def addRayPrimitive(origin, direction, length=100, color=viz.RED, alpha=0.6, linewidth=3, parent=None): """ Create a Vizard ray primitive from two vertices. Can be used to e.g. indicate a raycast or gaze vector in a VR environment. Args: origin (3-tuple): Ray origin direction (3-tuple): Unit direction vector length (float): Ray length (set to 1 and use direction=<end> to draw point-to-point ray) color (3-tuple): Ray color alpha (float): Ray alpha value linewidth (int): OpenGL line drawing width in pixels parent: Vizard node to use as parent """ viz.startLayer(viz.LINES) viz.lineWidth(linewidth) viz.vertexColor(color) viz.vertex(origin) viz.vertex([x * length for x in direction]) ray = viz.endLayer() ray.disable([viz.INTERSECTION, viz.SHADOW_CASTING]) ray.alpha(alpha) if parent is not None: ray.setParent(parent) return ray
def getViewXYZ(self, dist="far", reFrame=viz.ABS_GLOBAL): # temporarily add vertex to track parcel pos in abs coords viz.startLayer(viz.POINTS) viz.vertexColor(1,0,0) viz.pointSize(30) viz.vertex(0,0,0) cV = viz.endLayer() cV.setParent(self.bNodeOp) if dist == "far": cV.setPosition(self.viewLocFar, mode=viz.ABS_LOCAL) zoneXYZ = cV.getPosition(mode=reFrame) elif dist == "near": cV.setPosition(self.viewLocNear, mode=viz.ABS_LOCAL) zoneXYZ = cV.getPosition(mode=reFrame) elif dist == 'center': zoneXYZ = self.bNodeOp.getPosition(mode=reFrame) cV.visible(viz.OFF) cV.remove() # set y to eye height zoneXYZ[1] = ct.EYE_HEIGHT return zoneXYZ
def generateLayer(self, terrainData): viz.startLayer(viz.TRIANGLES) for r in range(0, len(terrainData) - 1): for c in range(0, len(terrainData) - 1): # each array location generates two triangles viz.vertexColor(0.545, .2, 0.074) # corners of first triangle, in ccw order when looking down on the surface c1 = [c, terrainData[r][c], r] c2 = [c + 1, terrainData[r + 1][c + 1], r + 1] c3 = [c, terrainData[r + 1][c], r + 1] viz.normal(self.normal(c1, c2, c3)) viz.vertex(c1) viz.vertex(c2) viz.vertex(c3) viz.vertexColor(0.545, .2, 0.074) # corners of second triangle, in ccw order when looking down on the surface c1 = [c, terrainData[r][c], r] c2 = [c + 1, terrainData[r][c + 1], r] c3 = [c + 1, terrainData[r + 1][c + 1], r + 1] viz.normal(self.normal(c1, c2, c3)) viz.vertex(c1) viz.vertex(c2) viz.vertex(c3) return viz.endLayer()
def __init__(self, row, col): # Length of each block self.length = 20 # Instance variables self.x = (row * self.length) - 100 self.y = 100 - (col * self.length) self.row = col self.col = row viz.startLayer(viz.POLYGON) # Assign vertices a random color viz.vertexColor(random.uniform(.2, 1),random.uniform(.2, 1), random.uniform(.2, 1)) # Define vertices viz.vertex(0, 0) viz.vertex(self.length, 0) viz.vertex(self.length, -self.length) viz.vertex(0, -self.length) # Capture layer and set its transformation matrix self.vertices = viz.endLayer() m = viz.Matrix() m.postTrans(self.x, self.y) self.vertices.setMatrix(m)
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)
def make_kinect_mesh(depthMap): #Build cube RADIUS = 1 depthArray = depthMap.get_array() viz.startLayer(viz.QUADS) for y in range(0,depthMap.height-1,DOWNSAMPLE): for x in range(0,depthMap.width-1,DOWNSAMPLE): depth_val = depthMap[x,y]/(4*1000.0); viz.vertex([x*1.0/depthMap.width, 1 - y*1.0/depthMap.height, depth_val]) viz.vertex([x*1.0/depthMap.width, 1 - (y+DOWNSAMPLE)*1.0/depthMap.height, depth_val]) viz.vertex([(x+DOWNSAMPLE)*1.0/depthMap.width, 1 - (y+DOWNSAMPLE)*1.0/depthMap.height, depth_val]) viz.vertex([(x+DOWNSAMPLE)*1.0/depthMap.width, 1 - (y)*1.0/depthMap.height, depth_val]) pixel_colour = 1 - depthMap[x,y]/(1000.0 * 3.0) viz.vertexColor([ pixel_colour, 1, 1, MESH_VISIBLE ]) kinect_mesh = viz.endLayer() kinect_mesh.setPosition([0,0.5,3]) return kinect_mesh
def addCircle(r, color): viz.startLayer(viz.POLYGON) viz.vertexColor(color) for angle in range(0, 360, 10): viz.vertex(r * math.cos(math.radians(angle)), r * math.sin(math.radians(angle))) return viz.endLayer()
def __init__(self, angle): # Initialize Ball Instance Variables # radius self.radius = 3 # number of sides of regular polygon representing the ball self.sides = 50 # velocity vector describing its direction and speed self.angle = angle self.vy = math.sin(math.radians(angle)) * 2 self.vx = math.cos(math.radians(angle)) * 2 # center location self.x = 0 self.y = 0 # create layer for a circle, centered at (0,0) viz.startLayer(viz.POLYGON) viz.vertexColor(1,1,0) for i in range(0, 360, 360/self.sides): x = math.cos( math.radians(i) ) * self.radius y = math.sin( math.radians(i) ) * self.radius viz.vertex(x, y) # saves layer of vertices in instance variable called vertices self.vertices = viz.endLayer()
def motion(): # Create Fixation Dot viz.startLayer(viz.POINTS) viz.pointSize(self.POINTSIZE) viz.vertexColor(viz.GRAY) viz.vertex(0, 1.8, 4) points = viz.endLayer() points.disable(viz.CULLING) # Create the circles sphere = self.createCircles(26, 1, 30, -26) sphere2 = self.createCircles(22, 0.8, 30, -26) sphere3 = self.createCircles(18, 0.6, 30, -26) sphere4 = self.createCircles(14, 0.4, 30, -26) sphere5 = self.createCircles(10, 0.2, 30, -26) viz.MainView.move([0, 0, 3]) def keydown(key): if key == 'f': self.response = 'self motion' self.keyPressTime = viz.tick() # get time for keypress print(self.response, self.keyPressTime) self.STATE = 'State - self Motion' if key == 'j': self.response = 'object motion' self.keyPressTime = viz.tick() # get time for keypress print(self.response, self.keyPressTime) self.STATE = 'State - Object Motion' viz.callback(viz.KEYDOWN_EVENT, keydown)
def room_line(high, wide, dep, pixel): room = viz.addGroup() pos = np.array([[[wide / 2, 0, 0], [wide / 2, high, 0]], [[-wide / 2, 0, 0], [-wide / 2, high, 0]], [[wide / 2, 0, 0], [-wide / 2, 0, 0]], [[wide / 2, high, 0], [-wide / 2, high, 0]], [[wide / 2, 0, -dep], [wide / 2, high, -dep]], [[-wide / 2, 0, -dep], [-wide / 2, high, -dep]], [[wide / 2, 0, -dep], [-wide / 2, 0, -dep]], [[wide / 2, high, -dep], [-wide / 2, high, -dep]], [[wide / 2, 0, 0], [wide / 2, 0, -dep]], [[wide / 2, high, 0], [wide / 2, high, -dep]], [[-wide / 2, 0, 0], [-wide / 2, 0, -dep]], [[-wide / 2, high, 0], [-wide / 2, high, -dep]]]) for i in range(12): viz.startLayer(viz.LINES) viz.lineWidth(pixel) viz.vertexColor(1, 0, 0) viz.vertex(pos[i, 0, :].tolist()) viz.vertex(pos[i, 1, :].tolist()) outline = viz.endLayer() outline.setParent(room) return room
def addCoordinateAxes(self): viz.startLayer(viz.LINES) viz.linewidth(7) viz.vertexColor(viz.RED) # positive y axis viz.vertex(0, 0, 0) viz.vertex(0, 20, 0) #positive x axis viz.vertex(0, 0, 0) viz.vertex(20, 0, 0) #positive z axis viz.vertex(0, 0, 0) viz.vertex(0, 0, 20) #y=1 tick mark viz.vertex(-0.25, 1, 0) viz.vertex(0.25, 1, 0) #y=2 tick mark viz.vertex(-0.25, 2, 0) viz.vertex(0.25, 2, 0) #x=1 tick mark viz.vertex(1, 0, -.25) viz.vertex(1, 0, .25) #x=2 tick mark viz.vertex(2, 0, -.25) viz.vertex(2, 0, +.25) #z=1 tick mark viz.vertex(-.25, 0, 1) viz.vertex(.25, 0, 1) #z=2 tick mark viz.vertex(-.25, 0, 2) viz.vertex(.25, 0, 2) viz.endLayer()
def generate_surface(self, data, color_array_name): """ Render the vtk data as a surface, centered at origin and return the Vizard object. color_array_name defines the name of the CellData array (for example: "equivalent_stress" or "material") """ # Start creating the model viz.startLayer(viz.TRIANGLES) # Use the range of the complete data set to ensure consitency minimum, maximum = self.vtk_data_local.GetCellData().GetArray( color_array_name).GetRange() # Generate surface model by iterating over every polygon polys = data.GetPolys() polys.InitTraversal() id_list = vtk.vtkIdList() cell = polys.GetNextCell(id_list) while not cell == 0: # Get the value of the cell for color calculation value = data.GetCellData().GetArray(color_array_name).GetValue( polys.GetTraversalLocation() / 4) color = Simulation_Data._get_color(minimum, maximum, value) viz.vertexColor(color[0], color[1], color[2]) # Read the points (po) of the polygon po = [] for j in range(id_list.GetNumberOfIds()): po.append(data.GetPoints().GetPoint(id_list.GetId(j))) # Calculate the normal vector of the polygon # Normal vector is needed for better lighting # Calculate the coss product of vectors from point 0 to 1 and 0 to 2 ab = (po[1][0] - po[0][0], po[1][1] - po[0][1], po[1][2] - po[0][2]) ac = (po[2][0] - po[0][0], po[2][1] - po[0][1], po[2][2] - po[0][2]) normal = numpy.cross(ab, ac) # Set the magnitude of the normal vector to 1 normal = normal / numpy.linalg.norm(normal) # Create the polygon with the normal vector and the points viz.normal(normal[0], normal[1], normal[2]) for position in po: viz.vertex(position[0], position[1], position[2]) cell = polys.GetNextCell(id_list) # Finish the model model = viz.endLayer() # Enable lighting for the model (Shadows aren't needed) model.enable(viz.LIGHTING) model.disable(viz.SHADOW_CASTING) model.disable(viz.SHADOWS) # Set the center of the model to (0, 0, 0) model.setPosition(-(self._original_center[0]), -(self._original_center[1]), -(self._original_center[2])) # Create group to get a centered model with coordinates (0, 0, 0) group = viz.addGroup() model.setParent(group) return group
def getCornerCoords(cNode, quSpace): nBox = cNode.getBoundingBox(viz.ABS_LOCAL) cCrns = [ (nBox.xmin, 0, nBox.zmin), (nBox.xmin, 0, nBox.zmax), (nBox.xmax, 0, nBox.zmax), (nBox.xmax, 0, nBox.zmin) ] globalCrns = [] singleVertChildren = [] for c in cNode.getChildren(): if c.__class__ == viz.VizPrimitive: singleVertChildren.append( c ) #print "nChildren: ", singleVertChildren i = 0 for cC in cCrns: # add helper vertices if this node does not contain # four children -> heuristic if not len(singleVertChildren) == 4: # create vertex viz.startLayer(viz.POINTS) viz.vertexColor(1,0,0) viz.pointSize(30) viz.vertex(0,0,0) cV = viz.endLayer() # set obst as parent cV.setParent(cNode) # move to parent's corner x,y,z = cC cV.setPosition(x, y, z, viz.ABS_PARENT) else: cV = singleVertChildren[i] # set obst as parent cV.setParent(cNode) # move to parent's corner x,y,z = cC cV.setPosition(x, y, z, viz.ABS_PARENT) # get global coords x,y,z = cV.getPosition(viz.ABS_GLOBAL) # flip z axis to get from world to pedSim space if quSpace == 'ped': z=-z globalCrns.append( (x,y,z) ) # remove this vertex #cV.remove() i = i+1 return globalCrns
def drawContextBorders(bbCtx): crns = bbCtx.getCorners('world') viz.startLayer(viz.LINE_STRIP) viz.lineWidth(10) viz.vertexColor(1,0,0) for c in crns: viz.vertex(c[0], 1, c[1]) viz.endLayer()
def __init__(self): # must call constructor of EventClass first!! viz.EventClass.__init__(self) self.x = 20 self.z = 20 self.y = 0 self.theta = 0 self.angl = 0 self.callback(viz.KEYDOWN_EVENT, self.onKeyDown) self.avatar = viz.add('vcc_female.cfg') self.avatar.disable(viz.INTERSECTION) print "Reading file greysriver.asc..." f = open('greysriver.asc', 'r') # first two lines are number of cols and rows cols = int(str.split(f.readline())[1]) rows = int(str.split(f.readline())[1]) # discard next 4 lines in file f.readline(), f.readline(), f.readline(), f.readline() # create 2D array of empty lists, one empty list for each row of data self.elevation = [[] for x in range(0, rows)] maxElevation = -50000 minElevation = 50000 # read in elevation data and keep track of max and min elevations for r in range(0, rows): for n in str.split(f.readline()): self.elevation[r].append(float(n)) if (float(n) > maxElevation): maxElevation = float(n) if (float(n) < minElevation): minElevation = float(n) # create triangle mesh viz.startLayer(viz.TRIANGLES) for r in range(rows - 1): for c in range(cols - 1): # create first triangle color = self.getColor(self.elevation[r][c], maxElevation, minElevation) viz.vertexColor(color) viz.vertex(c, self.elevation[r][c], r) viz.vertex(c + 1, self.elevation[r + 1][c + 1], r + 1) viz.vertex(c, self.elevation[r + 1][c], r + 1) # create second triangle color = self.getColor(self.elevation[r][c + 1], maxElevation, minElevation) viz.vertexColor(color) viz.vertex(c, self.elevation[r][c], r) viz.vertex(c + 1, self.elevation[r][c + 1], r) viz.vertex(c + 1, self.elevation[r + 1][c + 1], r + 1) self.t = viz.endLayer() self.y = self.elevation[20][20] + 1 self.transform()
def __init__(self, x, y): self.x = x self.y = y viz.startLayer(viz.QUADS) viz.vertexColor(1, 0, 1) viz.vertex(-1, -2) viz.vertex(-1, 2) viz.vertex(1, 2) viz.vertex(1, -2) self.vertices = viz.endLayer()
def __init__(self, x=0, y=0): self.x = x self.y = y viz.startLayer(viz.QUADS) #bullet viz.vertexColor(1, 1, 1) viz.vertex(.5, 0, 0) viz.vertex(-.5, 0, 0) viz.vertex(-.5, 2.9, 0) viz.vertex(.5, 2.9, 0) self.quad = viz.endLayer()
def __init__(self, x, y): self.x = x self.y = y viz.startLayer(viz.QUADS) viz.vertexColor(0, 0, 0) viz.pointSize(100) viz.vertex(-1, 0) viz.vertex(+1, 0) viz.vertex(+1, 2) viz.vertex(-1, 2) viz.endLayer()
def __init__(self, x, y): height = 10 width = 10 self.x = 0 self.y = 0 viz.startLayer(viz.QUADS) viz.vertexColor(1,1,0) viz.pointSize(1) viz.vertex(-5,10) viz.vertex(5,10) viz.vertex(5,-10) viz.vertex(-5,-10) viz.endLayer()
def __init__(self, x, y): self.x = x self.y = y viz.startLayer(viz.QUADS) #eye viz.vertexColor(1, 0, 0) viz.vertex(-5, 0) viz.vertex(0, 3) viz.vertex(5, 0) viz.vertex(0, -3) #body viz.vertexColor(0, 0.5, 0.5) viz.vertex(-10, -10) viz.vertex(-6, 6.2) viz.vertex(6, 6.2) viz.vertex(10, -10) #left ear viz.vertexColor(1, 0, 0) viz.vertex(-5.8, 6) viz.vertex(-5.8, 10) viz.vertex(-1.9, 10) viz.vertex(-1.9, 6) #right ear viz.vertexColor(1, 0, 0) viz.vertex(6, 6) viz.vertex(6, 10) viz.vertex(2, 10) viz.vertex(2, 6) self.vertices = viz.endLayer()
def __init__(self, radius, x, y): self.radius = radius self.x = x self.y = y viz.startLayer(viz.POLYGON) viz.vertexColor(1, 1, 1) for i in range(0, 360): temp = i * math.pi / 180 viz.vertex( math.cos(temp) * self.radius, math.sin(temp) * self.radius) viz.endLayer()
def wireframeCube(dimensions): """ Draw a wireframe rectangle. Currently comes in green only. """ edges = [[x,y,z] for x in [-1,0,1] for y in [-1,0,1] for z in [-1,0,1] if abs(x)+abs(y)+abs(z) == 2] for edge in edges: viz.startLayer(viz.LINES) viz.vertexColor(0,1,0) i = edge.index(0) edge[i] = 1 viz.vertex(map(lambda a,b:a*b,edge,dimensions)) edge[i] = -1 viz.vertex(map(lambda a,b:a*b,edge,dimensions)) cube = viz.endLayer() return cube
def generate_cloud(self, data, color_array_name): """ Render the vtk data as a cloud, centered at origin and return the Vizard object. color_array_name defines the name of the CellData array (for example: "equivalent_stress" or "material") """ # Start creating the model viz.startLayer(viz.POINTS) viz.pointSize(self.cloud_point_size) # Use the range of the complete data set to ensure consitency minimum, maximum = self.vtk_data_local.GetCellData().GetArray( color_array_name).GetRange() # Generate cloud model by iterating over every cell num_of_cells = data.GetNumberOfCells() for i in range(num_of_cells): cell = data.GetCell(i) # Calculate the center of the cell x = 0.0 y = 0.0 z = 0.0 num_of_points = cell.GetNumberOfPoints() for j in range(num_of_points): point = cell.GetPoints().GetPoint(j) x += point[0] y += point[1] z += point[2] x /= num_of_points y /= num_of_points z /= num_of_points # Get the value of the cell for color calculation value = data.GetCellData().GetArray(color_array_name).GetValue(i) color = Simulation_Data._get_color(minimum, maximum, value) viz.vertexColor(color[0], color[1], color[2]) # Draw the point viz.vertex(x, y, z) # Finish the model model = viz.endLayer() # Set the center of the model to (0, 0, 0) model.setPosition(-(self._original_center[0]), -(self._original_center[1]), -(self._original_center[2])) # Create group to get a centered model with coordinates (0, 0, 0) group = viz.addGroup() model.setParent(group) return group
def wireframeCube(dimensions): """ Draw a wireframe rectangle. Currently comes in green only. """ edges = [[x, y, z] for x in [-1, 0, 1] for y in [-1, 0, 1] for z in [-1, 0, 1] if abs(x) + abs(y) + abs(z) == 2] for edge in edges: viz.startLayer(viz.LINES) viz.vertexColor(0, 1, 0) i = edge.index(0) edge[i] = 1 viz.vertex(map(lambda a, b: a * b, edge, dimensions)) edge[i] = -1 viz.vertex(map(lambda a, b: a * b, edge, dimensions)) cube = viz.endLayer() return cube
def createCircles(self, NUM_DOTS, RADIUS, POINTSIZE, VELOCITYDIRECTION): #Build sphere viz.startLayer(viz.POINTS) viz.vertexColor(viz.WHITE) viz.pointSize(self.POINTSIZE) for i in range(0, NUM_DOTS): x = RADIUS * math.cos((i * 2 * math.pi) / NUM_DOTS) y = RADIUS * math.sin((i * 2 * math.pi) / NUM_DOTS) viz.vertex([x, y, 0]) sphere = viz.endLayer() sphere.setPosition([0, 1.8, 4]) sphere.addAction(vizact.spin(0, 0, 1, VELOCITYDIRECTION)) return sphere
def __init__(self, length, colors, x, y): self.length = length self.colors = colors self.x = x self.y = y viz.startLayer(viz.POLYGON) viz.vertexColor(colors[0], colors[1], colors[2]) viz.pointSize(1) viz.vertex(0, 0) viz.vertex(length, 0) viz.vertex(length, length) viz.vertex(0, length) viz.endLayer()
def __init__(self, dimensions, center = [0,0,0], corner = False): edges = [[x,y,z] for x in [-1,0,1] for y in [-1,0,1] for z in [-1,0,1] if abs(x)+abs(y)+abs(z) == 2] for edge in edges: viz.startLayer(viz.LINES) viz.vertexColor(0,1,0) i = edge.index(0) edge[i] = 1 viz.vertex(map(lambda a,b:a*b/2, edge, dimensions)) edge[i] = -1 viz.vertex(map(lambda a,b:a*b/2, edge, dimensions)) self.cube = viz.endLayer() if corner: corner = [float(p[0])/2 + p[1] for p in zip(dimensions,center)] self.cube.setPosition(corner, viz.ABS_GLOBAL) else: self.cube.setPosition(center, viz.ABS_GLOBAL) super(WireFrameCube, self).__init__(self.cube.id)
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) gsize = [1000, 1000] #groundplane size, metres groundplane = vizshape.addPlane(size=(gsize[0], gsize[1]), axis=vizshape.AXIS_Y, cullFace=True) ##make groundplane groundplane.texture(viz.add('black.bmp')) #make groundplane black #Build dot plane to cover black groundplane ndots = 200000 #arbitrarily picked. perhaps we could match dot density to K & W, 2013? viz.startlayer(viz.POINTS) viz.vertexColor(viz.WHITE) viz.pointSize(2) for i in range(0, ndots): x = (random.random() - .5) * gsize[0] z = (random.random() - .5) * gsize[1] viz.vertex([x, 0, z]) dots = viz.endLayer() dots.setPosition(0, 0, 0) dots.visible(1) groundplane.visible(1)
def CreateVisualObjects(): global ball, Head, Hand, GazeLine, EyeBallLine; #creats a sphere(the ball) with radius of 5cm ball = vizshape.addSphere(radius = .05) #colors the ball red ball.color(viz.YELLOW) ball.visible(True) Origin = vizshape.addAxes() Origin.setPosition(0,0,0) #creats a sphere(the ball) with radius of 5cm #Head = vizshape.addCone( radius = 0.5, height = 0.8) Head = vizshape.addArrow(1, color = viz.YELLOW_ORANGE) #colors the ball red Head.color(viz.PURPLE) Head.visible(True) Head.setScale(.2,.2,.3) #creats a sphere(the hand) with radius of 10cm Hand = vizshape.addCylinder( height = 0.02, radius = 0.2) #colors the hand red Hand.color(viz.RED) Hand.visible(True) # Creating a Line to represent Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.GREEN) GazeLine = viz.endLayer() # Object will contain both points and lines GazeLine.visible(True) GazeLine.setScale(5,5,5) # Creating a Line to represent Eye-Ball Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.YELLOW) EyeBallLine = viz.endLayer() # Object will contain both points and lines EyeBallLine.visible(True) EyeBallLine.setScale(5,5,5)
def __init__(self, eyeTracker, eye, parentNode, renderToWindows = None,gazeVectorColor=viz.RED): self.eye = eye self.eyeTracker = eyeTracker self.renderToWindows = renderToWindows #Creating a line viz.startLayer(viz.LINES) viz.lineWidth(4)#Set the size of the lines. viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(gazeVectorColor) self.gazeLine = viz.endLayer() self.gazeLine.visible(True) #self.gazeLine.setScale(1,1,1) if( self.renderToWindows ): self.gazeLine.renderOnlyToWindows(self.renderToWindows) self.gazeLine.setParent(parentNode)
def __init__(self, bldList): self.info = PointInfo() self.buildings = bldList self.trials = [] self.cTrial = None self.trialCtr = -1 self.trgAngle = None self.hideBuildings() self.trialData = {} # add vertex to measure true target angel viz.startLayer(viz.POINTS) viz.vertexColor(1,0,0) viz.pointSize(30) viz.vertex(0,0,0) self.refVert = viz.endLayer() self.refVert.disable(viz.RENDERING) # add grid to orient subject during # pointing viz.startLayer(viz.LINES) viz.lineWidth(6) viz.vertexColor(0,0.6,0) viz.vertex(-100, 0.01, 0) viz.vertex( 100, 0.01, 0) viz.vertex( 0, 0.01,-100) viz.vertex( 0, 0.01, 100) self.cross90 = viz.endLayer() self.cross90.visible(viz.OFF) self.grid = vizshape.addGrid(size=[200,200], step=10.0, boldStep=None) self.grid.color([0,.6,0]) self.grid.visible(viz.OFF) # add logger self.fields2log = {'trialNr' : 'i8', 'srcBuilding' : 'S10', 'trgBuilding' : 'S10', 'refAngle' : 'f4', 'measAngle' : 'f4', 'trueAngle' : 'f4', 'trialOnset' : 'f8', 'tChoiceMade' : 'f8', 'srcXZ' : [('x', 'f4'), ('z', 'f4')], 'trgXZ' : [('x', 'f4'), ('z', 'f4')], 'srcCtxt' : 'S1', 'trgCtxt' :'S1'} self.logHdl = lg.LogData(self.fields2log) # handle exit vizact.onexit( self.saveOnExit )
def __init__(self, angle, length): self.angle = angle self.length = length self.angle *= math.pi / 180 self.x = math.cos(angle) * length self.y = math.sin(angle) * length print("({}, {})".format(self.x, self.y)) viz.startLayer(viz.LINES) viz.vertexColor(1, 0, 0) viz.lineWidth(10) viz.vertex(0, 0) viz.vertex(self.x, self.y) viz.endLayer()
def __init__(self,**kw): group = viz.addGroup(**kw) viz.VizNode.__init__(self,group.id) self._quad = vizshape.addQuad([1,1],parent=self) self._quad.color(viz.RED) self._quad.polyMode(viz.POLY_WIRE) viz.startLayer(viz.LINES) viz.vertexColor(viz.RED) for x in range(8): viz.vertex([0,0,0]) self._lines = viz.endLayer(parent=self) self._lines.dynamic() self.zoffset(-2) self.lineWidth(2) self.disable(viz.LIGHTING) self._wall = None self._tracker = None vizact.onupdate(viz.PRIORITY_LAST_UPDATE,self.updateFrustum)
def set_cloud_point_size(self, point_size=1): """ Sets the current size of the point cloud points. This function also updates the point cloud model. """ self.cloud_point_size = point_size # update the models of the different materials for key in self.cloud_materials.keys(): old_model = self.cloud_materials[key].getChildren()[0] # Create new model viz.startLayer(viz.POINTS) viz.pointSize(point_size) # Copy the old model with new point_size for point_id in range(old_model.getVertexCount()): viz.vertexColor(old_model.getVertexColor(point_id)) viz.vertex(old_model.getVertex(point_id)) model = viz.endLayer() # Replace the old model with the new one model.setParent(self.cloud_materials[key]) model.setPosition(old_model.getPosition()) model.setScale(old_model.getScale()) model.setEuler(old_model.getEuler()) old_model.remove()
def __init__(self, angle, length): # Instance variables self.angle = angle self.changeInAngle = 0 self.length = length self.x = 0 self.y = -100 viz.startLayer(viz.LINES) viz.vertexColor(1, 0, 0) viz.lineWidth(5) # Define vertices viz.vertex(0, 0) viz.vertex(math.cos(math.radians(self.angle)) * self.length, math.sin(math.radians(self.angle)) * self.length) # Capture layer and set its transformation matrix self.vertices = viz.endLayer() m = viz.Matrix() m.postTrans(self.x, self.y) self.vertices.setMatrix(m)
def createVisualObjects(self): #creats a sphere(the ball) with radius of 5cm self.ball = vizshape.addSphere(radius = .05) #colors the ball red self.ball.color(viz.YELLOW) self.ball.visible(True) self.Origin = vizshape.addAxes() self.Origin.setPosition(-5.5,0.1,8) # #creats a sphere(the ball) with radius of 5cm # #Head = vizshape.addCone( radius = 0.5, height = 0.8) # Head = vizshape.addArrow(1, color = viz.YELLOW_ORANGE) # #colors the ball red # Head.color(viz.PURPLE) # Head.visible(True) # Head.setScale(.2,.2,.3) #creats a sphere(the hand) with radius of 10cm self.Hand = vizshape.addCylinder( height = 0.02, radius = 0.2, axis = vizshape.AXIS_Z) #colors the hand red self.Hand.color(viz.RED) self.Hand.visible(True) self.IOD = 0.06 # create a node3D leftEyeNode self.cyclopEyeNode = vizshape.addSphere(0.015, color = viz.GREEN) #cyclopEyeNode.visible(viz.OFF) self.cyclopEyeNode.setPosition(*self.rawDataStruct['view_Pos_XYZ'][:,0]) self.cyclopEyeNode.setQuat(*self.rawDataStruct['view_Quat_WXYZ'][:,0]) # create a node3D rightEyeNode self.rightEyeNode = vizshape.addSphere(0.015, color = viz.RED) #rightEyeNode.visible(viz.OFF) self.rightEyeNode.setParent(self.cyclopEyeNode) self.rightEyeNode.setPosition(self.IOD/2, 0, 0.0,viz.ABS_PARENT) # right_sphere = gazeSphere(eyeTracker,viz.RIGHT_EYE,rightEyeNode,[clientWindowID],sphereColor=viz.ORANGE) # rightGazeVector = gazeVector(eyeTracker,viz.RIGHT_EYE,rightEyeNode,[clientWindowID],gazeVectorColor=viz.ORANGE) # right_sphere.toggleUpdate() # rightGazeVector.toggleUpdate() # right_sphere.node3D.alpha(0.7) # create a node3D leftEyeNode self.leftEyeNode = vizshape.addSphere(0.015, color = viz.BLUE) #leftEyeNode.visible(viz.OFF) self.leftEyeNode.setParent(self.cyclopEyeNode) self.leftEyeNode.setPosition(-self.IOD/2, 0, 0.0,viz.ABS_PARENT) # left_sphere = gazeSphere(eyeTracker,viz.LEFT_EYE,leftEyeNode,[clientWindowID],sphereColor=viz.YELLOW) # leftGazeVector = gazeVector(eyeTracker,viz.LEFT_EYE,leftEyeNode,[clientWindowID],gazeVectorColor=viz.YELLOW) # left_sphere.toggleUpdate() # leftGazeVector.toggleUpdate() # left_sphere.node3D.alpha(0.7) # Creating a Line to represent Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.GREEN) self.eyeGazeVector = viz.endLayer() # Object will contain both points and lines self.eyeGazeVector.visible(True) self.eyeGazeVector.setParent(self.cyclopEyeNode) self.eyeGazeVector.pointSize(10) #rightGazeVector.setScale(5,5,5) self.eyeGazeSphere = vizshape.addSphere(0.02, color = viz.GREEN) self.eyeGazeSphere.setParent(self.cyclopEyeNode) # Creating a Line to represent Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.RED) self.rightGazeVector = viz.endLayer() # Object will contain both points and lines self.rightGazeVector.visible(True) #rightGazeVector.setParent(rightEyeNode) self.rightGazeVector.pointSize(10) #rightGazeVector.setScale(5,5,5) self.rightGazeSphere = vizshape.addSphere(0.02, color = viz.RED) self.rightGazeSphere.setParent(self.rightEyeNode) # Creating a Line to represent Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.BLUE) self.leftGazeVector = viz.endLayer() # Object will contain both points and lines self.leftGazeVector.visible(True) #leftGazeVector.setParent(leftEyeNode) #leftGazeVector.setScale(5,5,5) self.leftGazeSphere = vizshape.addSphere(0.02, color = viz.BLUE) self.leftGazeSphere.setParent(self.leftEyeNode) # Creating a Line to represent Eye-Ball Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.YELLOW) self.EyeBallLine = viz.endLayer() # Object will contain both points and lines self.EyeBallLine.visible(True)
def __init__(self,use_keyboard = True, desktop_mode = False): """Initialization function.""" caveapp.CaveApplication.__init__(self,desktop_mode) #call constructor of super class, you have to do this explicitly in Python viz.phys.enable() self.view = viz.MainView; self.backGroundMusic = viz.addAudio('Windmill hut.wav') self.backGroundMusic.volume(0.5) self.backGroundMusic.loop(viz.ON) self.backGroundMusic.play() self.gameMusic = viz.addAudio('Battle.wav') self.gameMusic.volume(0.7) headLight = viz.MainView.getHeadLight() headLight.intensity(100) headLight.disable() for i in range(3): light = viz.addLight() light.setPosition(0, 2, (i*10)) light.position(0,0,0,1) self.use_keyboard = use_keyboard #store if we want to use the keyboard self.scaleValue = 0.03 self.shootingRange = viz.addChild('ShootingRange.FBX') self.shootingRange.setScale(self.scaleValue, self.scaleValue,self.scaleValue ) self.shootingRange.name = 'shootingRange' self.shootingRange.collideMesh() self.shootingRange.disable(viz.DYNAMICS) self.target = viz.addChild('target.FBX') self.target.name = 'target' self.target.setScale(0.9, 0.9, 0.9) self.target.collideBox(density = 100) self.target.enable(viz.COLLIDE_NOTIFY) self.target.setPosition(0,0, 15) self.enemyGun = viz.addChild('Gun.FBX') self.enemyGun.name = 'enemyGun' self.enemyGun.setScale(self.scaleValue, self.scaleValue, self.scaleValue) self.enemyGun.setPosition(0, 1.8, 14) self.enemyGun.setEuler(180,0,0) self.bullet = viz.add('Bullet.FBX') self.bullet.setPosition(0,1,2) self.bullet.setScale(self.scaleValue, self.scaleValue,self.scaleValue) self.bullet.name = 'bullet' self.bullet.collideCapsule(0.2, 0.1, density = 1, hardness = 1) self.bullet.enable(viz.COLLIDE_NOTIFY) self.nextShot = True self.enemyBullet = viz.add('Bullet.FBX') self.enemyBullet.setPosition(0,1,10) self.enemyBullet.setScale(0.05, 0.05, 0.05) self.enemyBullet.name = 'enemyBullet' self.enemyShot = False self.enemyShootTimer = vizact.ontimer(3, self.repositionEnemyGun) self.moveEnemyBulletTimer = vizact.ontimer(0, self.moveEnemyBullet) self.moveEnemyBulletTimer.setEnabled(False) self.enemyShootTimer.setEnabled(False) self.shootTimer = vizact.ontimer(1, self.schootClick) self.shootTimer.setEnabled(False) self.rings = ['Ring10', 'Ring20', 'Ring30', 'Ring40', 'Ring50'] self.currentScore = 0 self.scoreBaseText = 'Score: ' self.firstLabelText = self.scoreBaseText + str(self.currentScore) self.scoreLabel = viz.addText3D(self.firstLabelText) self.scoreLabel.setBackdrop(viz.BACKDROP_RIGHT_BOTTOM) self.scoreLabel.setPosition(-1.7, 1, 0) self.scoreLabel.setEuler(-90,0,0) self.scoreLabel.color(viz.SKYBLUE) self.scoreLabel.setScale(0.3, 0.3, 0.3) self.scoreLabel.alignment(viz.ALIGN_CENTER_BOTTOM) self.currentHighScore = 0 self.highScoreBaseText = 'Highscore: ' self.firstHighScoreLabelText = self.highScoreBaseText + str(self.currentHighScore) self.highScoreLabel = viz.addText3D(self.firstHighScoreLabelText) self.highScoreLabel.setPosition(-1.7, 1.5, 0) self.highScoreLabel.setEuler(-90,0,0) self.highScoreLabel.color(viz.BLUE) self.highScoreLabel.setScale(0.3, 0.3, 0.3) self.highScoreLabel.alignment(viz.ALIGN_CENTER_BOTTOM) self.newPointLabel = viz.addText3D('') self.newPointLabel.color(viz.GREEN) self.newPointLabel.setPosition(self.target.getPosition()[0], self.target.getPosition()[1] + 2, self.target.getPosition()[2]) self.newPointLabel.alignment(viz.ALIGN_CENTER_BOTTOM) self.maxTimeNewPointVisible = 1 self.newHitLabel = viz.addText3D('') self.newHitLabel.color(viz.RED) self.newHitLabel.setPosition(self.target.getPosition()[0], self.target.getPosition()[1] + 2.5, self.target.getPosition()[2]) self.newHitLabel.alignment(viz.ALIGN_CENTER_BOTTOM) self.maxTimeHitVisible = 1 self.newPointTimer = vizact.ontimer(self.maxTimeNewPointVisible, self.makeNewPointLabelInvisible) self.newPointTimer.setEnabled(False) self.newHitPointTimer = vizact.ontimer(self.maxTimeHitVisible, self.makeNewHitLabelInvisible) self.newHitPointTimer.setEnabled(False) self.goodSound = viz.addAudio('good.mp3') self.coinSound = viz.addAudio('coin.wav') self.hitSound = viz.addAudio('hit.mp3') self.playTimer = vizact.ontimer(1, self.timerClick) self.playTimer.setEnabled(False) self.playTime = 35 self.currentTime = 0 self.isPlaying = False self.timeBaseText = 'Time: ' self.timeLabel = viz.addText3D(self.timeBaseText) self.timeLabel.setPosition(1.1, 1.3, 3) self.timeLabel.setEuler(50,0,0) self.timeLabel.setScale(0.3, 0.3, 0.3) self.timeLabel.alignment(viz.ALIGN_CENTER_BOTTOM) self.timeLabel.visible(False) self.scope = viz.addChild('Scope.FBX') viz.startLayer(viz.LINES) viz.vertexColor(viz.RED) viz.vertex(-0.2, 0,0) viz.vertex(0.2, 0, 0) self.topLine = viz.endLayer() viz.startLayer(viz.LINES) viz.vertexColor(viz.RED) viz.vertex(0, 0,0) viz.vertex(0, -0.3, 0) self.leftLine = viz.endLayer() viz.startLayer(viz.LINES) viz.vertexColor(viz.RED) viz.vertex(0, 0,0) viz.vertex(0, -0.3, 0) self.rightLine = viz.endLayer() self.time = 0.0
test_num = test_num + 1 panel.setText(test_text[test_num]) if(test_num == 2): background2.visible(viz.ON) # Add controllers for controller in steamvr.getControllerList(): # Create model for controller controller.model = controller.addModel(parent=navigationNode) controller.model.disable(viz.INTERSECTION) viz.link(controller, controller.model) # Create pointer line for controller viz.startLayer(viz.LINES) viz.vertexColor(viz.WHITE) viz.vertex([0,0,0]) viz.vertex([0,0,100]) controller.line = viz.endLayer(parent=controller.model) controller.line.disable([viz.INTERSECTION, viz.SHADOW_CASTING]) controller.line.visible(True) # Setup task for triggering jumps using controller viztask.schedule(JumpTask(controller)) # Add directions to canvas canvas = viz.addGUICanvas(pos=[0, 3.0, 6.0]) canvas.setMouseStyle(0) canvas.alignment(viz.ALIGN_CENTER) canvas.setRenderWorld([400,400], [5.0,5.0])
def createVisualObjects(self): self.IOD = 0.06 # create a node3D leftEyeNode self.cyclopEyeNode = vizshape.addSphere(0.015, color = viz.GREEN) self.cyclopEyeNode.alpha(0.3) #cyclopEyeNode.visible(viz.OFF) self.cyclopEyeNode.setPosition(*self.rawDataStruct['view_Pos_XYZ'][:,0]) self.cyclopEyeNode.setQuat(*self.rawDataStruct['view_Quat_WXYZ'][:,0]) # create a node3D rightEyeNode self.rightEyeNode = vizshape.addSphere(0.015, color = viz.RED) #rightEyeNode.visible(viz.OFF) self.rightEyeNode.setParent(self.cyclopEyeNode) self.rightEyeNode.setPosition(self.IOD/2, 0, 0.0,viz.ABS_PARENT) self.rightEyeNode.alpha(0.3) # right_sphere = gazeSphere(eyeTracker,viz.RIGHT_EYE,rightEyeNode,[clientWindowID],sphereColor=viz.ORANGE) # rightGazeVector = gazeVector(eyeTracker,viz.RIGHT_EYE,rightEyeNode,[clientWindowID],gazeVectorColor=viz.ORANGE) # right_sphere.toggleUpdate() # rightGazeVector.toggleUpdate() # right_sphere.node3D.alpha(0.7) # create a node3D leftEyeNode self.leftEyeNode = vizshape.addSphere(0.015, color = viz.BLUE) #leftEyeNode.visible(viz.OFF) self.leftEyeNode.setParent(self.cyclopEyeNode) self.leftEyeNode.setPosition(-self.IOD/2, 0, 0.0,viz.ABS_PARENT) self.leftEyeNode.alpha(0.3) # left_sphere = gazeSphere(eyeTracker,viz.LEFT_EYE,leftEyeNode,[clientWindowID],sphereColor=viz.YELLOW) # leftGazeVector = gazeVector(eyeTracker,viz.LEFT_EYE,leftEyeNode,[clientWindowID],gazeVectorColor=viz.YELLOW) # left_sphere.toggleUpdate() # leftGazeVector.toggleUpdate() # left_sphere.node3D.alpha(0.7) self.hmdDisplay = vizshape.addPlane([0.126, 0.071], axis = -vizshape.AXIS_Z, color = viz.GRAY) self.hmdDisplay.alpha(0.3) self.hmdDisplay.setParent(self.cyclopEyeNode) self.hmdDisplay.setPosition([0,0,0.0725], viz.ABS_PARENT) # 0.0725 self.pixelatedBall = vizshape.addCircle(0.001, axis = -vizshape.AXIS_Z, color = viz.WHITE) self.pixelatedBall.setParent(self.hmdDisplay) self.pixelatedBall.setPosition([0,0,0]) self.pixelatedBall.alpha(1) self.eyePOR = vizshape.addCircle(0.001, axis = -vizshape.AXIS_Z, color = viz.GREEN) self.eyePOR.setParent(self.hmdDisplay) self.eyePOR.setPosition([0,0,0]) self.eyePOR.alpha(1) self.rightPOR = vizshape.addCircle(0.001, axis = -vizshape.AXIS_Z, color = viz.RED) self.rightPOR.setParent(self.hmdDisplay) self.rightPOR.setPosition([0,0,0]) self.rightPOR.alpha(1) self.leftPOR = vizshape.addCircle(0.001, axis = -vizshape.AXIS_Z, color = viz.BLUE) self.leftPOR.setParent(self.hmdDisplay) self.leftPOR.setPosition([0,0,0]) self.leftPOR.alpha(1) #creats a sphere(the ball) with radius of 5cm self.ball = vizshape.addSphere(radius = .08) #colors the ball red self.ball.color(viz.YELLOW) self.ball.visible(True) self.ball.setParent(self.cyclopEyeNode) self.Origin = vizshape.addAxes() self.Origin.setPosition(-5.5,0.1,8) # #creats a sphere(the ball) with radius of 5cm # #Head = vizshape.addCone( radius = 0.5, height = 0.8) # Head = vizshape.addArrow(1, color = viz.YELLOW_ORANGE) # #colors the ball red # Head.color(viz.PURPLE) # Head.visible(True) # Head.setScale(.2,.2,.3) #creats a sphere(the hand) with radius of 10cm self.Hand = vizshape.addCylinder( height = 0.02, radius = 0.2, axis = vizshape.AXIS_Z) #colors the hand red self.Hand.color(viz.RED) self.Hand.visible(True) # Creating a Line to represent Cyclopean Eye Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.GREEN) self.eyeGazeVector = viz.endLayer() # Object will contain both points and lines self.eyeGazeVector.visible(True) self.eyeGazeVector.setParent(self.cyclopEyeNode) self.eyeGazeVector.pointSize(10) #rightGazeVector.setScale(5,5,5) self.eyeGazeSphere = vizshape.addSphere(0.02, color = viz.GREEN) self.eyeGazeSphere.setParent(self.cyclopEyeNode) # Creating a Line to represent Right Eye Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.RED) self.rightGazeVector = viz.endLayer() # Object will contain both points and lines self.rightGazeVector.visible(True) #rightGazeVector.setParent(rightEyeNode) self.rightGazeVector.pointSize(10) #rightGazeVector.setScale(5,5,5) self.rightGazeSphere = vizshape.addSphere(0.02, color = viz.RED) self.rightGazeSphere.setParent(self.rightEyeNode) self.rightGazeSphere.visible(False) # Creating a Line to represent Left Eye Gaze Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.BLUE) self.leftGazeVector = viz.endLayer() # Object will contain both points and lines self.leftGazeVector.visible(True) #leftGazeVector.setParent(leftEyeNode) #leftGazeVector.setScale(5,5,5) self.leftGazeSphere = vizshape.addSphere(0.02, color = viz.BLUE) self.leftGazeSphere.setParent(self.leftEyeNode) self.leftGazeSphere.visible(False) # Creating a Line to represent Eye-Ball Vector viz.startLayer(viz.LINES) viz.vertex(0,0,0) viz.vertex(0,0,3) viz.vertexColor(viz.YELLOW) self.EyeBallLine = viz.endLayer() # Object will contain both points and lines self.EyeBallLine.visible(False) #EyeBallLine.setScale(5,5,5) self.male = viz.add('ktex.obj') #male.state(1) #looping idle animation #self.headBone = self.male.getBone('Bip01 Head') #self.headBone.lock() self.male.setParent(self.cyclopEyeNode)
cityModel = CityModel() #Sounds to play on building collisions CRASH_SOUND = viz.playSound('BuildingCrashSound.wav', viz.SOUND_PRELOAD) BirdEyeWindow = viz.addWindow() BirdEyeWindow.fov(60) BirdEyeWindow.visible(0,viz.SCREEN) BirdEyeView = viz.addView() BirdEyeWindow.setView(BirdEyeView) BirdEyeWindow.setPosition([0,25,0]) BirdEyeView.setEuler([0,90,0]) ###User tracking with lines### viz.startLayer(viz.LINE_STRIP) viz.vertexColor(viz.YELLOW) lines = viz.endLayer(parent=viz.ORTHO,scene=BirdEyeWindow) lines.dynamic() def UpdatePath(): # Get main view position in bird eye window pixel coordinates x,y,z = BirdEyeWindow.worldToScreen(viz.MainView.getPosition(),mode=viz.WINDOW_PIXELS) # Get position of last line vertex lx,ly,lz = lines.getVertex(-1) # Add new vertex if current position is different from last position if x != lx or y != ly: lines.addVertex([x,y,0.0])