrorPlane = vizshape.addPlane()
	mirrorPlane.setPosition(mirrorPos, viz.ABS_GLOBAL)
	mirrorPlane.setEuler(0, 90, 0)
	mirrorPlane.setScale(0.09, 1, 0.05)

	windowBox = mirrorPlane.getBoundingBox(mode = viz.ABS_GLOBAL)
	x0 = windowBox.xmin
	x1 = windowBox.xmax
	y0 = windowBox.ymin
	y1 = windowBox.ymax
	z = windowBox.zmax

	viz.startlayer(viz.QUADS)
	viz.texcoord(0,0)
	viz.vertex( x0  , y0 , z )
	viz.texcoord(0,1)
	viz.vertex( x0  , y1, z )
	viz.texcoord(1,1)
	viz.vertex( x1  , y1, z)
	viz.texcoord(1,0)
	viz.vertex( x1  , y0 , z)

	mirrorRight = viz.endlayer( )
	mirrorLeft = mirrorRight.copy()	

	#specify the matrix
	m = viz.Matrix()
	#Try moving the mirror
	#print "z: " + str(z);
	m.setPosition([0, 0, z])
	m.setEuler(0, 0, 0)

	#Apply mirror settings to mirror object
	mirrorPlane.alpha(0.0)
	addMirror(mirrorRight,m,viz.RIGHT_EYE)
	addMirror(mirrorLeft,m,viz.LEFT_EYE)
	
	# Add collision
	mirrorPlane.collideBox()
	
	wall.visible(viz.OFF)
	mirrorRight.visible(viz.OFF)
	mirrorLeft.visible(viz.OFF)
def setStage():
    """Creates grass textured groundplane"""

    ###should set this hope so it builds new tiles if you are reaching the boundary.
    fName = 'C:/VENLAB data/shared_modules/textures/strong_edge.bmp'
    #fName = 'strong_edge.bmp'

    # add groundplane (wrap mode)
    groundtexture = viz.addTexture(fName)
    groundtexture.wrap(viz.WRAP_T, viz.REPEAT)
    groundtexture.wrap(viz.WRAP_S, viz.REPEAT)
    groundtexture.anisotropy(16)

    groundplane = viz.addTexQuad()  ##ground for right bends (tight)
    tilesize = 500
    #planesize = tilesize/5
    planesize = 40
    groundplane.setScale(tilesize, tilesize, tilesize)

    groundplane.setEuler((0, 90, 0), viz.REL_LOCAL)
    #groundplane.setPosition((0,0,1000),viz.REL_LOCAL) #move forward 1km so don't need to render as much.
    matrix = vizmat.Transform()
    matrix.setScale(planesize, planesize, planesize)
    groundplane.texmat(matrix)
    groundplane.texture(groundtexture)
    groundplane.visible(1)

    viz.clearcolor(viz.SKYBLUE)

    return groundplane
Esempio n. 12
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def GenerateStarDome(numStars, pointSize, minRadius, maxRadius, scene=1, yCenter=0):
 #Create a star dome of random points
 viz.startLayer(viz.POINTS)
 viz.pointSize(pointSize)
 for i in range(0, numStars):
  x = random() - 0.5
  y = random() - 0.5
  z = random() - 0.5
  length = math.sqrt(x*x + y*y + z*z)
  rad = vizmat.GetRandom(minRadius,maxRadius)
  x = x / length * rad
  y = y / length * rad
  y += yCenter
  z = z / length * rad
  color = vizmat.GetRandom(0.4,1)
  viz.vertexColor([color,color,color-vizmat.GetRandom(0,0.2)])
  viz.vertex([x, y, z])

 stardome = viz.endLayer()
 stardome.setParent(viz.WORLD, scene=scene)
 stardome.texture( viz.addTexture('particle.rgb') )
 stardome.blendFunc(viz.GL_SRC_ALPHA,viz.GL_DST_ALPHA)
 stardome.enable(viz.POINT_SPRITE)
 stardome.disable(viz.DEPTH_TEST)
 stardome.draworder(-100000)
Esempio n. 13
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def setupPathView ():
	import vizcam
#	viz.MainWindow.ortho(-25,25,-15,20,-1,1)
	viz.MainView.setEuler(0,90,0)
	flmap=viz.add('models/floor_map.IVE')
	flmap.texture(viz.addTexture('textures/map_view.png'),'',0)
	cam = vizcam.PivotNavigate(distance=50)
	cam.centerNode(flmap)
Esempio n. 14
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def loadEndofExperienceSnap():
 globals_oa.EOE_TEXTURE = viz.addTexture(globals_oa.EOE_HIGH_SHOCK_TEXTURE_PATH)
 globals_oa.CANVAS_QUAD.texture(globals_oa.EOE_TEXTURE)
 globals_oa.CANVAS_QUAD.visible(True)
 yield viztask.waitTime(globals_oa.EOE_SNAP_TIME)
 removeZoneSnapShots = globals_oa.EOE_TEXTURE.remove()
 globals_oa.CANVAS_QUAD.visible(False)
 yield viztask.waitActionEnd(globals_oa.EOE_TEXTURE, removeZoneSnapShots)
Esempio n. 15
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def loadAcknowledgment():
 globals_oa.ACKNOWLEDGMENT_QUAD_TEXTURE = viz.addTexture(globals_oa.ACKNOWLEDGMENT_TEXTURE_PATH)
 globals_oa.CANVAS_QUAD.texture(globals_oa.ACKNOWLEDGMENT_QUAD_TEXTURE)
 globals_oa.CANVAS_QUAD.visible(True)

 yield viztask.waitTime(globals_oa.TOTAL_FADING_DRAMA_TIME)
 removeAcknowledgment = globals_oa.ACKNOWLEDGMENT_QUAD_TEXTURE.remove()
 yield viztask.waitActionEnd(globals_oa.ACKNOWLEDGMENT_QUAD_TEXTURE, removeAcknowledgment)
Esempio n. 16
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def loadStuff():
	globals_oa.loadScavengerHuntAssetsCalled = True
#	
	globals_oa.basket = vizfx.addChild(EQUIPMENT_DIRECTORY + 'diveBasketslate.osgb')
	#globals_oa.basket = vizfx.addChild(EQUIPMENT_DIRECTORY + 'diveBasket.osgb')
	#globals_oa.basket.setScale([0.75, 0.85, 0.75]) old basket scale, no shelf
	globals_oa.basket.setScale([0.65, 0.75, 0.65])
	globals_oa.basket.billboard(viz.BILLBOARD_YAXIS)
	globals_oa.slate = globals_oa.basket.getChild('Slate_New.OSGB')
#	globals_oa.slate = vizfx.addChild(EQUIPMENT_DIRECTORY + 'Slate_New.osgb')
#	globals_oa.slate.visible(False)
	
	global pics
	pics = []
	pics.append( viz.addTexture('resources/Ocinebrina Edwardsii_Zone' + str(globals_oa.currentZoneNumber) + '.png') )
	pics.append( viz.addTexture('resources/Octopus_2D.png') )
	pics.append( viz.addTexture('resources/Eel_2D.png') )
	pics.append( viz.addTexture('resources/seagrass.jpg') ) # Get picture of seagrass
	
	global time_text
	time_text = viz.addText3D('', pos = [0, 0, 0])
	time_text.visible(False)
	
	global count_text1
	global count_text2
	global count_text3
	global quad1
	global quad2
	global quad3
	
	quad1 = viz.addTexQuad(size = 0.15)
	quad2 = viz.addTexQuad(size = 0.15)
	quad3 = viz.addTexQuad(size = 0.15)
	count_text1 = viz.addText('found: 0')
	count_text2 = viz.addText('found: 0')
	count_text3 = viz.addText('found: 0')
	
#	quad1.disable(viz.LIGHTING)
#	quad2.disable(viz.LIGHTING)
#	quad3.disable(viz.LIGHTING)
	quad1.disable(viz.FOG)
	quad2.disable(viz.FOG)
	quad3.disable(viz.FOG)
	
	hideBasketAndStuffAttachedToIt()
Esempio n. 17
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def loadTexQuads(num):
	if num == 2:
		globals_oa.CANVAS_QUAD = viz.addTexQuad(size=globals_oa.promptQuadSize, scene=viz.Scene2)
	else:
		globals_oa.CANVAS_QUAD = viz.addTexQuad(size=globals_oa.promptQuadSize)
	globals_oa.CANVAS_QUAD.drawOrder(10000)
	globals_oa.CANVAS_QUAD.disable(viz.DEPTH_TEST)
	globals_oa.CANVAS_QUAD.setPosition(globals_oa.promptQuadPos)
	globals_oa.CANVAS_QUAD_1_TEXTURE = viz.addTexture('resources/card_species.jpg')
	globals_oa.CANVAS_QUAD_1_TEXTURE.hint(viz.PRELOAD_HINT)
	globals_oa.CANVAS_QUAD_2_TEXTURE = viz.addTexture('resources/card_pickup.jpg')
	globals_oa.CANVAS_QUAD_2_TEXTURE.hint(viz.PRELOAD_HINT)
	globals_oa.CANVAS_QUAD_3_TEXTURE = viz.addTexture('resources/divebasketslate.jpg')
	globals_oa.CANVAS_QUAD_3_TEXTURE.hint(viz.PRELOAD_HINT)
	globals_oa.MOVIE_INSTRUCTION_QUAD = viz.addVideo('resources/swim_card.MOV')
	#globals_oa.MOVIE_INSTRUCTION_QUAD.hint(viz.PRELOAD_HINT)
	globals_oa.CANVAS_QUAD.disable(viz.FOG)
	globals_oa.CANVAS_QUAD.visible(False)
Esempio n. 18
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def addSphericalImage( enabled=False, scene=viz.MainScene ):
	landscape = vizshape.addSphere(radius=3.5, flipFaces=True, scene=scene)
	landscape.color(viz.GRAY)
	landscape.emissive(viz.GRAY)
	landscape.setPosition([0.45,1.38,-1.38])
	landscape.alpha(1) if enabled else landscape.alpha(0)

	tex = viz.addTexture('resources/images/parkinglot.jpg')
	landscape.texture(tex)
Esempio n. 19
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	def AddToToolbox (self, tool):
		if len(self._toolbox) < 4:
			if tool == 'mat' and 'mat' in self._toolbox:
				self._feedback = 'oneOnly'
				return False
			obj = viz.addTexQuad(parent=viz.ORTHO, scene=self._window, size=75)
			obj.setParent(self._hud)
			obj.setPosition(-60+len(self._toolbox)*45, 60, 0)
			obj.setScale(1,.4,1)
			tool = self._factory.FilterAddedTool(tool)	# adds 'ful' for 'can' if full
			textur = viz.addTexture('textures/tool_'+tool+'.png', useCache=True)
			textur_sel = viz.addTexture('textures/tool_'+tool+'_sel.png', useCache=True)
			obj.texture(textur)
			self._toolbox[tool] = {'obj': obj, 'tex': textur, 'sel': textur_sel}
			return True
		else:
			self._feedback = 'inventory'
			self.DisplayLocalMessage('inventory')
Esempio n. 20
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def build_env():
    spaceSize = SIZE
    half = SIZE / 2
    borders = [viz.addTexQuad(size=spaceSize) for x in range(6)]
    borders[0].setPosition([half, 0, 0])
    borders[1].setPosition([-half, 0, 0])
    borders[2].setPosition([0, half, 0])
    borders[3].setPosition([0, -half, 0])
    borders[4].setPosition([0, 0, half])
    borders[5].setPosition([0, 0, -half])

    borders[0].setAxisAngle([0, 1, 0, -90])
    borders[1].setAxisAngle([0, 1, 0, 90])
    borders[2].setAxisAngle([1, 0, 0, 90])
    borders[3].setAxisAngle([1, 0, 0, -90])
    borders[4].setAxisAngle([0, 0, 0, 90])
    borders[5].setAxisAngle([0, 0, 0, -90])

    grid = viz.addTexture('grid.png')
    roof = viz.addTexture('roof.png')
    floor = viz.addTexture('floor.png')
    wall = viz.addTexture('wall.png')
    for t in [grid, floor, roof, wall]:
        t.wrap(viz.WRAP_S, viz.REPEAT)
        t.wrap(viz.WRAP_T, viz.REPEAT)

    matrix = vizmat.Transform()
    scale = matrix.getScale()
    scale[0] = scale[1] = SIZE
    matrix.setScale(scale)

    def setTex(b, t):
        b.texture(t, '', 0)
        b.texmat(matrix, '', 0)
        #print(b.getAxisAngle())

    setTex(borders[0], wall)
    setTex(borders[1], wall)
    setTex(borders[4], wall)
    setTex(borders[5], wall)
    setTex(borders[2], roof)
    setTex(borders[3], floor)
Esempio n. 21
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def nextRoundAnimation():
	global nextRoundPlaque, nextRoundSound
	if nextRoundPlaque is None:
		nextRoundPlaque = viz.addTexQuad()
		nextRoundPlaque.texture(viz.addTexture('./Resources/Misc/confetti.jpg'))
		nextRoundSound = nextRoundPlaque.playsound('./Resources/Misc/partyHorn.wav', viz.STOP, volume=0.1)
		nextRoundPlaque.setPosition(NRP_POS)
		nextRoundPlaque.setEuler(180, 0, 0)
		nextRoundPlaque.visible(viz.OFF)
	nextRoundSound.play()
	viztask.schedule(_plaqueAni)
	def __init__(self, save_dir):
		"""Sets the internal variables to their initial conditions.
		
		"""
		
		
		self.previousMatrix = None 
		self.save_dir = save_dir
		self.pos = None
		self.pos_screen_left = None
		self.pos_screen_right = None
		
		self.cross_tex = viz.addTexture('cross.png')
		self.circle_tex = viz.addTexture('circle.png')
		
		self.offset=[0,-10.5]
		self.numCols = 3
		self.numRows = 3
		self.adjustDelta = .4
		
		self.z = 0;
		self.dx = 0
		self.dy = 0
		self.stimScale = 4
	
		self.distance = 100;
		self.grid = None
		self.state = viz.OFF
		
		self.centerVertAngle = math.radians(-12)
		self.centerHorizAngle = math.radians(0)
		
		self.horizAngle = math.radians(9)
		self.vertAngle = math.radians(9)
		
		
		self.pointLocX_pt = [0] * (self.numCols * self.numRows)
		self.pointLocY_pt = [0] * (self.numCols * self.numRows)
	
		## Use the DLL to set up initial settings
		self.importDLL()
Esempio n. 23
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def loadOpeningTitle():
  global boatscene
  boatscene.loadTexQuads(1)
  globals_oa.TITLE_QUAD_TEXTURE = viz.addTexture(globals_oa.OPENING_TITLE_TEXTURE_PATH)
  globals_oa.CANVAS_QUAD.texture(globals_oa.TITLE_QUAD_TEXTURE)
  globals_oa.CANVAS_QUAD.visible(True)
  globals_oa.CANVAS_QUAD.emissive(viz.BLACK)

  yield viztask.waitTime(globals_oa.TOTAL_FADING_DRAMA_TIME - 1.2)

  removeOpeningTitle = globals_oa.TITLE_QUAD_TEXTURE.remove()
  globals_oa.CANVAS_QUAD.visible(False)
Esempio n. 24
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	def AddPanel(self, langu):
		self._hud = viz.addGroup(viz.ORTHO, scene=self._window)
		panel = viz.addTexQuad(parent=viz.ORTHO, scene=self._window, size=200)
		panel.texture(viz.addTexture('textures/panel.png', useCache = True))
		panel.setParent(self._hud)
		self.tag = viz.addTexQuad(parent=viz.ORTHO, scene=self._window, size=200)
		self.tag.texture(viz.addTexture('textures/p'+str(self._player)+'_tag.png', useCache = True))
		self.tag.setParent(self._hud)
		#add the player name as a child of the panel
		self._name = viz.addText(self._name, panel)
		self._name.alignment(viz.ALIGN_CENTER_TOP)
		self._name.font("Segoe UI")
		self._name.color(viz.BLACK)
		self._name.fontSize(14)
		self._name.resolution(.5)
		self._name.setScale(1.5,.75,1)
		self._name.setPosition(3,92,0)
		self._name.setParent(self._hud)
		#add the user feedback message
		self._message = viz.addText('', viz.ORTHO, self._window)
		self._message.alignment(viz.ALIGN_LEFT_TOP)
		self._message.font("Segoe UI")
		self._message.color(viz.BLACK)
		self._message.fontSize(13)
		self._message.resolution(.5)
		self._message.setScale(1.5,.75,1)
		self._message.setPosition(-80,32,0)
		self._message.setParent(self._hud)
		#add the collab icon
		self._collabTextures = [viz.add('textures/signs'+langu+'/collab0.png'), viz.add('textures/signs'+langu+'/collab1.png')]
		self._collabIcon = viz.addTexQuad(parent=viz.ORTHO, scene=self._window, size=150)
		self._collabIcon.texture(self._collabTextures[0])
		self._collabIcon.setParent(self._hud)
		self._collabIcon.drawOrder(20)
		self._collabIcon.setPosition(0, -65, 10)
		self._collabIcon.setScale(1,.4,1)
		self._collabIcon.alpha(0)
		self.ResizePanel()
		#add the info panels
		self.CreateInfoPanels()
Esempio n. 25
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def addArm(texturePath, pathToArm):
#	armPointer = viz.addChild(resources.ARM)
	armPointer = viz.addChild(pathToArm)
	texture = viz.addTexture(texturePath)
	texture.wrap(viz.WRAP_S,viz.REPEAT)
	texture.wrap(viz.WRAP_T,viz.REPEAT)
	armPointer.texture(texture)
	armPointer.emissive([.75, .75, .75])
	armPointer.setScale(resources.ARM_SCALE)
	armPointer.collideBox()
	armPointer.disable(viz.DYNAMICS)
	armPointer.visible(False)
	return armPointer
    def __init__(self, save_dir):
        """Sets the internal variables to their initial conditions.
		
		"""

        self.previousMatrix = None
        self.save_dir = save_dir
        self.pos = None
        self.pos_screen_left = None
        self.pos_screen_right = None

        self.cross_tex = viz.addTexture('cross.png')
        self.circle_tex = viz.addTexture('circle.png')

        self.offset = [0, -10.5]
        self.numCols = 3
        self.numRows = 3
        self.adjustDelta = .4

        self.z = 0
        self.dx = 0
        self.dy = 0
        self.stimScale = 4

        self.distance = 100
        self.grid = None
        self.state = viz.OFF

        self.centerVertAngle = math.radians(-12)
        self.centerHorizAngle = math.radians(0)

        self.horizAngle = math.radians(9)
        self.vertAngle = math.radians(9)

        self.pointLocX_pt = [0] * (self.numCols * self.numRows)
        self.pointLocY_pt = [0] * (self.numCols * self.numRows)

        ## Use the DLL to set up initial settings
        self.importDLL()
def addOutsideLighting(model=MODEL, scene=viz.MainScene):
    scenery = vizshape.addBox([2.8, 2.8, 2.8])
    scenery.emissive(viz.SLATE)
    scenery.setPosition([1.15, 2.34, 4.73])
    tex = viz.addTexture("resources/images/sfview.png")
    scenery.texture(tex)
    scenery.disable(viz.SHADOW_CASTING)

    light = vizfx.addDirectionalLight(scene=SCENE)
    light.quadraticattenuation(1)
    light.intensity(0.2)
    light.setPosition([0.24, 2, 3.73])
    light.setEuler(144, 0, 0)
Esempio n. 28
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def loadStuffAtStartAndHideThemALL():
	global rampTexture
	globals_oa.initBoatCalled = True
	
	if not globals_oa.transportSetUpCalled: transport_vhil.setUp()

	if not globals_oa.loadAudioAssetsCalled: audioCache.loadAudioAssets()
	
	global bigCO2, bigH2O, footprints, bubble, lowPolyMole, highPolyMole
	globals_oa.boat = vizfx.addChild(globals_oa.boatWithMoleculesPath)
	globals_oa.boat.disable(viz.ANIMATIONS)
	globals_oa.boat.setPosition(0,-0.5,-6)
#	globals_oa.boat.hint(viz.PRELOAD_HINT)
	globals_oa.boat.setEuler([-90,0,0])
	oceanFloor = globals_oa.boat.getChild('OceanFloor.osgb')
	oceanFloor.setAnimationSpeed(0.25)
	H2O = globals_oa.boat.getChild('H2O_Molecule_Hovering')
	H2O.setPosition(.1,-0.13,0.05)
#	oceanFloor.visible(False)
	global h2co3molecule
	h2co3molecule = vizfx.addChild(globals_oa.pathToH2CO3molecule)
	h2co3moleculeScale = 7
	h2co3molecule.setScale(h2co3moleculeScale,h2co3moleculeScale,h2co3moleculeScale)
	h2co3molecule.visible(viz.OFF)
	
#	h2co3molecule.setPosition(globals_oa.h2CO3LocationUntilWeChangeAgain)
#	h2co3molecule.setAnimationSpeed(0.1)
#	h2co3molecule.setAnimationTime(8.9)
#	bigCO2 = vizfx.addChild(globals_oa.co2HoveringMoleculePath)
	#bigCO2 = globals_oa.boat.getChild('fallingMoleculeToTouch.OSGB')
	
	bigCO2 = vizfx.addChild(globals_oa.specialCO2)
	bigCO2.setPosition(0,21,20)
	bigCO2.setScale(7,7,7)
	lowPolyMole = bigCO2.getChild('singleCO2_noAnimation.OSGB')
	lowPolyMole.disable(viz.RENDERING)
	highPolyMole = bigCO2.getChild('singleCO2_highPoly.OSGB')
	bubble = bigCO2.getChild('bubble.OSGB')
	bigH2O = globals_oa.boat.getChild('H2Oanimated.OSGB')
	footprintfootprints = globals_oa.boat.getChild('footprints_withText.OSGB')
	#getting the falling molecules from the model and disabling their rendering
	for mole in LIST_OF_FALLING_MOLES:
		node = globals_oa.boat.getChild(mole)
		node.disable(viz.RENDERING)
		
	rampTexture = viz.addTexture(r'resources\whitesquare.jpg')
	
	#Turning off the rendering for preload, only to turn on their rendering in showStuff
	hideStuff()
Esempio n. 29
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    def __init__(self, physEnv, dimensions, axisAngle, position, texPath,
                 texScale, planeABCD):

        # A wall object invludes a specialized node3D
        # This node3D is actually a texQuad

        ################################################################################################
        ################################################################################################
        ## Set variables

        self.dimensions = dimensions
        self.axisAngle = axisAngle
        self.position = position
        self.texPath = texPath
        self.texScale = texScale

        ################################################################################################
        ################################################################################################
        ##  Create node3D: a texture quad

        self.node3D = viz.addTexQuad()
        self.node3D.setScale(dimensions[0], dimensions[1])
        self.node3D.setPosition(position)
        self.node3D.setAxisAngle(axisAngle)
        self.node3D.disable(viz.DYNAMICS)
        self.node3D.enable([viz.LIGHTING, viz.CULL_FACE])

        # Put texture on the quad
        matrix = vizmat.Transform()
        matrix.setScale(
            [dimensions[0] / texScale, dimensions[1] / texScale, texScale])

        self.node3D.texmat(matrix)

        self.texObj = viz.addTexture(texPath)
        self.texObj.wrap(viz.WRAP_T, viz.REPEAT)
        self.texObj.wrap(viz.WRAP_S, viz.REPEAT)
        self.node3D.texture(self.texObj)

        ################################################################################################
        ################################################################################################
        ##  Create physNode plane

        self.physNode = physEnv.makePhysNode('plane', planeABCD)
Esempio n. 30
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    def __init__(self,physEnv,dimensions,axisAngle,position,texPath,texScale,planeABCD):
        
        # A wall object invludes a specialized visNode
        # This visNode is actually a texQuad

        ################################################################################################
        ################################################################################################
        ## Set variables
        
        self.dimensions = dimensions;
        self.axisAngle = axisAngle;
        self.position = position;
        self.texPath = texPath;
        self.texScale = texScale;
        
        ################################################################################################
        ################################################################################################
        ##  Create visNode: a texture quad
        
        self.visNode = viz.addTexQuad()
        self.visNode.setScale(dimensions[0],dimensions[1])
        self.visNode.setPosition(position)
        self.visNode.setAxisAngle(axisAngle)
        self.visNode.disable(viz.DYNAMICS)
        self.visNode.enable([viz.LIGHTING,viz.CULL_FACE])

        # Put texture on the quad  
        matrix = vizmat.Transform()
        matrix.setScale([dimensions[0]/texScale,dimensions[1]/texScale,texScale])
        
        self.visNode.texmat(matrix)
        
        self.texObj = viz.addTexture(texPath)
        self.texObj.wrap(viz.WRAP_T, viz.REPEAT)
        self.texObj.wrap(viz.WRAP_S, viz.REPEAT)
        self.visNode.texture(self.texObj)
        
        ################################################################################################
        ################################################################################################
        ##  Create physNode plane
        
        self.physNode = physEnv.makePhysNode('plane',planeABCD)
Esempio n. 31
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    def __init__(self, physenv, dimensions, axis_angle, position, texture_path, texture_scale, plane_abcd):
        # A wall object invludes a specialized visNode
        # This visNode is actually a texQuad

        ################################################################################################
        ################################################################################################
        # Set variables

        self.dimensions = dimensions
        self.axis_angle = axis_angle
        self.position = position
        self.texture_path = texture_path
        self.texture_scale = texture_scale

        ################################################################################################
        ################################################################################################
        # Create visNode: a texture quad

        self.vis_node = viz.addTexQuad()
        self.vis_node.setScale(dimensions[0], dimensions[1])
        self.vis_node.setPosition(position)
        self.vis_node.setAxisAngle(axis_angle)
        self.vis_node.disable(viz.DYNAMICS)
        self.vis_node.enable([viz.LIGHTING, viz.CULL_FACE])

        # Put texture on the quad  
        matrix = vizmat.Transform()
        matrix.setScale([dimensions[0] / texture_scale, dimensions[1] / texture_scale, texture_scale])

        self.vis_node.texmat(matrix)

        self.texture_object = viz.addTexture(texture_path)
        self.texture_object.wrap(viz.WRAP_T, viz.REPEAT)
        self.texture_object.wrap(viz.WRAP_S, viz.REPEAT)
        self.vis_node.texture(self.texture_object)

        ################################################################################################
        ################################################################################################
        #  Create physNode plane

        self.phys_node = physenv.makePhysNode('plane', plane_abcd)
def setStage():
	
	global groundplane, groundtexture
	
	fName = 'textures\strong_edge.bmp'
	
	# add groundplane (wrap mode)
	groundtexture = viz.addTexture(fName)
	groundtexture.wrap(viz.WRAP_T, viz.REPEAT)
	groundtexture.wrap(viz.WRAP_S, viz.REPEAT)
	
	groundplane = viz.addTexQuad() ##ground for right bends (tight)
	tilesize = 300
	planesize = tilesize/5
	groundplane.setScale(tilesize, tilesize, tilesize)
	groundplane.setEuler((0, 90, 0),viz.REL_LOCAL)
	matrix = vizmat.Transform()
	matrix.setScale( planesize, planesize, planesize )
	groundplane.texmat( matrix )
	groundplane.texture(groundtexture)
	groundplane.visible(1)
Esempio n. 33
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	def __init__ (self, view, color, eyeH):
		self._view = view
#		self._player_matrix = viz.Matrix() #self.view.getMatrix()
		self._avatar = Robot.Steve()
		self._avatar.disable([viz.INTERSECTION, viz.PICKING], op=viz.OP_ROOT)
		self._avatar.head.setScale([1.5,1.5,1.5])
		self._avatar.body_root.setScale([1.5,1.5,1.5])
		#self._avatar.disable(viz.PHYSICS)
		bodyColor = [float(c)/255 for c in color[0]]
		shadeColor= [float(c)/255 for c in color[1]]
		self._avatar.setBodyColor(bodyColor)
		self._avatar.setShadeColor(shadeColor)
#		self._avatar.setTracker(self._player_matrix)
		self._avatar.setTracker(viz.link(self._view, viz.NullLinkable,offset=[0,-0.25,0]))
		self._view.collision(viz.ON)
		self._view.eyeheight(eyeH)
		# add the representation on the map
		self._mapAva = viz.addTexQuad(size=.75)
		#self._mapAva = vizshape.addSphere(.5,10,10)
		self._mapAva.texture(viz.addTexture('textures/mapAva_icon.png'),'',0)
		self._mapAva.color(bodyColor)
		self._updateFunc = vizact.onupdate(0, self.UpdatePlayer)
def addStreetlights(scene=viz.MainScene):
  global sphere, sphere2;
#  pic = viz.addTexture('streetlamp.jpg');
#  sphere = vizshape.addQuad(size=[15, 4],scene=scene)
#  sphere2 = vizshape.addQuad(size=[15, 4],scene=scene)
#  sphere.setPosition([5, 2.5, 5]);
#  sphere2.setPosition([5,2.5,-5]);
#  pic = viz.addTexture('streetlamp.jpg')
#  sphere.texture(pic)
#  sphere.emissive(viz.WHITE)
#  sphere2.texture(pic)
#  sphere2.emissive(viz.WHITE)
  cylinder = vizshape.addCylinder(height=5.0,radius=11,
                 topRadius=None,
                 bottomRadius=None,
                 axis=vizshape.AXIS_Y,
                 slices=20,
                 bottom=True,top=True, flipFaces = True)
  cylinder2 = vizshape.addCylinder(height=5.0,radius=11,
                 topRadius=None,
                 bottomRadius=None,
                 axis=vizshape.AXIS_Y,
                 slices=20,
                 bottom=False,top=False, flipFaces = True)
  cylinder.setPosition([0, 2.5, -3])
  cylinder2.setPosition([0, 2.5, 3])
  pic = viz.addTexture('resources/images/streetlamp.jpg')
  cylinder.texture(pic)
  cylinder.emissive(viz.WHITE)
  cylinder.addAction(vizact.spin(0, 1, 0, -40))
  cylinder2.texture(pic)
  cylinder2.emissive(viz.WHITE)
  cylinder2.addAction(vizact.spin(0, 1, 0, 40))
  global timeToMove, origPOS, endPOS
  timeToMove = 2
  origPOS = [ [5, 2.5, 5] , [5,2.5,-5] ]
  endPOS = [ [-11,2.5,5] , [-11,2.5,-5] ]
  leftLight = makeLight(scene)
  rightLight = makeLight(scene)
Esempio n. 35
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def addGroundPlane():
    """adds a scene"""

    fName = 'C:/VENLAB data/shared_modules/textures/strong_edge.bmp'

    # add groundplane (wrap mode)
    groundtexture = viz.addTexture(fName)
    groundtexture.wrap(viz.WRAP_T, viz.REPEAT)
    groundtexture.wrap(viz.WRAP_S, viz.REPEAT)

    groundplane = viz.addTexQuad()  ##ground for right bends (tight)
    tilesize = 300
    planesize = tilesize / 5
    groundplane.setScale(tilesize, tilesize, tilesize)
    groundplane.setEuler((0, 90, 0), viz.REL_LOCAL)
    matrix = vizmat.Transform()
    matrix.setScale(planesize, planesize, planesize)
    groundplane.texmat(matrix)
    groundplane.texture(groundtexture)
    groundplane.visible(1)

    viz.clearcolor(viz.SKYBLUE)
Esempio n. 36
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def define_table():
    """
        Zusammenbau des Tischs.
        Quelle: Herr Hofmann
    """
    table1_plate = vizshape.addBox(size=[2, 0.1, 2], pos=[0, 1, 5], alpha=1)
    table1_plate.collideBox()
    table1_plate.disable(viz.DYNAMICS)
    table1_foot1 = vizshape.addBox(size=[0.25, 1, 0.25],
                                   pos=[0.7, 0.5, 4.5],
                                   alpha=1)
    table1_foot1.collideBox()
    table1_foot1.disable(viz.DYNAMICS)
    table1_foot2 = vizshape.addBox(size=[0.25, 1, 0.25],
                                   pos=[-0.7, 0.5, 5.5],
                                   alpha=1)
    table1_foot2.collideBox()
    table1_foot2.disable(viz.DYNAMICS)
    table1_foot3 = vizshape.addBox(size=[0.25, 1, 0.25],
                                   pos=[-0.7, 0.5, 4.5],
                                   alpha=1)
    table1_foot3.collideBox()
    table1_foot3.disable(viz.DYNAMICS)
    table1_foot4 = vizshape.addBox(size=[0.25, 1, 0.25],
                                   pos=[0.7, 0.5, 5.5],
                                   alpha=1)
    table1_foot4.collideBox()
    table1_foot4.disable(viz.DYNAMICS)

    podest = vizshape.addBox(
        size=[1.3, 0.65, 1.7],  #Podest für omnRobh
        pos=[-1.9, 0, 5.0],
        alpha=1)
    podest.color(.5, .5, .7)

    #KUKA-Logo

    logo = vizshape.addBox(size=[2.4, 2.0, 0.01], pos=[0, 4.0, 7], alpha=1)
    logo.texture(viz.addTexture('logo.jpg'))

    # Textures
    table1_plate.texture(viz.addTexture('Maserung.jpg'))
    table1_foot1.texture(viz.addTexture('Maserung.jpg'))
    table1_foot2.texture(viz.addTexture('Maserung.jpg'))
    table1_foot3.texture(viz.addTexture('Maserung.jpg'))
    table1_foot4.texture(viz.addTexture('Maserung.jpg'))
Esempio n. 37
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def setStage():

    global groundplane, groundtexture

    ###should set this hope so it builds new tiles if you are reaching the boundary.
    fName = 'textures\strong_edge.bmp'

    # add groundplane (wrap mode)
    groundtexture = viz.addTexture(fName)
    groundtexture.wrap(viz.WRAP_T, viz.REPEAT)
    groundtexture.wrap(viz.WRAP_S, viz.REPEAT)

    groundplane = viz.addTexQuad()  ##ground for right bends (tight)
    tilesize = 5000  #300 #F***ING MASSIVE
    planesize = tilesize / 5
    groundplane.setScale(tilesize, tilesize, tilesize)
    groundplane.setEuler((0, 90, 0), viz.REL_LOCAL)
    #groundplane.setPosition((0,0,1000),viz.REL_LOCAL) #move forward 1km so don't need to render as much.
    matrix = vizmat.Transform()
    matrix.setScale(planesize, planesize, planesize)
    groundplane.texmat(matrix)
    groundplane.texture(groundtexture)
    groundplane.visible(1)
Esempio n. 38
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    def _setup_clip_plane(self):
        """
		Create a plane with a sissors logo, a grid and a grey back.
		"""
        # Create the white center plane
        self._clip_plane = vizshape.addPlane(size=(.103, .103),
                                             axis=vizshape.AXIS_Y,
                                             cullFace=False,
                                             cornerRadius=0.0025,
                                             lighting=False)
        # Create the back side
        back = vizshape.addPlane(size=(.103, .103),
                                 axis=vizshape.AXIS_Y,
                                 cullFace=False,
                                 cornerRadius=0.0025,
                                 lighting=False,
                                 color=(0.7, 0.7, 0.7),
                                 parent=self._clip_plane)
        back.setPosition([0, 0.002, 0])
        # Create the front side with the sissors logo
        sissors = vizshape.addPlane(size=(.08, .08),
                                    axis=vizshape.AXIS_Y,
                                    cullFace=False,
                                    lighting=False,
                                    parent=self._clip_plane)
        sissors.setPosition([0, -0.002, 0])
        tex = viz.addTexture('assets/sissors.png')
        sissors.texture(tex)
        # Create the grid so the user sees better where the cut goes
        grid = vizshape.addGrid(size=(.5, .5),
                                step=.01,
                                boldStep=0.0,
                                axis=vizshape.AXIS_Y,
                                lighting=False,
                                parent=self._clip_plane)
        # Hide the objects until the clipping function is activated
        self._clip_plane.visible(False)
Esempio n. 39
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    def _setup_environment(self):
        """
		Setup all objects to create the environments. Environments can be switched with the R key on the keyboard.
		"""
        # Add the comfortable "kitchen" room
        self._room = viz.addChild("Room.osgb")
        self._room.setScale(.01, .01, .01)

        # Create the clean "ground" environment (just a white round ground).
        # This environment isn't saved in a osgb file, because the lights couldn't be configured to use the light group 1 instead of 0.
        # Only 8 lights are allowed per light group. Room has already 8 lights.
        img = viz.addTexture('assets/ground.png')
        self._ground = vizshape.addQuad()
        self._ground.setScale(6, 6, 6)
        self._ground.setEuler(0, 90, 0)
        self._ground.texture(img)
        # Create the lights for the "ground" envirtonment.
        light_positions = [
            [0, 5, 0],  # From top
            [0, -5, 0],  # From bottom
            [3, 1.5, 0],
            [-3, 1.5, 0],
            [0, 1.5, 3],
            [0, 1.5, -3]
        ]
        for light_position in light_positions:
            light = viz.addLight(group=1)
            light.setParent(self._ground)
            light.spread(45)
            light.intensity(1)
            light.spotexponent(3)
            light.setPosition(light_position, mode=viz.ABS_GLOBAL)
            light.lookAt(self._ground.getPosition())

        # Hide the second environment until the environment gets changed
        self._ground.visible(False)
Esempio n. 40
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def addAvatar():
    global shader, avatar, num, link
    global ghostAvatar
    global gender
    if gender == 0:
        avatar = viz.add("tweaked/female_050912/CC2_m002_hipoly_A3.cfg")
        if skin == 9:
            texture = viz.addTexture("skin_tones/010.png")
            texture.wrap(viz.WRAP_S, viz.REPEAT)
            texture.wrap(viz.WRAP_T, viz.REPEAT)
        else:
            texture = viz.addTexture("skin_tones/00" + skinChoices[skin] + ".png")
            texture.wrap(viz.WRAP_S, viz.REPEAT)
            texture.wrap(viz.WRAP_T, viz.REPEAT)
        avatar.texture(texture)
        avatar.emissive([0.75, 0.75, 0.75])
        ghostAvatar = viz.add("tweaked/female_050912/CC2_m002_hipoly_A3.cfg")
    else:
        avatar = viz.add("tweaked/Male_New/CC2_m002_hipoly_A3.cfg")
        if skin == 9:
            texture = viz.addTexture("skin_tones/010.png")
            texture.wrap(viz.WRAP_S, viz.REPEAT)
            texture.wrap(viz.WRAP_T, viz.REPEAT)
        else:
            texture = viz.addTexture("skin_tones/00" + skinChoices[skin] + ".png")
            texture.wrap(viz.WRAP_S, viz.REPEAT)
            texture.wrap(viz.WRAP_T, viz.REPEAT)
        avatar.texture(texture)
        avatar.emissive([0.75, 0.75, 0.75])
        ghostAvatar = viz.add("tweaked/Male_New/CC2_m002_hipoly_A3.cfg")
    ghostAvatar.visible(viz.OFF)

    avatar.neck = avatar.getBone("Bip01 Neck")
    avatar.head = avatar.getBone("Bip01 Head")
    avatar.head.lock()

    # Initialize Avatar bones
    if USE_HMD:
        bone = None
        pptExtension.mAvatarBones = avatar.getBoneList()
        numBones = len(pptExtension.mAvatarBones)
        for i in range(0, numBones):
            bone = pptExtension.mAvatarBones[i]
            bone.lock()  # Disable automatic bone animatics on
            pptExtension.mAvatarBoneNames.append(bone.getName())
            pptExtension.mAvatarBonePositions.append(bone.getPosition(viz.ABS_GLOBAL))
    else:
        bone.lock()  # Disable automatic bone animation
        pptSimulation.mAvatarBoneNames.append(bone.getName())
        pptSimulation.mAvatarBonePositions.append(bone.getPosition(viz.ABS_GLOBAL))
    ghostAvatarBones = ghostAvatar.getBoneList()
    for i in range(0, numBones):
        bone = ghostAvatarBones[i]
        bone.lock()

    avatar.state(1)
    avatar.setEuler([180.0, 0.0, 0.0])
    ghostAvatar.setEuler([180.0, 0.0, 0.0])

    avatar.setPosition([0, 0.0, -2])
    ghostAvatar.setPosition([0, 0.0, -2])

    num += 1
    if num >= NUM_AVATARS:
        num = 0

        # Add finger collisions
    leftFingerBones = ["Bip01 L Finger1Nub", "Bip01 L Finger2Nub", "Bip01 L Finger3Nub", "Bip01 L Finger4Nub"]
    # fingerBones.extend(['Bip01 R Finger1Nub', 'Bip01 R Finger2Nub', 'Bip01 R Finger3Nub', 'Bip01 R Finger4Nub'])
    rightFingerBones = ["Bip01 R Finger1Nub", "Bip01 R Finger2Nub", "Bip01 R Finger3Nub", "Bip01 R Finger4Nub"]

    # for bone in fingerBones:
    for bone in leftFingerBones:
        finColObj = vizshape.addSphere(radius=0.005)
        viz.link(avatar.getBone(bone), finColObj)
        finColObj.collideSphere()
        finColObj.disable(viz.DYNAMICS)
        finColObj.disable(viz.RENDERING)
        leftHandIDs.append(finColObj.id)

    for bone in rightFingerBones:
        finColObj = vizshape.addSphere(radius=0.005)
        viz.link(avatar.getBone(bone), finColObj)
        finColObj.collideSphere()
        finColObj.disable(viz.DYNAMICS)
        finColObj.disable(viz.RENDERING)
        rightHandIDS.append(finColObj.id)
Esempio n. 41
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    def addTrench(self):
        trench = viz.addGroup()

        leftWall = vizshape.addBox(size=[200, 200, 20000])
        rightWall = vizshape.addBox(size=[200, 200, 20000])
        floor = vizshape.addBox(size=[200, 2, 20000])
        ceiling = vizshape.addBox(size=[200, 2, 20000])

        m = viz.Matrix()
        m.postTrans(-200, 50, 2500)
        leftWall.setMatrix(m)

        m = viz.Matrix()
        m.postTrans(200, 50, 2500)
        rightWall.setMatrix(m)

        m = viz.Matrix()
        m.postTrans(0, -50, 2500)
        floor.setMatrix(m)

        m = viz.Matrix()
        m.postTrans(0, 125, 2000)
        ceiling.setMatrix(m)

        trenchTex = viz.addTexture('trench2.jpg')
        leftWall.texture(trenchTex)
        rightWall.texture(trenchTex)
        floor.texture(trenchTex)

        ceiling.visible(viz.OFF)

        leftWall.setParent(trench)
        rightWall.setParent(trench)
        floor.setParent(trench)
        ceiling.setParent(trench)

        obs1 = vizshape.addBox(size=[400, 175, 50])
        obs1.setPosition(0, 60, 650)
        obs1.texture(trenchTex)
        obs1.setParent(trench)

        obs2 = vizshape.addBox(size=[250, 150, 50])
        obs2.setPosition(-60, 0, 750)
        obs2.texture(trenchTex)
        obs2.setParent(trench)

        obs3 = vizshape.addBox(size=[400, 125, 50])
        obs3.setPosition(0, -60, 950)
        obs3.texture(trenchTex)
        obs3.setParent(trench)

        obs4_1 = vizshape.addBox(size=[400, 100, 50])
        obs4_1.setPosition(0, 100, 1100)
        obs4_1.texture(trenchTex)
        obs4_1.setParent(trench)

        obs4_2 = vizshape.addBox(size=[400, 75, 50])
        obs4_2.setPosition(0, -10, 1100)
        obs4_2.texture(trenchTex)
        obs4_2.setParent(trench)

        obs5_1 = vizshape.addBox(size=[75, 200, 1000])
        obs5_1.setPosition(50, 0, 2000)
        obs5_1.texture(trenchTex)
        obs5_1.setParent(trench)

        obs5_2 = vizshape.addBox(size=[75, 200, 1000])
        obs5_2.setPosition(-50, 0, 2000)
        obs5_2.texture(trenchTex)
        obs5_2.setParent(trench)

        obs6_1 = vizshape.addBox(size=[400, 100, 1000])
        obs6_1.setPosition(0, 100, 3000)
        obs6_1.texture(trenchTex)
        obs6_1.setParent(trench)

        obs6_2 = vizshape.addBox(size=[400, 50, 1000])
        obs6_2.setPosition(0, -10, 3000)
        obs6_2.texture(trenchTex)
        obs6_2.setParent(trench)

        obs7_1 = vizshape.addBox(size=[75, 200, 1000])
        obs7_1.setPosition(50, 0, 4000)
        obs7_1.texture(trenchTex)
        obs7_1.setParent(trench)

        obs7_2 = vizshape.addBox(size=[75, 200, 1000])
        obs7_2.setPosition(-50, 0, 4000)
        obs7_2.texture(trenchTex)
        obs7_2.setParent(trench)

        obs8_1 = vizshape.addBox(size=[400, 100, 1000])
        obs8_1.setPosition(0, 100, 5000)
        obs8_1.texture(trenchTex)
        obs8_1.setParent(trench)

        obs8_2 = vizshape.addBox(size=[400, 50, 1000])
        obs8_2.setPosition(0, -10, 5000)
        obs8_2.texture(trenchTex)
        obs8_2.setParent(trench)

        obs9 = vizshape.addBox(size=[200, 200, 1000])
        obs9.setPosition(-50, 0, 6000)
        obs9.texture(trenchTex)
        obs9.setParent(trench)

        obs10 = vizshape.addBox(size=[200, 200, 1000])
        obs10.setPosition(0, 100, 7000)
        obs10.texture(trenchTex)
        obs10.setParent(trench)

        obs11 = vizshape.addBox(size=[200, 200, 1000])
        obs11.setPosition(50, 0, 8000)
        obs11.texture(trenchTex)
        obs11.setParent(trench)

        obs12_1 = vizshape.addBox(size=[200, 200, 1000])
        obs12_1.setPosition(0, -100, 9000)
        obs12_1.texture(trenchTex)
        obs12_1.setParent(trench)

        obs12_2 = vizshape.addBox(size=[200, 100, 1000])
        obs12_2.setPosition(0, 100, 9000)
        obs12_2.texture(trenchTex)
        obs12_2.setParent(trench)

        obs13_1 = vizshape.addBox(size=[200, 200, 1000])
        obs13_1.setPosition(0, -100, 10000)
        obs13_1.texture(trenchTex)
        obs13_1.setParent(trench)

        obs13_2 = vizshape.addBox(size=[150, 100, 1000])
        obs13_2.setPosition(50, 50, 10000)
        obs13_2.texture(trenchTex)
        obs13_2.setParent(trench)

        obs13_1 = vizshape.addBox(size=[200, 200, 1000])
        obs13_1.setPosition(0, -100, 11000)
        obs13_1.texture(trenchTex)
        obs13_1.setParent(trench)

        obs13_2 = vizshape.addBox(size=[150, 100, 1000])
        obs13_2.setPosition(60, 50, 11000)
        obs13_2.texture(trenchTex)
        obs13_2.setParent(trench)

        obs13_3 = vizshape.addBox(size=[200, 100, 1000])
        obs13_3.setPosition(0, 100, 11000)
        obs13_3.texture(trenchTex)
        obs13_3.setParent(trench)

        return trench
Esempio n. 42
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def add(avatar, appendage, skinChoices, skin, controlSchema):
	global isCube1, isCube2, thirdAppendage, usingInvisibleRod
	
	thirdAppendageHorn = viz.addGroup()

	if(appendage == 0):
		#Third Arm
		usingInvisibleRod = False
		thirdAppendage = viz.addChild(resources.ARM)
		if skin == 9:
			texture = viz.addTexture("skin_tones/010.png")
			texture.wrap(viz.WRAP_S,viz.REPEAT)
			texture.wrap(viz.WRAP_T,viz.REPEAT)
		else:
			texture = viz.addTexture("skin_tones/00" + skinChoices[skin] + ".png")
			texture.wrap(viz.WRAP_S,viz.REPEAT)
			texture.wrap(viz.WRAP_T,viz.REPEAT)
		thirdAppendage.texture(texture)
		thirdAppendage.emissive([.75, .75, .75])
		thirdAppendage.setScale(resources.ARM_SCALE)
	elif(appendage == 1):
		#Cylinder
		usingInvisibleRod = False
		thirdAppendage = viz.addChild(resources.CYLINDER)
		thirdAppendage.setScale(resources.ARM_SCALE)
#	elif(appendage == 2):
#		#Floating hand
#		usingInvisibleRod = True
#		thirdAppendage = viz.addChild(resources.FLOATING_HAND)
#		thirdAppendage.setScale(resources.ARM_SCALE)
#		if skin == 9:
#			texture = viz.addTexture("skin_tones/010.png")
#			texture.wrap(viz.WRAP_S,viz.REPEAT)
#			texture.wrap(viz.WRAP_T,viz.REPEAT)
#		else:
#			texture = viz.addTexture("skin_tones/00" + skinChoices[skin] + ".png")
#			texture.wrap(viz.WRAP_S,viz.REPEAT)
#			texture.wrap(viz.WRAP_T,viz.REPEAT)
#		thirdAppendage.texture(texture)
#		thirdAppendage.emissive([.75, .75, .75])
#	elif(appendage ==3):
#		#Floating Chunk
#		usingInvisibleRod = True
#		thirdAppendage = viz.addChild(resources.FLOATING_CHUNK)
#		thirdAppendage.setScale(resources.ARM_SCALE)
	thirdAppendage.setParent(thirdAppendageHorn)
	global tahLink
	tahLink = viz.link(avatar.getBone('Bip01 Spine'), thirdAppendageHorn)
	global offsetOp
	offsetOp = tahLink.preTrans([0, 0.3, 0.1])
	tahLink.preEuler([-90.0, 0.0, 0.0])

	thirdAppendage.collideBox()
	thirdAppendage.disable(viz.DYNAMICS)
	TouchCube.thirdAppendage = thirdAppendage
	
	# EXTENSION: Add third appendage movement via intersense cube
	isense = viz.add('intersense.dle')
	isCube1 = isense.addTracker(port=6)
	isCube2 = isense.addTracker(port=7)
	
	# Link cubes
	pptextensionDK2.isCube1 = isCube1
	pptextensionDK2.isCube2 = isCube2

	
	# Setup thirdarm updating.
	#vizact.onupdate(0, updateThirdArm)
	
	#Control schema switch
	if (controlSchema == 0):
		vizact.onupdate(0, controlWithWristRotation)
	elif (controlSchema == 1):
		setupBimanualAsymmetricControl()
Laptop.setScale([.03,.03,.03])
Laptop.setEuler([-10,0,0])

avatar = viz.addAvatar('vcc_male2.cfg',pos=[-5.7,-5.2,0])
avatar.state(1)
sofa=viz.addChild('F:\Objects\max\obj2.ive')
sofa.setScale([.030,.030,.030])
sofa.setPosition([-9.2,0.15,-0])
sofa.setEuler([-90,0,0])

#stand=viz.addChild('F:\Objects\max\obj1.ive')
#stand.setScale([.00030,.00030,.00030])
#stand.setPosition([-0,0.15,-0])
#stand.setEuler([0,0,0])

shadow_texture = viz.addTexture('shadow.png')
shadow = vizshape.addQuad(parent=avatar,axis=vizshape.AXIS_Y)
shadow.texture(shadow_texture)
shadow.zoffset()
avatarMove = [[-5.7,-5.2,300],[-5.7,6.5,270],[0,8,0],[5.7,6.5,70],[5.7,2.6,70],[5.7,1,130]]
actions = []
RandomWait = vizact.waittime(vizact.randfloat(0,0))

for loc in avatarMove:
	
	if loc == avatarMove[2]:
		RandomWait = vizact.waittime(vizact.randfloat(5,10))
	else:
		RandomWait = vizact.waittime(vizact.randfloat(0,0))
	
	actions.append(vizact.method.playsound('footsteps.wav',viz.LOOP))
Esempio n. 44
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vizact.onupdate(0, UpdateTexture)

global hmd
view = viz.addView
hmd = oculus.Rift()
hmd.getSensor()

# Setup navigation node and link to main view
#this code is unique from previous revisions
global navigationNode
navigationNode = viz.addGroup()
viewLink = viz.link(navigationNode, viz.MainView)
viewLink.preMultLinkable(hmd.getSensor(), mask=viz.LINK_ORI)
#######################################

im = viz.addTexture('Logo_final.jpg')
#im2 = viz.addTexture('Logo_final.jpg')

background = viz.addTexQuad()
background.setPosition(0, 2, 6)
background.setScale(21, 7, 1)
background.texture(im)

roof = viz.addTexQuad()
roof.setPosition(0.5, 2.9, -4)
roof.setEuler(0, 90, 0)
roof.setScale(6, 12, 1)
#roof.texture(im2)

hmrl = viz.addChild('HMRL9.osgb')
hmrl.setPosition(0, 0, 0)
Esempio n. 45
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#open data file & record par data
def Data():
    global datafile
    datafile = open("NewAngleData/%d.txt" % (IDNum), "w")
    datafile.write("Participant %d " % (IDNum))
    datafile.write('\n')
    datafile.write("Age EyeHeight Gender Units")
    datafile.write('\n')
    datafile.write("%d " % (age))
    datafile.write("%d " % (EHNum))
    datafile.write("%s " % (data.gender))
    datafile.write("%s" % (data.units))


#Load textures
plaster = viz.addTexture('CeilingLarge.jpg')
wallpaper = viz.addTexture('WallpaperLarge.jpg')
wallpaperlong = viz.addTexture('WallpaperLong.jpg')
carpet = viz.addTexture('CarpetLarge3.jpg')
wood = viz.addTexture('Door.jpg')
mask_img = viz.addTexture('Masktiny.jpg')

#Create skylight
viz.MainView.getHeadLight().disable()
sky_light = viz.addLight(euler=(0, 90, 0))  #euler = yaw, pitch, roll
sky_light.position(2, 0, -1, 0)
sky_light.color(viz.WHITE)
sky_light.intensity(2)

#Create backlight
back_light = viz.addLight(euler=(0, 215, 0))  #euler = yaw, pitch, roll
Esempio n. 46
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#check vizard4/bin/vizconfig to change which monitor displays the VR window
viz.splashScreen('C:\Users\Gelsey Torres-Oviedo\Desktop\VizardFolderVRServer\Logo_final.jpg')
viz.go(
#viz.FULLSCREEN
)

view = viz.addView
hmd = oculus.Rift()
hmd.getSensor
viz.link(hmd.getSensor(),viz.MainView)
viz.MainView.collision(viz.ON) 
viz.MainView.collisionBuffer(0.5)
viz.fov(90)

im = viz.addTexture('801109.jpg')
im2 = viz.addTexture('galaxy.jpg')

background = viz.addTexQuad()
background.setPosition(0,2,6)
background.setScale(21,7,1)
background.texture(im)

roof = viz.addTexQuad()
roof.setPosition(0.5,2.9,-4)
roof.setEuler(0,90,0)
roof.setScale(6,12,1)
roof.texture(im2)

#sky = viz.addChild('sky_day.osgb')
#ground = viz.addChild('ground_grass.osgb')
Esempio n. 47
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                         font='Times New Roman')
text3D_GL = viz.addText3D('GEEKLAB',
                          pos=[0.0, 1.48, 2],
                          align=viz.ALIGN_CENTER_BOTTOM,
                          color=viz.WHITE,
                          scale=[0.18, 0.2, 1],
                          font='Times New Roman')
text3D_nagnao = viz.addText3D('NAGANO',
                              pos=[0.00, 1.19, 2],
                              align=viz.ALIGN_CENTER_BOTTOM,
                              color=viz.WHITE,
                              scale=[0.17, 0.2, 1],
                              font='Times New Roman')

# 画像の表示
pic = viz.addTexture('resource/logo.png')
quad = viz.addTexQuad()
quad.setSize([500 * 0.002, 688 * 0.002])
quad.setPosition([0, 1.8, 1.98])  #put quad in view
quad.texture(pic)
quad.alpha(0)


def Logo():
    '''ロゴの表示'''
    viztask.schedule(logo_start())


def logo_start():
    sound = viz.addAudio('sound/Omega-FlyHyperspace.wav')
    sound.play()
Esempio n. 48
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def displayHeatmap(project=True):
    '''
	 - Load accumulated view textures
	 - Add cube projector with given textures and shader converting intensities to heat map colors
	 - Let projector affect scene
	 - auto_update = True will set the shader uniforms automatically each frame
	'''
    import viz
    import vizact
    import vizcam

    viz.setMultiSample(4)

    viz.go()

    #vizcam.WalkNavigate()

    if project:
        piazza = viz.addChild('piazza.osgb')

        cube_textures = {
            viz.POSITIVE_X: viz.addTexture('accumulated_p_x.bmp'),
            viz.NEGATIVE_X: viz.addTexture('accumulated_n_x.bmp'),
            viz.POSITIVE_Y: viz.addTexture('accumulated_p_y.bmp'),
            viz.NEGATIVE_Y: viz.addTexture('accumulated_n_y.bmp'),
            viz.POSITIVE_Z: viz.addTexture('accumulated_p_z.bmp'),
            viz.NEGATIVE_Z: viz.addTexture('accumulated_n_z.bmp')
        }

        heat_projector = HeatmapVisualizer(cube_textures, auto_update=True)
        heat_projector.setPosition(viz.MainView.getPosition())
        heat_projector.affect(piazza)

        ## GUI for manipulation of the output heatmap

        i_slider = viz.addSlider()
        i_x = 1.0 - i_slider.getBoundingBox().width / 2.0
        i_y = 0.0 + i_slider.getBoundingBox().height / 2.0
        i_slider.setPosition([i_x, i_y, 0])
        i_slider.set(0.5)

        i_text = viz.addText('intensity scale', parent=viz.SCREEN)
        i_text.setPosition([
            i_x - i_text.getBoundingBox().width / 2 -
            i_slider.getBoundingBox().width / 2, 0.01, 0.0
        ])
        i_text.setScale([0.4, 0.4, 1.0])

        def onSlider(obj, pos):
            if obj == i_slider:
                heat_projector.setIntensityScale(pos + 0.5)

        viz.callback(viz.SLIDER_EVENT, onSlider)
    else:
        import vizshape

        env = viz.addEnvironmentMap(
            'accumulated.bmp',
            faces=['_p_x', '_n_x', '_p_y', '_n_y', '_p_z', '_n_z'])

        sb = vizshape.addSkyBox()
        sb.texture(env)
Esempio n. 49
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import Message_V2

from Annotations import AnnotationManager
from DataSet import *
import Gradient

import TransferFunction_V2 as TransferFunction

import math

import SponsorOverlay

import UVWTransform

sponsor_overlay = SponsorOverlay.SponsorOverlay( viz.addTexture('RowanLogos\\VRLabTitle.png') )

messageManager = MessageManager()

#Create shaders
shader_gradient = GShader_Histogram_Lighting()
shader_transfer = GShader_Transfer()

#data = dataHeadScanSpindles
data = dataFullBodyThresholded
#data = dataSiemensHighRes_Masked

#Create Volumetric Texture
textureList = T3DLoading.loadImages( data.imageDirectory )
texDescriptor = T3DLoading.VizTextureDescriptor()
texDescriptor.populateFromVizTexture( textureList[0] )
Esempio n. 50
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import viz
import vizact
viz.go()

viz.clearcolor(viz.SLATE)

#Create a quad to display texture
quad = viz.addTexQuad(pos=[0,1.8,3])

#Create texture with repeating wrap mode
tex = viz.addTexture('images/tile_grass.jpg', wrap=viz.REPEAT)
tex.pos = 0

#Apply texture to quad
quad.texture(tex)

ANIMATE_SPEED = 0.1

def animateTexture():
    #Increment texture position
    tex.pos += ANIMATE_SPEED * viz.elapsed()

    #Create transform for texture
    mat = viz.Transform()
    mat.setTrans(tex.pos,0,0)

    #Apply transform to texture
    quad.texmat(mat)

vizact.ontimer(0,animateTexture)
import viz
import vizmat

viz.go()
#create two textures

# background color
viz.clearcolor(viz.SKYBLUE)

fName = 'textures\\strong_edge_redoutline.bmp'
gtexture = viz.addTexture(fName)
gtexture.wrap(viz.WRAP_T, viz.REPEAT)
gtexture.wrap(viz.WRAP_S, viz.REPEAT)

gplane1 = viz.addTexQuad()  ##
tilesize = 5

planesize = tilesize / 5.0
gplane1.setScale(tilesize, tilesize * 2, tilesize)
gplane1.setEuler((0, 90, 0), viz.REL_LOCAL)

texture_z_size = tilesize * 2

matrix = vizmat.Transform()
matrix.setScale(planesize, planesize * 2, planesize)
gplane1.texmat(matrix)
gplane1.texture(gtexture)
gplane1.visible(1)

#create second texture
fName2 = 'textures\\strong_edge_blueoutline.bmp'
keepsize = settings[u'keepsize'][0]
cuelen = settings[u'cuelen'][0]
textList = settings[u'controlCommand']
textposition = settings[u'textposition']
position = settings[u'position']
#framerate = settings[u'framerate'][0]
framerate = 60.0
cueseries = settings[u'cueSeries']

#Set the video window size

videoSquareSize = [12.8, 7.2]
videoSquarePos = [0, 0, 19]
viz.setMultiSample(4)

pic = viz.addTexture('texture.jpg')

viz.window.setFullscreenMonitor(viz.AUTO_COMPUTE)
viz.go(viz.FULLSCREEN)
viz.MainWindow.fov(60)
viz.MainView.setPosition(0, 0, 3)

attitudeDirector = viz.addChild('attitude.obj')
attitudeDirector.setPosition(0, 0, 14)
attitudeDirector.color([0, 1, 0])
attitudeDirector.setAxisAngle([0, 1, 0, 90])
attitudeDirector.setScale([0.2, 0.2, 0.2])
attitudeDirector.visible(viz.ON)

quadBack = viz.addTexQuad(size=videoSquareSize)
quadBack.setPosition(videoSquarePos)
Esempio n. 53
0
    def __init__(self):
        self.mylight = viz.addLight()
        self.mylight.position(9, 500, -25)
        self.mylight.color(.3, .3, .3)
        # base class constructor
        self.boolean = False
        viz.EventClass.__init__(self)
        self.callback(viz.TIMER_EVENT, self.onTimer)
        self.starttimer(1, 1 / 5.0, viz.FOREVER)
        self.cyl1hei = 0
        self.bZ = 0
        self.startbZ = 0
        self.ang = 10
        self.tower = 1
        self.score = 0
        self.life = 5
        self.t = viz.addText("Score:" + "" + ` self.score `,
                             viz.SCREEN,
                             pos=[0, 0, 0])
        self.t.fontSize(100)
        self.t.font('Chiller')
        self.t1 = viz.addText("Lives:" + "" + ` self.life `,
                              viz.SCREEN,
                              pos=[0.8, 0, 0])
        self.t1.fontSize(100)
        self.t1.font('Chiller')
        self.bullet = None

        # Load texture
        pic = viz.addTexture('start.jpg')
        # Create surface to wrap the texture on
        self.start = viz.addTexQuad()
        mat = viz.Matrix()
        mat.postScale(1.995, 1.5, 1.5)
        self.start.setMatrix(mat)
        self.start.setPosition([0, 0, 0])  #put quad in view
        # Wrap texture on quad
        self.start.texture(pic)
        self.t1.remove()
        self.t.remove()

        #snow
        self.bigSnowman = Model('snowman\\model.dae')
        self.snowman = Model('snowman\\model.dae')
        self.glacier = Model('glacier\\model.dae')
        self.bigGlacier = Model('glacier\\model.dae')
        self.bigSnowman.setOrientation(8, .1, 5, .5, -50)
        self.snowman.setOrientation(3.1, .1, .7, .2, 75)
        self.glacier.setOrientation(7, .1, 2, .2, -90)
        self.bigGlacier.setOrientation(2.7, .1, 4.5, .32, 0)

        #desert
        self.bigPyr = Model('pyramidsmooth\\model.dae')
        self.pyr = Model('pyramidsmooth\\model.dae')
        self.sphinx = Model('sphinx\\model.dae')
        self.bigSphinx = Model('sphinx\\model.dae')
        self.bigPyr.setOrientation(7.3, -0.2, 12, .7, -50)
        self.pyr.setOrientation(8, -0.2, 17, .4, 75)
        self.sphinx.setOrientation(5.5, 0.2, 15.1, .6, 0)
        self.bigSphinx.setOrientation(2.9, 0.1, 10, 2, -90)

        #city
        self.city = Model('city\\model.dae')
        self.sCity = Model('city\\model.dae')
        self.empstbu = Model('empire\\model.dae')
        self.skyskr = Model('skyskraper\\model.dae')
        self.towe = Model('tower\\model.dae')
        self.city.setOrientation(14, 0.2, 9.8, .0087, 0)
        self.sCity.setOrientation(13, 0.2, 13.4, .006, 180)
        self.empstbu.setOrientation(14.8, -0.1, 15.17, .0082, 0)
        self.skyskr.setOrientation(11.8, 0.2, 9.7, .006, 0)
        self.towe.setOrientation(11.5, 0.2, 15.5, .03, 0)

        #forest
        self.fores = Model('forest\\model.dae')
        self.fores1 = Model('forest\\model.dae')
        self.garde = Model('garden\\model.dae')
        self.fores.setOrientation(18.4, 0.1, .3, 0.07, 0)
        self.fores1.setOrientation(18.4, 0.1, 9, 0.04, -90)
        self.garde.setzScale(0.8)

        #spaceship
        self.ship = Model('ship\\model.dae')
        self.ship.setOrientation(4.5, .7, 4, 0.06, 180)
        self.bZ = self.ship.getZ() + 0.05
        self.startbZ = self.ship.getZ()
        # set up keyboard and timer callback methods
        self.callback(viz.KEYDOWN_EVENT, self.onKeyDown)
        self.callback(viz.COLLIDE_BEGIN_EVENT, self.onCollideBegin)

        #avatar's postion and rotation angle
        self.x = 4.5
        self.y = 0.85
        self.z = 2
        self.theta = 0

        # The 2D array below stores the representation of a maze.
        # Array entries containing a 2 represent 1 x 2 x 1 wall blocks.
        # Array entries containing a 0 represent 1 x 0.1 x 1 floor blocks.
        self.maze = []
        self.maze = [[
            11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12,
            12, 12, 12
        ]] + self.maze  # row 17
        self.maze = [[
            11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 17
        self.maze = [[
            11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 16
        self.maze = [[
            11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 4, 4, 4, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 15
        self.maze = [[
            11, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 14
        self.maze = [[
            11, 0, 0, 0, 1, 0, 0, 0, 0, 0, 4, 4, 4, 1, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 13
        self.maze = [[
            11, 0, 0, 0, 8, 0, 0, 0, 0, 0, 4, 4, 4, 7, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 12
        self.maze = [[
            11, 0, 0, 0, 1, 0, 0, 0, 0, 0, 4, 4, 4, 1, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 11
        self.maze = [[
            11, 0, 0, 0, 10, 0, 0, 0, 0, 0, 4, 4, 4, 10, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 10
        self.maze = [[
            11, 0, 0, 0, 1, 0, 0, 0, 0, 0, 4, 4, 4, 1, 4, 4, 4, 4, 4, 12
        ]] + self.maze  # row 9

        self.maze = [[
            13, 3, 3, 3, 1, 3, 3, 3, 3, 3, 6, 6, 6, 1, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 8
        self.maze = [[
            13, 3, 3, 3, 1, 3, 3, 3, 3, 3, 6, 6, 6, 1, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 7
        self.maze = [[
            13, 3, 3, 3, 1, 3, 3, 3, 3, 3, 6, 6, 6, 1, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 6
        self.maze = [[
            13, 3, 3, 3, 2, 3, 3, 3, 3, 3, 6, 6, 6, 9, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 5
        self.maze = [[
            13, 3, 3, 3, 1, 3, 3, 3, 3, 3, 6, 6, 6, 1, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 4
        self.maze = [[
            13, 3, 3, 3, 10, 1, 1, 1, 1, 1, 1, 1, 1, 10, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 3
        self.maze = [[
            13, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 5, 5, 5, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 2
        self.maze = [[
            13, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 5, 5, 5, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 1
        self.maze = [[
            13, 3, 3, 3, 3, 3, 3, 3, 3, 3, 5, 5, 5, 5, 5, 5, 5, 5, 5, 14
        ]] + self.maze  # row 0

        # Code to create blocks forming the maze goes here
        for r in range(0, len(self.maze)):
            for c in range(0, len(self.maze[0])):
                self.cVal = c
                self.rVal = r

                #Desert floor
                if (self.maze[r][c] == 0):
                    box = vizshape.addCube(size=1, color=[.92, .90, .68])
                    mat = viz.Matrix()
                    mat.postScale(1, .1, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)
                elif (self.maze[r][c] == 11):
                    box = vizshape.addCube(size=1, color=[.92, .90, .68])
                    mat = viz.Matrix()
                    mat.postScale(1, 10, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

                #Snow tower
                elif (self.maze[r][c] == 2):
                    self.tower1 = vizshape.addCube(size=1, color=[1, .98, .98])
                    mat = viz.Matrix()
                    mat.postScale(1, 0.5, 1)
                    mat.postTrans(c + .5, 0.25, r + .5)
                    self.tower1.setMatrix(mat)
                    y = 0.4
                    self.cyl1 = vizshape.addCylinder(height=15.2,
                                                     radius=0.375,
                                                     color=[1, 1, 1],
                                                     alpha=0)

                    for i in range(19):
                        water = vizshape.addCylinder(height=0.2,
                                                     radius=0.375,
                                                     slices=20,
                                                     stacks=20,
                                                     color=[0.13, .53, .85])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        water.setMatrix(mat)
                        y += 0.2
                        snow = vizshape.addCube(size=0.6, color=[0.76, .87, 1])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        snow.setMatrix(mat)
                        y += 0.2
                        snow.setParent(self.cyl1)
                        water.setParent(self.cyl1)
                        self.cyl1.setParent(self.tower1)
                    self.cyl1.collideMesh()
                    self.cyl1.enable(viz.COLLIDE_NOTIFY)

                    self.barricade11 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade11.setParent(self.tower1)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, -0.48)
                    self.barricade11.setMatrix(mat)
                    self.barricade11.collideMesh()
                    self.barricade11.enable(viz.COLLIDE_NOTIFY)

                    self.barricade12 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade12.setParent(self.tower1)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, 0.48)
                    self.barricade12.setMatrix(mat)
                    self.barricade12.collideMesh()
                    self.barricade12.enable(viz.COLLIDE_NOTIFY)

                    self.barricade13 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade13.setParent(self.tower1)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(0.48, 0.7, 0)
                    self.barricade13.setMatrix(mat)
                    self.barricade13.collideMesh()
                    self.barricade13.enable(viz.COLLIDE_NOTIFY)

                    self.barricade14 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade14.setParent(self.tower1)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(-0.48, 0.7, 0)
                    self.barricade14.setMatrix(mat)
                    self.barricade14.collideMesh()
                    self.barricade14.enable(viz.COLLIDE_NOTIFY)

                #City tower
                elif (self.maze[r][c] == 7):
                    self.tower3 = vizshape.addCube(size=1,
                                                   color=[.43, .49, .50])
                    mat = viz.Matrix()
                    mat.postScale(1, 0.5, 1)
                    mat.postTrans(c + .5, 0.25, r + .5)
                    self.tower3.setMatrix(mat)
                    y = 0.4
                    self.cyl3 = vizshape.addCylinder(height=15.2,
                                                     radius=0.375,
                                                     color=[1, 1, 1],
                                                     alpha=0)

                    for i in range(19):
                        sand = vizshape.addCylinder(height=0.2,
                                                    radius=0.375,
                                                    slices=20,
                                                    stacks=20,
                                                    color=[0.31, 0.31, 0.31])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        sand.setMatrix(mat)
                        y += 0.2
                        pyra = vizshape.addCube(size=0.6,
                                                color=[0.88, 0.88, 0.88])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        pyra.setMatrix(mat)
                        y += 0.2
                        sand.setParent(self.cyl3)
                        pyra.setParent(self.cyl3)
                        self.cyl3.setParent(self.tower3)
                    self.cyl3.collideMesh()
                    self.cyl3.enable(viz.COLLIDE_NOTIFY)

                    self.barricade21 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade21.setParent(self.tower3)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, -0.48)
                    self.barricade21.setMatrix(mat)
                    self.barricade21.collideMesh()
                    self.barricade21.enable(viz.COLLIDE_NOTIFY)

                    self.barricade22 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade22.setParent(self.tower3)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, 0.48)
                    self.barricade22.setMatrix(mat)
                    self.barricade22.collideMesh()
                    self.barricade22.enable(viz.COLLIDE_NOTIFY)

                    self.barricade23 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade23.setParent(self.tower3)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(0.48, 0.7, 0)
                    self.barricade23.setMatrix(mat)
                    self.barricade23.collideMesh()
                    self.barricade23.enable(viz.COLLIDE_NOTIFY)

                    self.barricade24 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade24.setParent(self.tower3)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(-0.48, 0.7, 0)
                    self.barricade24.setMatrix(mat)
                    self.barricade24.collideMesh()
                    self.barricade24.enable(viz.COLLIDE_NOTIFY)

                #Desert tower
                elif (self.maze[r][c] == 8):
                    self.tower2 = vizshape.addCube(size=1,
                                                   color=[.92, .90, .68])
                    mat = viz.Matrix()
                    mat.postScale(1, 0.5, 1)
                    mat.postTrans(c + .5, 0.25, r + .5)
                    self.tower2.setMatrix(mat)
                    y = 0.4
                    self.cyl2 = vizshape.addCylinder(height=15.2,
                                                     radius=0.375,
                                                     color=[1, 1, 1],
                                                     alpha=0)

                    for i in range(19):
                        street = vizshape.addCylinder(height=0.2,
                                                      radius=0.375,
                                                      slices=20,
                                                      stacks=20,
                                                      color=[0.74, 0.49, 0.24])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        street.setMatrix(mat)
                        y += 0.2
                        pole = vizshape.addCube(size=0.6,
                                                color=[0.86, 0.72, 0.58])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        pole.setMatrix(mat)
                        y += 0.2
                        street.setParent(self.cyl2)
                        pole.setParent(self.cyl2)
                        self.cyl2.setParent(self.tower2)
                    self.cyl2.collideMesh()
                    self.cyl2.enable(viz.COLLIDE_NOTIFY)

                    self.barricade31 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade31.setParent(self.tower2)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, -0.48)
                    self.barricade31.setMatrix(mat)
                    self.barricade31.collideMesh()
                    self.barricade31.enable(viz.COLLIDE_NOTIFY)

                    self.barricade32 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade32.setParent(self.tower2)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, 0.48)
                    self.barricade32.setMatrix(mat)
                    self.barricade32.collideMesh()
                    self.barricade32.enable(viz.COLLIDE_NOTIFY)

                    self.barricade33 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade33.setParent(self.tower2)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(0.48, 0.7, 0)
                    self.barricade33.setMatrix(mat)
                    self.barricade33.collideMesh()
                    self.barricade33.enable(viz.COLLIDE_NOTIFY)

                    self.barricade34 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade34.setParent(self.tower2)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(-0.48, 0.7, 0)
                    self.barricade34.setMatrix(mat)
                    self.barricade34.collideMesh()
                    self.barricade34.enable(viz.COLLIDE_NOTIFY)

                #Forrest tower
                elif (self.maze[r][c] == 9):
                    self.tower4 = vizshape.addCube(size=1,
                                                   color=[.27, .40, .20])
                    mat = viz.Matrix()
                    mat.postScale(1, 0.5, 1)
                    mat.postTrans(c + .5, 0.25, r + .5)
                    self.tower4.setMatrix(mat)
                    y = 0.4
                    self.cyl4 = vizshape.addCylinder(height=15.2,
                                                     radius=0.375,
                                                     color=[1, 1, 1],
                                                     alpha=0)

                    for i in range(19):
                        grass = vizshape.addCylinder(height=0.2,
                                                     radius=0.375,
                                                     slices=20,
                                                     stacks=20,
                                                     color=[0.88, 1, 0.18])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        grass.setMatrix(mat)
                        y += 0.2
                        leaf = vizshape.addCube(size=0.6,
                                                color=[0.00, 0.46, 0.00])
                        mat = viz.Matrix()
                        mat.postTrans(0, y, 0)
                        leaf.setMatrix(mat)
                        y += 0.2
                        grass.setParent(self.cyl4)
                        leaf.setParent(self.cyl4)
                        self.cyl4.setParent(self.tower4)
                    self.cyl4.collideMesh()
                    self.cyl4.enable(viz.COLLIDE_NOTIFY)

                    self.barricade41 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade41.setParent(self.tower4)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, -0.48)
                    self.barricade41.setMatrix(mat)
                    self.barricade41.collideMesh()
                    self.barricade41.enable(viz.COLLIDE_NOTIFY)

                    self.barricade42 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade42.setParent(self.tower4)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.postTrans(0, 0.7, 0.48)
                    self.barricade42.setMatrix(mat)
                    self.barricade42.collideMesh()
                    self.barricade42.enable(viz.COLLIDE_NOTIFY)

                    self.barricade43 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade43.setParent(self.tower4)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(0.48, 0.7, 0)
                    self.barricade43.setMatrix(mat)
                    self.barricade43.collideMesh()
                    self.barricade43.enable(viz.COLLIDE_NOTIFY)

                    self.barricade44 = vizshape.addCube(
                        size=0.2, color=[0.93, 0.82, 0.008])
                    self.barricade44.setParent(self.tower4)
                    mat = viz.Matrix()
                    mat.postScale(1, 1, 0.4)
                    mat.setAxisAngle(0, 1, 0, 90)
                    mat.postTrans(-0.48, 0.7, 0)
                    self.barricade44.setMatrix(mat)
                    self.barricade44.collideMesh()
                    self.barricade44.enable(viz.COLLIDE_NOTIFY)

                #Pink track
                elif (self.maze[r][c] == 1):
                    box = vizshape.addCube(size=1, color=[0.85, 0.44, .57])
                    mat = viz.Matrix()
                    mat.postScale(1, 0.5, 1)
                    mat.postTrans(c + .5, 0.25, r + .5)
                    box.setMatrix(mat)

                #pink track with mesh
                elif (self.maze[r][c] == 10):
                    box = vizshape.addCube(size=1, color=[0.85, 0.44, .57])
                    mat = viz.Matrix()
                    mat.postScale(1, 0.5, 1)
                    mat.postTrans(c + .5, 0.25, r + .5)
                    box.setMatrix(mat)
                    box.collideMesh()
                    box.enable(viz.COLLIDE_NOTIFY)

                #Snow floor
                elif (self.maze[r][c] == 3):
                    box = vizshape.addCube(size=1, color=[1, .98, .98])
                    mat = viz.Matrix()
                    mat.postScale(1, .1, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

                elif (self.maze[r][c] == 13):
                    box = vizshape.addCube(size=1, color=[1, .98, .98])
                    mat = viz.Matrix()
                    mat.postScale(1, 10, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

                #City floor
                elif (self.maze[r][c] == 4):
                    box = vizshape.addCube(size=1, color=[.43, .49, .50])
                    mat = viz.Matrix()
                    mat.postScale(1, .1, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

                elif (self.maze[r][c] == 12):
                    box = vizshape.addCube(size=1, color=[.43, .49, .50])
                    mat = viz.Matrix()
                    mat.postScale(1, 10, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

                #Outside Forrest floor
                elif (self.maze[r][c] == 5):
                    box = vizshape.addCube(size=1, color=[.27, .40, .20])
                    mat = viz.Matrix()
                    mat.postScale(1, .1, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)
                elif (self.maze[r][c] == 14):
                    box = vizshape.addCube(size=1, color=[.27, .40, .20])
                    mat = viz.Matrix()
                    mat.postScale(1, 10, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

                #Inside Forrest floor
                elif (self.maze[r][c] == 6):
                    box = vizshape.addCube(size=1, color=[.325, .478, .239])
                    mat = viz.Matrix()
                    mat.postScale(1, .1, 1)
                    mat.postTrans(c + .5, 0.05, r + .5)
                    box.setMatrix(mat)

        self.mode = "thirdperson"
Esempio n. 54
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#trials per object
trials_per_object = 4
initial_collect_per_object = 2

#timing
ITI = 2  #intertrial interval, in seconds

##env shape
global radius
radius = 14.5  #in meters, made global for convenience so be careful

##ground
ground = vizshape.addPlane(size=(40.0, 40.0), axis=vizshape.AXIS_Y)
ground.setPosition(0, 0, 0)
t1 = viz.addTexture('tex2.jpg', wrap=viz.REPEAT)
ground.texture(t1)
ground.texmat(viz.Matrix.scale(20, 20, 1))

##sky color
viz.clearcolor(0.1, 0.1, 0.2)

###CONTEXT GEN FUNCTION####


def ContextGen(runNum):

    if runNum % 2 == 0:
        if subject % 2 == 0:
            context = 1
        else:
Esempio n. 55
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"""
The disappearing cross task reimplemented from Blascovich & Katkin 1993.
[email protected]
"""
from fmri_trigger import TRIGGER_EVENT, RIGHT_BUTTON_EVENT, LEFT_BUTTON_EVENT
import viz, vizact, viztask, vizinfo
# Images
cue = viz.addTexture("images/cue.png")
hbar = viz.addTexture("images/hbar.png")
vbar = viz.addTexture("images/vbar.png")
cross = viz.add("images/cross.png")
# Sounds
correct_sound   = viz.addAudio("images/beep-8.wav")
incorrect_sound = viz.addAudio("images/beep-3.wav")

# Text for feedback
block_text = viz.addText("",parent=viz.SCREEN)
block_text.setPosition(0.5,0.8)
block_text.alignment(viz.ALIGN_CENTER_CENTER)
block_text.font("times.ttf")
MESSAGE_TIME = 1

# ---------- Configure so responses are mapped to cross components --
HBAR_RESPONSE = viztask.waitEvent(LEFT_BUTTON_EVENT,all=True)
VBAR_RESPONSE = viztask.waitEvent(RIGHT_BUTTON_EVENT,all=True)
# -------------------------------------------------------------------

#Add quad to screen
quad = viz.addTexQuad( viz.SCREEN , pos=(0.5,0.5,0) , scale=(5,5,5) )
#quad.texture(cross)
def training_display(rt,acc):
Esempio n. 56
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    def onKeyDown(self, key):
        if (key == viz.KEY_LEFT):
            # turn self.avatar ccw, as viewed from above
            self.ship.yrot -= 2
            self.theta -= 2
        elif (key == viz.KEY_RIGHT):
            # turn self.avatar cw, as viewed from above
            self.ship.yrot += 2
            self.theta += 2
        elif (key == viz.KEY_UP):
            # move avatar forward
            dx = 0.2 * math.sin(math.radians(self.theta))
            dz = 0.2 * math.cos(math.radians(self.theta))
            self.ship.x = self.ship.x + dx
            self.ship.z = self.ship.z + dz
            self.x = self.x + dx
            self.z = self.z + dz
        elif (key == viz.KEY_DOWN):
            # increase the velocity of the ball
            dx = 0.2 * math.sin(math.radians(self.theta))
            dz = 0.2 * math.cos(math.radians(self.theta))
            self.ship.x = self.ship.x - dx
            self.ship.z = self.ship.z - dz
            self.x = self.x - dx
            self.z = self.z - dz

        elif (key == "1"):
            self.start.remove()

            pic = viz.addTexture('snow.jpg')
            # Create surface to wrap the texture on
            self.snow = viz.addTexQuad()
            mat = viz.Matrix()
            mat.postScale(1.995, 1.5, 1.5)
            self.snow.setMatrix(mat)
            self.snow.setPosition([0, 0, 0])  #put quad in view
            # Wrap texture on quad
            self.snow.texture(pic)
            self.mylight.color(.3, .3, .3)
            view = viz.MainView
            mat = viz.Matrix()
            mat.postTrans(0, 0, -1.9)
            view.setMatrix(mat)
            self.t1.remove()
            self.t.remove()
            self.t = viz.addText("Score:" + "" + ` self.score `,
                                 viz.SCREEN,
                                 pos=[0, 0, 0])
            self.t.fontSize(100)
            self.t.font('Chiller')
            self.t1 = viz.addText("Lives:" + "" + ` self.life `,
                                  viz.SCREEN,
                                  pos=[0.8, 0, 0])
            self.t1.fontSize(100)
            self.t1.font('Chiller')

        elif (key == "2"):
            viz.playSound('soundtrack.wav')
            self.mode = "firstperson"

        elif key == 'w':
            if self.deskPressed:
                self.desk.setOrientation(self.desk.getX(), self.desk.getY(),
                                         self.desk.getZ() + 1, 1, 90)
            elif self.shelfPressed:
                self.shelf.setOrientation(self.shelf.getX(), self.shelf.getY(),
                                          self.shelf.getZ() + 1, 1, 0)
        elif key == 'a':
            if self.deskPressed:
                self.desk.setOrientation(self.desk.getX() - 1,
                                         self.desk.getY(), self.desk.getZ(), 1,
                                         90)
            elif self.shelfPressed:
                self.shelf.setOrientation(self.shelf.getX() - 1,
                                          self.shelf.getY(), self.shelf.getZ(),
                                          1, 0)
        elif key == 's':
            if self.deskPressed:
                self.desk.setOrientation(self.desk.getX(), self.desk.getY(),
                                         self.desk.getZ() - 1, 1, 90)
            elif self.shelfPressed:
                self.shelf.setOrientation(self.shelf.getX(), self.shelf.getY(),
                                          self.shelf.getZ() - 1, 1, 0)
        elif key == 'd':
            if self.deskPressed:
                self.desk.setOrientation(self.desk.getX() + 1,
                                         self.desk.getY(), self.desk.getZ(), 1,
                                         90)
            elif self.shelfPressed:
                self.shelf.setOrientation(self.shelf.getX() + 1,
                                          self.shelf.getY(), self.shelf.getZ(),
                                          1, 0)

        elif (key == " "):
            if self.life > 0:
                self.boolean = True
                self.bullet = vizshape.addSphere(radius=.07, color=viz.BLACK)
                mat = viz.Matrix()
                mat.postTrans(self.ship.getX(), self.ship.getY(),
                              self.bZ + 0.05)
                self.bullet.setMatrix(mat)
                self.bullet.collideSphere(bounce=3)
                self.bullet.enable(viz.COLLIDE_NOTIFY)
                self.bullet.setVelocity([0, 0, 5])

        elif (key == viz.KEY_RETURN):
            if self.tower == 1:
                self.snow.remove()
                view = viz.MainView
                mat = viz.Matrix()
                mat.postAxisAngle(1, 0, 0, 30)
                mat.postTrans(4.5, 3.5, .5)
                view.setMatrix(mat)
                viz.playSound('start.wav')
            elif self.tower == 2:
                self.egypt.remove()
                view = viz.MainView
                mat = viz.Matrix()
                mat.postAxisAngle(1, 0, 0, 30)
                mat.postTrans(4.5, 3.5, 7.5)
                view.setMatrix(mat)
                viz.playSound('start.wav')
            elif self.tower == 3:
                self.city.remove()
                view = viz.MainView
                mat = viz.Matrix()
                mat.postAxisAngle(1, 0, 0, 30)
                mat.postTrans(13.5, 3.5, 7.5)
                view.setMatrix(mat)
                viz.playSound('start.wav')
            elif self.tower == 4:
                self.forest7.remove()
                view = viz.MainView
                mat = viz.Matrix()
                mat.postAxisAngle(1, 0, 0, 30)
                mat.postTrans(13.5, 3.5, 0.5)
                view.setMatrix(mat)
                viz.playSound('start.wav')

        if (self.mode == "firstperson"):
            self.start.remove()
            self.mylight.color(.7, .7, .7)
            dx = 0.1 * math.sin(math.radians(self.theta))
            dz = 0.1 * math.cos(math.radians(self.theta))
            view = viz.MainView
            mat = viz.Matrix()
            mat.postAxisAngle(0, 1, 0, self.theta)
            mat.postTrans(self.x, self.y, self.z + 0.15)
            view.setMatrix(mat)
            self.ship.setOrientation(4.5, -17, 4, 0.06, 180)
        self.ship.setTransMatrix()
    def __init__(self):

        viz.EventClass.__init__(self)

        # curve that represents the track
        self.track = CoasterCurve()

        # controls the camera's view in 3rd person
        self.rotateView = 0
        self.distView = -200
        self.view = 3

        # Environment map - puts the scene inside a large box and
        # texture maps sky images onto the six box sides.
        sky = viz.add(viz.ENVIRONMENT_MAP, 'sky.jpg')
        skybox = viz.add('skydome.dlc')
        skybox.texture(sky)

        # Create a coaster car consisting of a box with a spherical cap in front.
        # The front of the car faces down the -Z axis.
        self.car = viz.addGroup()
        c1 = vizshape.addBox([2, 2, 4], color=viz.GREEN)
        m = viz.Matrix()
        m.postTrans(0, 1, 0)  # raise bottom of box to XY plane
        c1.setMatrix(m)
        c1.setParent(self.car)
        c1 = vizshape.addBox([1, 2, 1.9], color=viz.BLACK)
        m = viz.Matrix()
        m.postTrans(0, 1.5, 1)
        c1.setMatrix(m)
        c1.setParent(self.car)
        c2 = vizshape.addSphere(radius=1, color=viz.YELLOW)
        m = viz.Matrix()
        m.postTrans(0, 1, -2)  # move to front of box
        c2.setMatrix(m)
        c2.setParent(self.car)

        viz.startLayer(viz.LINE_STRIP)
        viz.vertexColor(viz.BLACK)
        for i in range(1, 928):
            temp = self.track.getLocationAtDist(i)
            viz.vertex(temp)
        self.lineStrip = viz.endLayer()

        self.tunnel = vizshape.addCylinder(height=75,
                                           radius=10,
                                           bottom=False,
                                           top=False,
                                           cullFace=False)
        m = viz.Matrix()
        m.postAxisAngle(1, 0, 0, 90)
        m.postMult(self.track.getCurOrient())
        m.postTrans(self.track.getCurLocation())
        m.postTrans(75, 0, 0)
        self.tunnel.setMatrix(m)

        self.tunnelText = viz.addTexture('tunnel.jpg')
        self.tunnel.texture(self.tunnelText)

        # set key board callback function
        self.callback(viz.KEYDOWN_EVENT, self.onKeyDown)

        # call keyboard callback to initialize the view to 3rd person
        self.onKeyDown("3")
Esempio n. 58
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    def onCollideBegin(self, e):
        if (e.obj1 == self.cyl1) and self.cyl1hei >= -7.6 and self.tower == 1:
            self.cyl1hei -= 0.2
            mat = viz.Matrix()
            mat.postTrans(0, self.cyl1hei, 0)
            self.cyl1.setMatrix(mat)
            self.score += 2
            self.t.remove()
            self.t = viz.addText("Score:" + "" + ` self.score `,
                                 viz.SCREEN,
                                 pos=[0, 0, 0])
            self.t.fontSize(100)
            self.t.font('Chiller')
            e.obj2.remove()
            if (self.cyl1hei <= -7.6) and self.tower == 1:
                self.cyl1hei = 0
                self.ship.move(4.5, .7, 11, 5)
                self.ship.setOrientation(4.5, .7, 11, 0.06, 180)
                self.bZ = self.ship.getZ() + 0.05
                self.tower = 2
                viz.playSound('level.wav')
                view = viz.MainView
                mat = viz.Matrix()
                mat.postTrans(0, 0, -1.9)
                view.setMatrix(mat)
                pic = viz.addTexture('egypt.jpg')
                # Create surface to wrap the texture on
                self.egypt = viz.addTexQuad()
                mat = viz.Matrix()
                mat.postScale(1.995, 1.5, 1.5)
                self.egypt.setMatrix(mat)
                self.egypt.setPosition([0, 0, 0])  #put quad in view
                # Wrap texture on quad
                self.egypt.texture(pic)
                mat = viz.Matrix()
                mat.postTrans(0, self.cyl1hei, 0)
                self.cyl1.setMatrix(mat)

        elif (e.obj1
              == self.cyl2) and self.cyl1hei >= -7.6 and self.tower == 2:
            self.cyl1hei -= 0.2
            mat = viz.Matrix()
            mat.postTrans(0, self.cyl1hei, 0)
            self.cyl2.setMatrix(mat)
            self.score += 2
            self.t.remove()
            self.t = viz.addText("Score:" + "" + ` self.score `,
                                 viz.SCREEN,
                                 pos=[0, 0, 0])
            self.t.fontSize(100)
            self.t.font('Chiller')
            e.obj2.remove()
            if (self.cyl1hei <= -7.6) and self.tower == 2:
                self.cyl1hei = 0
                self.ship.move(13.5, .7, 11, 5)
                self.ship.setOrientation(13.5, .7, 11, 0.06, 180)
                self.bZ = self.ship.getZ() + 0.05
                self.tower = 3
                viz.playSound('level.wav')
                view = viz.MainView
                mat = viz.Matrix()
                mat.postTrans(0, 0, -1.9)
                view.setMatrix(mat)
                pic = viz.addTexture('city.jpg')
                # Create surface to wrap the texture on
                self.city = viz.addTexQuad()
                mat = viz.Matrix()
                mat.postScale(1.995, 1.5, 1.5)
                self.city.setMatrix(mat)
                self.city.setPosition([0, 0, 0])  #put quad in view
                # Wrap texture on quad
                self.city.texture(pic)
                mat = viz.Matrix()
                mat.postTrans(0, self.cyl1hei, 0)
                self.cyl2.setMatrix(mat)

        elif (e.obj1
              == self.cyl3) and self.cyl1hei >= -7.6 and self.tower == 3:
            self.cyl1hei -= 0.2
            mat = viz.Matrix()
            mat.postTrans(0, self.cyl1hei, 0)
            self.cyl3.setMatrix(mat)
            self.score += 2
            self.t.remove()
            self.t = viz.addText("Score:" + "" + ` self.score `,
                                 viz.SCREEN,
                                 pos=[0, 0, 0])
            self.t.fontSize(100)
            self.t.font('Chiller')
            e.obj2.remove()
            if (self.cyl1hei <= -7.6) and self.tower == 3:
                self.cyl1hei = 0
                self.ship.move(13.5, .7, 4, 5)
                self.ship.setOrientation(13.5, .7, 4, 0.06, 180)
                self.bZ = self.ship.getZ() + 0.05
                self.tower = 4
                viz.playSound('level.wav')
                view = viz.MainView
                mat = viz.Matrix()
                mat.postTrans(0, 0, -1.9)
                view.setMatrix(mat)
                pic = viz.addTexture('forest.jpg')
                # Create surface to wrap the texture on
                self.forest7 = viz.addTexQuad()
                mat = viz.Matrix()
                mat.postScale(1.995, 1.5, 1.5)
                self.forest7.setMatrix(mat)
                self.forest7.setPosition([0, 0, 0])  #put quad in view
                # Wrap texture on quad
                self.forest7.texture(pic)
                mat = viz.Matrix()
                mat.postTrans(0, self.cyl1hei, 0)
                self.cyl3.setMatrix(mat)

        elif (e.obj1
              == self.cyl4) and self.cyl1hei >= -7.6 and self.tower == 4:
            self.cyl1hei -= 0.2
            mat = viz.Matrix()
            mat.postTrans(0, self.cyl1hei, 0)
            self.cyl4.setMatrix(mat)
            self.score += 2
            self.t.remove()
            self.t = viz.addText("Score:" + "" + ` self.score `,
                                 viz.SCREEN,
                                 pos=[0, 0, 0])
            self.t.fontSize(100)
            self.t.font('Chiller')
            e.obj2.remove()
            if (self.cyl1hei <= -7.6) and self.tower == 4:
                self.cyl1hei = 0
                self.ship.move(4.5, .7, 4, 5)
                self.ship.setOrientation(4.5, .7, 4, 0.06, 180)
                self.bZ = self.ship.getZ() + 0.05
                self.tower = 1
                viz.playSound('level.wav')
                view = viz.MainView
                mat = viz.Matrix()
                mat.postTrans(0, 0, -1.9)
                view.setMatrix(mat)
                pic = viz.addTexture('snow.jpg')
                # Create surface to wrap the texture on
                self.snow = viz.addTexQuad()
                mat = viz.Matrix()
                mat.postScale(1.995, 1.5, 1.5)
                self.snow.setMatrix(mat)
                self.snow.setPosition([0, 0, 0])  #put quad in view
                # Wrap texture on quad
                self.snow.texture(pic)
                mat = viz.Matrix()
                mat.postTrans(0, self.cyl1hei, 0)
                self.cyl4.setMatrix(mat)

        elif self.bullet!= None and ((e.obj1 == self.barricade11 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade12 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade13 and e.obj2 == self.bullet)\
         or (e.obj1 == self.barricade14 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade21 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade22 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade23 and e.obj2 == self.bullet)\
         or (e.obj1 == self.barricade24 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade31 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade32 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade33 and e.obj2 == self.bullet)\
         or (e.obj1 == self.barricade34 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade41 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade42 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade43 and e.obj2 == self.bullet)\
         or (e.obj1 == self.barricade44 and e.obj2 == self.bullet)):
            self.t1.remove()
            viz.playSound('oof.wav')
            self.life -= 1
            self.t1 = viz.addText("Lives:" + "" + ` self.life `,
                                  viz.SCREEN,
                                  pos=[0.8, 0, 0])
            self.t1.fontSize(100)
            self.t1.font('Chiller')
            if self.life == 0:
                viz.playSound('over.wav')
                pic = viz.addTexture('end.png')
                # Create surface to wrap the texture on
                self.end = viz.addTexQuad()
                mat = viz.Matrix()
                mat.postScale(1.995, 1.5, 1.5)
                self.end.setMatrix(mat)
                self.end.setPosition([0, 0, 0])  #put quad in view
                # Wrap texture on quad
                self.end.texture(pic)
                view = viz.MainView
                mat = viz.Matrix()
                mat.postTrans(0, 0, -1.9)
                view.setMatrix(mat)
                self.t1.remove()
                self.t.remove()
                self.t2 = viz.addText("Final Score:" + ` self.score `,
                                      viz.SCREEN,
                                      pos=[0.18, 0.3, 0])
                self.t2.fontSize(200)
                self.t2.font('Chiller')


        elif self.bullet!= None and ((e.obj1 == self.barricade21 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade22 and e.obj2 == self.bullet) \
         or (e.obj1 == self.barricade23 and e.obj2 == self.bullet)\
         or (e.obj1 == self.barricade24 and e.obj2 == self.bullet)):
            self.t1.remove()
            self.life -= 1
            self.t1 = viz.addText("Lives:" + "" + ` self.life `,
                                  viz.SCREEN,
                                  pos=[0.8, 0, 0])
            self.t1.fontSize(100)
            self.t1.font('Chiller')