Esempio n. 1
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    def __init__(self, fileName, SF=1.0 / 500):
        """Pull the BodyParts3D mesh into an instance and set everything up"""
        self.tooltip = None
        self.snapAttempts = 0
        self.metaData = model.ds.getMetaData(file=fileName)
        self.centerPoint = self.metaData['centerPoint']
        self.centerPointScaled = [a * SF for a in self.centerPoint]
        self.centerPointScaledFlipped = [a * SF * -1 for a in self.centerPoint]

        self._lineUpdateEvent = None

        self.name = self.metaData['name']
        for region, names in config.OntologicalGroups.regions.iteritems():
            files = model.ds.getOntologySet([(set.union, names)])
            if self.metaData['filename'] in files:
                self.region = region
                break
        else:
            self.region = None

        self.nameFormatted = ''
        for i, w in enumerate(self.name.split()):
            if (i + 1) % 2 == 0 and i != 0:
                self.nameFormatted += w + '\n'
            else:
                self.nameFormatted += w + ' '

        # We are using a 'center' viznode to make manipulation easy
        self.center = vizshape.addCube(0.001)  # An arbitrary placeholder cube
        super(Mesh, self).__init__(self.center.id)

        # This is the actual mesh we will see
        self.mesh = viz.addChild(config.DATASET_PATH + fileName + '.obj')
        self.mesh.setScale([SF, SF, SF])

        # This is the viznode that will be moved around to check distances for snapping
        self.checker = vizshape.addCube(0.001)

        # Setup heirarchy for proper movement behavior
        self.mesh.setParent(self)
        self.checker.setParent(self.mesh)

        # Offset mesh to lie in center of center viznode
        self.mesh.setPosition(self.centerPointScaledFlipped, viz.ABS_PARENT)
        self.checker.setPosition(self.centerPoint)

        # Turn off visibility of center and checker viznodes
        self.mesh.color(self.metaData['color'])
        self.checker.disable([viz.RENDERING, viz.INTERSECTION, viz.PHYSICS])
        self.center.disable([viz.RENDERING, viz.INTERSECTION, viz.PHYSICS])

        self.scale = SF
        self._enabled = True
        self.grounded = False

        self.grabbedFlag = 0
        self.proxCounter = 0

        # Group handling
        self.group = MeshGroup([self])
Esempio n. 2
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	def __init__(self):
		# base class constructor 
		viz.EventClass.__init__(self)
		self.desk = Model('desk\\model1.dae')
		self.shelf = Model('shelf\\model.dae')
		self.desk.setOrientation(3,0,4,1,90)
		self.shelf.setOrientation(0, .5, 0, 1, 0)
		self.deskPressed = False
		self.shelfPressed = False
		# set up keyboard and timer callback methods
		self.callback(viz.KEYDOWN_EVENT,self.onKeyDown)
		self.callback(viz.MOUSEDOWN_EVENT, self.onMouseDown)
				
		#avatar's postion and rotation angle
		self.x = 0.5
		self.z = 0.5
		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 = [[2,2,2,2,2,2,2,2,2]] + self.maze # row 8
		self.maze = [[2,0,0,0,0,0,0,0,2]] + self.maze # row 7
		self.maze = [[2,0,0,0,0,0,0,0,2]] + self.maze # row 6
		self.maze = [[2,0,0,0,2,0,0,0,2]] + self.maze # row 5
		self.maze = [[2,0,0,0,0,0,0,0,2]] + self.maze # row 4
		self.maze = [[2,0,0,0,0,0,0,0,2]] + self.maze # row 2
		self.maze = [[0,0,0,0,0,0,0,0,2]] + self.maze # row 0
		self.maze = [[0,0,0,0,0,0,0,0,2]] + self.maze # row 1
		self.maze = [[0,0,0,2,2,2,2,2,2]] + self.maze # row 0
		
		# Add +x,+y,+z coordinate axes to scene to help with placing the blocks correctly
		self.addCoordinateAxes()
		
		# 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])):
				if (self.maze[r][c] == 0):
					box = vizshape.addCube( size=1, color=viz.YELLOW )
					mat = viz.Matrix()
					mat.postScale(1,.1,1)
					mat.postTrans(c+.5,0.05,r+.5)
					box.setMatrix( mat )
				elif (self.maze[r][c] == 2):
					box = vizshape.addCube( size=1, color=viz.GREEN )
					mat = viz.Matrix()
					mat.postScale(1,2,1)
					mat.postTrans(c+.5,1,r+.5)
					box.setMatrix( mat )
					
		self.avatar = viz.add('vcc_female.cfg')
		mat = viz.Matrix()
		mat.postAxisAngle(0,1,0,self.theta)
		mat.postTrans(self.x,.1,self.z);
		self.avatar.setMatrix(mat)
		
		self.mode = "thirdperson"
Esempio n. 3
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    def __init__(self):
        # base class constructor
        viz.EventClass.__init__(self)

        # set up keyboard and timer callback methods
        self.callback(viz.KEYDOWN_EVENT, self.onKeyDown)

        # avatar's x,z location in maze and its rotation angle
        self.theta = 0
        self.x = 0.5
        self.z = 0.5
        self.fp = False

        # 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 = [[2, 2, 2, 2, 2, 2, 2, 2, 2]] + self.maze  # row 8
        self.maze = [[2, 0, 0, 0, 0, 0, 0, 0, 2]] + self.maze  # row 7
        self.maze = [[2, 0, 0, 0, 0, 0, 0, 0, 2]] + self.maze  # row 6
        self.maze = [[2, 0, 0, 2, 2, 2, 0, 0, 2]] + self.maze  # row 5
        self.maze = [[2, 0, 0, 2, 2, 2, 0, 0, 2]] + self.maze  # row 4
        self.maze = [[2, 0, 0, 2, 2, 2, 0, 0, 2]] + self.maze  # row 2
        self.maze = [[0, 0, 0, 0, 0, 0, 0, 0, 2]] + self.maze  # row 0
        self.maze = [[0, 0, 0, 0, 0, 0, 0, 0, 2]] + self.maze  # row 1
        self.maze = [[0, 0, 0, 2, 2, 2, 2, 2, 2]] + self.maze  # row 0

        # Add +x,+y,+z coordinate axes to scene to help with placing the blocks correctly
        self.addCoordinateAxes()

        # Code to create blocks forming the maze goes here
        for x in range(0, len(self.maze)):
            for z in range(0, len(self.maze[0])):
                if self.maze[x][z] == 0:
                    block = vizshape.addCube(size=1, color=viz.YELLOW)
                    mat = viz.Matrix()
                    mat.postScale(1, 0.1, 1)
                    mat.postTrans(x + .5, .05, z + .5)
                    block.setMatrix(mat)
                elif self.maze[x][z] == 2:
                    block = vizshape.addCube(size=1, color=viz.GREEN)
                    mat = viz.Matrix()
                    mat.postScale(1, 2, 1)
                    mat.postTrans(x + .5, 1, z + .5)
                    block.setMatrix(mat)
        self.avatar = viz.add('vcc_female.cfg')
        mat = viz.Matrix()
        mat.postTrans(self.x, .1, self.z)
        self.avatar.setMatrix(mat)
        self.avatar.state(1)
Esempio n. 4
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	def __init__(self):
		viz.callback(viz.COLLIDE_BEGIN_EVENT, onCollide)

		self.node = vizshape.addCube(TouchCube.DEFAULT_SIZE)
		viz.VizNode.__init__(self,self.node.id)
		self.collideBox()
		self.disable(viz.DYNAMICS)
		self.enable(viz.COLLIDE_NOTIFY)
		#BL:start
		if USING_VIZSONIC:
			if TouchCube.activateSound == None:
				TouchCube.activateSound = self.playsound("./Resources/Misc/tcActivate.wav", viz.STOP, volume=0.1)
			if TouchCube.bingSound == None:
				# Bing
				TouchCube.bingSound = self.playsound("./Resources/Misc/bingCropped.wav", viz.STOP, volume = 0.1)
		else:
			print "skipping those errors!"
			if TouchCube.activateSound == None:
				TouchCube.activateSound = self.playsound("./Resources/Misc/tcActivate_mono.wav", viz.STOP)
			if TouchCube.bingSound == None:
				# Bing
				TouchCube.bingSound = self.playsound("./Resources/Misc/bingCropped_mono.wav", viz.STOP)
		#BL:end

		self.color = self._changeColor
		self._dimColor = [1,1,1]

		self._isLit = False

		self.disabledTouchers = []
def makeDiamond(position, color):
    #	diamond = vizshape.addCube(size=0.1)
    diamond = vizshape.addCube(size=0.07)
    diamond.setPosition(exp.shape_positions[position])
    diamond.color(color)
    diamond.setEuler(15, 45, 0)
    return diamond
Esempio n. 6
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	def __init__(self):
		viz.callback(viz.COLLIDE_BEGIN_EVENT, onCollide)

		self.node = vizshape.addCube(TouchCube.DEFAULT_SIZE)
		viz.VizNode.__init__(self,self.node.id)
		self.collideBox()
		self.disable(viz.DYNAMICS)
		self.enable(viz.COLLIDE_NOTIFY)
		#BL:start
		if some_global_variables.PPT1:
			if TouchCube.activateSound == None:
				TouchCube.activateSound = self.playsound(PATH_TO_STUFF + "./Resources/Misc/tcActivate.wav", viz.STOP, volume=0.1)
			if TouchCube.bingSound == None:
				# Bing
				TouchCube.bingSound = self.playsound(PATH_TO_STUFF + "./Resources/Misc/bingCropped.wav", viz.STOP, volume = 0.1)
		else:
			if TouchCube.activateSound == None:
				TouchCube.activateSound = self.playsound(PATH_TO_STUFF + "./Resources/Misc/tcActivate_mono.wav", viz.STOP)
			if TouchCube.bingSound == None:
				# Bing
				TouchCube.bingSound = self.playsound(PATH_TO_STUFF + "./Resources/Misc/bingCropped_mono.wav", viz.STOP)
		#BL:end

		self.color = self._changeColor
		self._dimColor = [1,1,1]

		self._isLit = False

		self.disabledTouchers = []
Esempio n. 7
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 def __init__(self):
     self.delay = 3
     viz.EventClass.__init__(self)
     self.cube = vizshape.addCube(size=1024, splitFaces=True)
     self.cube.disable(viz.RENDERING)
     self.current = 0
     self.valid_pid = 0
     self.savedb_all = []
     #self.__button_press_cnt = 1
     self.save_dbase = []
Esempio n. 8
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	def __init__(self, meshes):
		"""
		Populate environment with bounding boxes allowing easy manipulation
		of subassemblies of the entire model. Currently partitioned by region.
		"""
		
		self.name				= ''		
		self._alpha				= 0.3
		self._members			= []
		self._keystones 		= []
		self._pureKeystones		= []
		self.wireFrame			= None
		self._showGroupFlag 	= True
		
		self.finishedRegion = False
		
		self.axis = vizshape.addAxes()
		self.cube = vizshape.addCube()
		
		super(BoundingBox, self).__init__(self.cube.id)
		
		self.cube.disable(viz.RENDERING)
		self.axis.setParent(self)
		self.axis.setScale([0.2, 0.2, 0.2])
		
		self.addSensor()
		self.addMembers(meshes)
		
		self.regionGroup = RegionGroup([self])
#		self.moveToCenter()

		# Add Bounding Box checker
		self.checker = vizshape.addCube(0.001)
		self.checker.setParent(self)
		self.checker.disable([viz.RENDERING,viz.INTERSECTION,viz.PHYSICS])

		self.highlight(False)
		
		self._imploded = False
Esempio n. 9
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def rotateAbout(meshes, point, euler):
	pointCube = vizshape.addCube()
	pointCube.setPosition(point, viz.ABS_GLOBAL)
	
	for m in meshes:
		changeParent(m, pointCube)
		
	pointCube.setEuler(euler)
	
	for m in meshes:
		m.storeMat()
		m.setParent(viz.WORLD)
		m.setMatrix(m.loadMat())
		
	pointCube.remove()
    def startLeap(self, headset):
            # Create a listener and controller.
            self.controller = Leap.Controller()
            self.controller.add_listener(self)
            
            # Set controller policies for VR.         
            self.controller.set_policy(Leap.Controller.POLICY_BACKGROUND_FRAMES)
            self.controller.set_policy(Leap.Controller.POLICY_OPTIMIZE_HMD)
            
            # Set up relationships for the hands, joints, bones to the head.
            self.hand_box  = viz.addGroup()
            
            self.left_joints = viz.addGroup()
            self.left_bones  = viz.addGroup()
            self.ljLink = viz.link(self.hand_box, self.left_joints)
            self.lbLink = viz.link(self.hand_box, self.left_bones)
            
            self.right_joints  = viz.addGroup()
            self.right_bones  = viz.addGroup()
            self.rjLink = viz.link(self.hand_box, self.right_joints)
            self.rbLink = viz.link(self.hand_box, self.right_bones)
            
            self.headlink = viz.link(headset, self.hand_box)
            self.headlink.preTrans([0,0,0.1143])
           
            self.rhj = [] # right hand joints (knuckles)
            for i in range(23):
                if i is 0:
                    self.rhj.append(vizshape.addSphere(.015))
                else:
                    self.rhj.append(vizshape.addSphere(self.JOINT_SIZE))
                self.rhj[i].setParent(self.right_joints)
            
            self.rhb = [] # right hand bones
            for i in range(21):
                if (i == 12) or (i == 8) or (i >= 20) :
                    self.rhb.append(vizshape.addCube(.01))
                    self.rhb[i].visible(viz.OFF)
                else:
                    self.rhb.append(vizshape.addCylinder(1.0, self.FINGER_WIDTH, axis=vizshape.AXIS_Z))
                self.rhb[i].setParent(self.right_bones)

            self.lhj = [] # left hand joints (knuckles)
            for i in range(23):
                if i is 0:
                    self.lhj.append(vizshape.addSphere(.015))
                else:
                    self.lhj.append(vizshape.addSphere(self.JOINT_SIZE))
                self.lhj[i].setParent(self.left_joints)
                              
            self.lhb = [] # left hand bones
            for i in range(21):
                if  (i == 12) or (i == 8) or (i >= 20) :
                    self.lhb.append(vizshape.addCube(0.01))
                    self.lhb[i].visible(viz.OFF)
                else:
                    self.lhb.append(vizshape.addCylinder(1.0, self.FINGER_WIDTH, axis=vizshape.AXIS_Z))
                self.lhb[i].setParent(self.left_bones)
                            
            self.right_bones.color(viz.WHITE)
            self.left_bones.color(viz.WHITE)
            self.right_joints.color(viz.AZURE)
            self.left_joints.color(viz.AZURE)
            
            self.initialized = True      
            print 'Initialized the Hands!'
Esempio n. 11
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	def __init__(self, fileName, SF = 1.0/200):
		"""Pull the BodyParts3D mesh into an instance and set everything up"""
		self.metaData = ds.getMetaData(file = fileName)
		self.centerPoint = self.metaData['centerPoint']
		self.centerPointScaled = [a*SF for a in self.centerPoint]
		self.centerPointScaledFlipped = [a*SF*-1 for a in self.centerPoint]
		print self.centerPointScaledFlipped
		
		self.name = self.metaData['name']

		self.nameFormatted = ''
		for i, w in enumerate(self.name.split()):
			if (i + 1) % 2 == 0 and i != 0: 
				self.nameFormatted += w + '\n'
			else:
				self.nameFormatted += w + ' ' 
		
		#give a bone an information property
#		self.info = ''
#		for j,bd in enumerate(boneDesc['info'].split()):
#			if(j+1) % 10 ==0 and j != 0:
#				self.info += bd + ' \n'
#			else: 
#				self.info += bd + ' '
		
		# We are using a 'center' viznode to make manipulation easy
		self.center = vizshape.addCube(0.1) # An arbitrary placeholder cube
		super(Mesh, self).__init__(self.center.id)
		
		# This is the actual mesh we will see
		self.mesh = viz.addChild(config.DATASET_PATH + fileName + '.obj')
		self.mesh.setScale([SF,SF,SF])
		
		# This is the viznode that will be moved around to check distances for snapping
		self.checker = vizshape.addCube(10.0)
		
		# Tooltip
		self.tooltip = viz.addText(self.nameFormatted)
		self.tooltip.color(0,5,1)
		self.tooltip.billboard(viz.BILLBOARD_VIEW)
		self.tooltip.setScale(0.001,0.001,0.001) #small scale for bounding box calc
		
		#Description

#		if display.displayMode == 2:
#			self.dialogue = viz.addText(self.info,pos = [0,3,0],parent=viz.WORLD)
#			self.dialogue.billboard(viz.BILLBOARD_VIEW)
#			self.dialogue.setBackdrop(viz.BACKDROP_CENTER_TOP)
#			self.dialogue.setScale(0.15,0.15,0.15)
#			self.dialogue.alignment(viz.ALIGN_CENTER_CENTER)
#			#self.dialogue.setPosition([0.03,0.85,0])
#			#self.dialogue.color(viz.BLACK)
#		else:
#			self.dialogue = viz.addText(self.info,parent=viz.SCREEN)
#			#self.dialogue.setBackdrop(viz.BACKDROP_CENTER_TOP)
#			self.dialogue.setScale(0.3,0.3,0.0)
#			self.dialogue.alignment(viz.ALIGN_LEFT_BOTTOM)
#			self.dialogue.setPosition([0.03,0.85,0])
#			#self.dialogue.color(viz.BLACK)
		
		# Setup heirarchy for proper movement behavior
		self.mesh.setParent(self)
		self.tooltip.setParent(self.center)
		self.checker.setParent(self.mesh)
		
		# Offset mesh to lie in center of center viznode
		self.mesh.setPosition(self.centerPointScaledFlipped, viz.ABS_PARENT)
		self.checker.setPosition(self.centerPoint)
	
		self.addSensor()
		
		# Tooltip formatting
		self.tooltip.setScale(0.1,0.1,0.1)#set to prefered scale
		self.tooltip.setPosition(0,0,-1)
		self.tooltip.alignment(viz.TEXT_CENTER_CENTER)
		self.tooltip.visible(viz.OFF)
		
		#Line between tooltip and mesh centerPoint
#		viz.startLayer(viz.LINES)
#		viz.vertexColor(viz.BLUE)
#		viz.lineWidth(5)
#		viz.vertex(self.getPosition(viz.ABS_GLOBAL))
#		viz.vertex(self.tooltip.getPosition(viz.ABS_GLOBAL))
#		self.nameLine = viz.endLayer()
#		self.nameLine.dynamic()
#		self.nameLine.visible(viz.OFF)
		
		# Turn off visibility of center and checker viznodes
		self.center.disable([viz.RENDERING])
		self.color([0.3,0,0])
		self.checker.disable([viz.RENDERING,viz.INTERSECTION,viz.PHYSICS])
		
		self.scale		= SF
		self._enabled	= True

		self.nameAudioFlag	= 1    #defualt: 1, 1 allows name to be played, 0 does not allow name playback
		self.descAudioFlag	= 1		#default: 1, 1 allows description to be played, 0 does not allow dec playback
		self.grabbedFlag	= 0
		self.proxCounter	= 0
		
		# Group handling
		self.group = BoneGroup([self])
		groups.append(self.group)
Esempio n. 12
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sphere2 = vizshape.addSphere(radius=.1)
sphere2.setPosition(9.62, .3, 12)
sphere2.color(0, 1, 0)  #green
sphere2physics = sphere2.collideSphere(bounce=1.5)

sphere3 = vizshape.addSphere(radius=.1)
sphere3.setPosition(8.62, .3, 12)
sphere3.color(0, 0, 1)  #blue
sphere3physics = sphere3.collideSphere(bounce=1.5)

shapes = [sphere1, sphere2, sphere3]
grabber = vizconnect.getRawTool('grabber')
grabber.setItems(shapes)

#rgb boxes
p1 = vizshape.addCube(size=1)
p1.color(1, 0, 0)
p1.setPosition(9, 0, 10)
p1p = p1.collideBox()
sensor1 = vizproximity.addBoundingBoxSensor(p1)
target1 = vizproximity.Target(sphere1)

p2 = vizshape.addCube(size=1)
p2.color(0, 1, 0)
p2.setPosition(9, 0, 8)
p2p = p2.collideBox()
sensor2 = vizproximity.addBoundingBoxSensor(p2)
target2 = vizproximity.Target(sphere2)

p3 = vizshape.addCube(size=1)
p3.color(0, 0, 1)
Esempio n. 13
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 def __init__(self, x, y, z):
     self.body = vizshape.addCube(1)
     self.body.setPosition([x, y, z])
     self.body.color([200, 0, 0])
     print("Apple generated.")
Esempio n. 14
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    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"
	group.disable(viz.LIGHTING)

	return group

# Create walls of cave
cave_walls = addCaveWall(cave)
cave_walls.setParent(cave_origin)

# Attach avatar to cave origin
#avatar.setParent(cave_origin)

# Add environment
viz.add('piazza.osgb')

cube = vizshape.addCube(size=2)
cube.setPosition([0,1,3])
cube.setScale([0.5,0.5,0.5])

cubePosition = cube.getPosition()
bottomLeft = [cubePosition[0] - 1, cubePosition[2] - 1]
bottomRight = [cubePosition[0] + 1, cubePosition[2] - 1]
topLeft = [cubePosition[0] - 1, cubePosition[2] + 1]
topRight = [cubePosition[0] + 1, cubePosition[2] + 1]

def changeCube():
	
	hatPos = hatRigid.vizNode.getPosition()
	
	if(hatPos[0] >= bottomLeft[0] and hatPos[0] <= bottomRight[0]):
		if(hatPos[2] >= bottomLeft[1] and hatPos[2] <= topRight[1]):
Esempio n. 16
0
    def __init__(self):
        # base class constructor
        viz.EventClass.__init__(self)

        # set up keyboard and timer callback methods
        self.callback(viz.KEYDOWN_EVENT, self.onKeyDown)

        self.listAlien = []
        self.points = 0
        # avatar's x,z location in maze and its rotation angle
        self.theta = 0
        self.x = 2
        self.z = 2
        self.y = 1
        self.monX = 2
        self.monY = 1
        self.monZ = 27
        self.first = False
        self.bird = True
        self.birdX = 20
        self.birdY = 15
        self.birdZ = 5
        self.EndGame = False
        # 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 = []
        #bottom left
        self.maze = [[
            4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
            4, 4, 4, 4, 4, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 0, 2, 0, 0, 2, 0, 1, 0, 0, 2, 0, 0, 2, 1, 1, 0, 0, 2, 0, 0,
            2, 0, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 0, 2, 0, 2, 0, 1, 0, 2, 0, 0, 2, 0, 1, 1, 0, 2, 0, 0, 2,
            0, 0, 2, 0, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 2, 0, 4, 4, 0, 0, 4, 4, 0, 2, 4, 4, 2, 0, 4, 4, 0,
            0, 4, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 1, 1, 4, 4, 0, 0, 4, 4, 2, 0, 4, 4, 1, 1, 4, 4, 0, 2, 4, 4, 2,
            0, 4, 4, 1, 1, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 0, 0, 4, 4, 0, 0, 4, 4, 2, 0, 4, 4, 2, 0, 4, 4, 0,
            2, 4, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2,
            0, 0, 2, 0, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 0, 0, 2, 0, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0,
            2, 0, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 4, 4, 4, 2, 0, 4, 2, 0, 4, 4, 4, 4, 4, 4, 0, 2, 0, 4, 2,
            0, 0, 4, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 4, 0, 2, 4, 0, 2, 4, 4, 4, 4, 4, 4, 2, 0, 0, 4, 0,
            2, 4, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 4, 4, 4, 2, 0, 4, 2, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0, 4, 2,
            0, 4, 4, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 1, 1, 4, 4, 4, 0, 2, 4, 1, 1, 4, 4, 4, 4, 4, 4, 0, 0, 4, 4, 1,
            1, 1, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 0, 2, 0, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 4, 0,
            2, 0, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 4, 2,
            0, 2, 0, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 0, 2, 0, 0, 4, 4, 2, 0, 4, 4, 0, 2, 4, 4, 4, 0, 2, 4, 0,
            0, 4, 4, 1, 1, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 0, 2, 4, 4, 0, 0, 4, 4, 2, 0, 4, 4, 0, 2, 0, 4, 0,
            2, 4, 4, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 0, 4, 2, 0, 1, 0, 2, 0, 2, 0, 0, 2, 4, 4, 0, 2, 0, 0, 2,
            0, 1, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 0, 2, 0, 0, 2, 1, 2, 0, 0, 2, 0, 2, 0, 1, 0, 0, 2, 0, 0, 2,
            0, 1, 2, 0, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 0, 2, 0, 0, 1, 2, 0, 2, 0, 0, 0, 2, 1, 0, 2, 0, 0, 2, 0,
            0, 1, 0, 2, 0, 4
        ]] + self.maze
        ##################################################################################
        self.maze = [[
            4, 0, 2, 0, 2, 0, 0, 1, 2, 0, 2, 0, 0, 0, 2, 1, 0, 2, 0, 0, 2, 0,
            0, 1, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 0, 2, 0, 0, 2, 1, 2, 0, 0, 2, 0, 2, 0, 1, 0, 0, 2, 0, 0, 2,
            0, 1, 2, 0, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 0, 4, 2, 0, 1, 0, 2, 0, 2, 0, 0, 2, 4, 4, 0, 2, 0, 0, 2,
            0, 1, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 0, 2, 4, 4, 0, 0, 4, 4, 2, 0, 4, 4, 0, 2, 0, 4, 0,
            2, 4, 4, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 0, 2, 0, 0, 4, 4, 2, 0, 4, 4, 0, 2, 4, 4, 4, 0, 2, 4, 0,
            0, 4, 4, 1, 1, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 4, 2,
            0, 2, 0, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 0, 2, 0, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 4, 0,
            2, 0, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 1, 1, 4, 4, 4, 0, 2, 4, 1, 1, 4, 4, 4, 4, 4, 4, 0, 0, 4, 4, 1,
            1, 1, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 4, 4, 4, 2, 0, 4, 2, 0, 4, 4, 4, 4, 4, 4, 0, 0, 0, 4, 2,
            0, 4, 4, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 4, 0, 2, 4, 0, 2, 4, 4, 4, 4, 4, 4, 2, 0, 0, 4, 0,
            2, 4, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 4, 4, 4, 2, 0, 4, 2, 0, 4, 4, 4, 4, 4, 4, 0, 2, 0, 4, 2,
            0, 0, 4, 0, 2, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 0, 0, 2, 0, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0,
            2, 0, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2,
            0, 0, 2, 0, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 0, 0, 4, 4, 0, 0, 4, 4, 2, 0, 4, 4, 2, 0, 4, 4, 0,
            2, 4, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 1, 1, 4, 4, 0, 0, 4, 4, 2, 0, 4, 4, 1, 1, 4, 4, 0, 2, 4, 4, 2,
            0, 4, 4, 1, 1, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 2, 4, 4, 2, 0, 4, 4, 0, 0, 4, 4, 0, 2, 4, 4, 2, 0, 4, 4, 0,
            0, 4, 4, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 2, 0, 0, 2, 0, 2, 0, 1, 0, 2, 0, 0, 2, 0, 1, 1, 0, 2, 0, 0, 2,
            0, 0, 2, 0, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 0, 0, 2, 0, 0, 2, 0, 1, 0, 0, 2, 0, 0, 2, 1, 1, 0, 0, 2, 0, 0,
            2, 0, 0, 2, 0, 4
        ]] + self.maze
        self.maze = [[
            4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
            4, 4, 4, 4, 4, 4
        ]] + self.maze

        view = viz.MainView
        mat = viz.Matrix()
        mat.postAxisAngle(0, 1, 0, 270)
        mat.postAxisAngle(0, 0, 1, 40)
        mat.postTrans(self.birdX, self.birdY, self.birdZ)
        view.setMatrix(mat)

        self.blocks = []
        # Code to create blocks forming the maze goes here
        for row in range(0, len(self.maze)):
            for i in range(0, len(self.maze[row])):
                #* self.maze[i]
                if (self.maze[row][i] == 4):
                    block = vizshape.addCube(size=1.0, color=viz.RED)
                elif (self.maze[row][i] == 1):
                    block = vizshape.addCube(size=1.0, color=viz.BLUE)
                else:
                    block = vizshape.addCube(size=1.0, color=viz.BLACK)
                m = viz.Matrix()
                xx = 1
                yy = .5
                zz = 1
                if (row != 0):
                    xx = xx + (row * 1)
                if (i != 0):
                    zz = zz + (i * 1)
                m.postTrans(xx, yy, zz)

                if (self.maze[row][i] == 4):
                    m.postScale(1, 4.0, 1)
                elif (self.maze[row][i] == 1):
                    m.postScale(1, 1.5, 1)
                else:
                    m.postScale(1, 1, 1)
                self.blocks = [[xx, zz]] + self.blocks
                block.setMatrix(m)

        for row in range(0, len(self.maze)):
            for i in range(0, len(self.maze[row])):
                if (self.maze[row][i] == 2):
                    #self.sphere = vizshape.addSphere(.125,10,10)
                    self.sphere = Sphere()

                    m = viz.Matrix()
                    xx = 1
                    yy = 1.5
                    zz = 1
                    if (row != 0):
                        xx = xx + (row * 1)
                    if (i != 0):
                        zz = zz + (i * 1)
                    m.postTrans(xx, yy, zz)
                    self.sphere.setXZ(xx, zz)
                    self.listAlien.append(self.sphere)
                    self.sphere.vertices.setMatrix(m)

        self.avatar = viz.add('vcc_female.cfg')
        m = viz.Matrix()
        m.postTrans(self.x, self.y, self.z)
        m.postAxisAngle(0, 1, 0, self.theta)
        self.avatar.setMatrix(m)

        self.monster = viz.add('vcc_female.cfg')
        m = viz.Matrix()
        m.postTrans(self.monX, self.monY, self.monZ)
        m.postAxisAngle(0, 1, 0, self.theta)
        self.monster.setMatrix(m)
    def __init__(self, participant):

        self.visual_maze_instruktionen = {
            'baseline_start':
            'Zu Beginn wird eine Zusatzmessung aufgenommen.\n'
            'Es geht gleich automatisch weiter...',
            'baseline_standing':
            'Halten Sie Ihre Augen offen und\n'
            'entspannen sich.\n'
            'Mit einem Klick,\n'
            'beginnt die Messung',
            'baseline_thrusting':
            'Halten Sie Ihre Augen offen und\n'
            'tasten wiederholt nach vorne.\n'
            'Mit einem Klick,\n'
            'beginnt die Messung.',
            'baseline_end':
            'Bitte beim Versuchsleiter melden.'
        }

        # call constructor of superclass
        super(VisualMaze, self).__init__(participant)

        #ground = viz.add('tut_ground.wrl')  # Add ground

        # create scene of the experiment
        self.subject_id = participant.id
        self.scene = VisualMazeScene(participant.maze_config, self.subject)
        self.maze = None
        self.light = vizfx.addDirectionalLight(euler=(0, 90, 0),
                                               color=viz.WHITE)
        self.hand_tracker_id = None
        self.arm_tracker_id = None
        self.torso_tracker_id = None

        # permuted list of all 4 trial mazes L Z U S, with 24 subjects 1 permutation cycle is complete
        self.trial_list_all = [['Z', 'L', 'U', 'S'], ['L', 'Z', 'U', 'S'],
                               ['U', 'L', 'Z', 'S'], ['L', 'U', 'Z', 'S'],
                               ['Z', 'U', 'L', 'S'], ['U', 'Z', 'L', 'S'],
                               ['U', 'Z', 'S', 'L'], ['Z', 'U', 'S', 'L'],
                               ['S', 'U', 'Z', 'L'], ['U', 'S', 'Z', 'L'],
                               ['Z', 'S', 'U', 'L'], ['S', 'Z', 'U', 'L'],
                               ['S', 'L', 'U', 'Z'], ['L', 'S', 'U', 'Z'],
                               ['U', 'S', 'L', 'Z'], ['S', 'U', 'L', 'Z'],
                               ['L', 'U', 'S', 'Z'], ['U', 'L', 'S', 'Z'],
                               ['Z', 'L', 'S', 'U'], ['L', 'Z', 'S', 'U'],
                               ['S', 'Z', 'L', 'U'], ['Z', 'S', 'L', 'U'],
                               ['L', 'S', 'Z', 'U'], ['S', 'L', 'Z', 'U']]
        # permuted list of all 3 objects to test in rvd task (G = Global Landmark, L = Local, S = Start) with 24 subjects 4 permutation cycles are complete
        self.rvd_list_all = [['G', 'L', 'S'], ['L', 'G', 'S'], ['S', 'G', 'L'],
                             ['G', 'S', 'L'], ['L', 'S', 'G'], ['S', 'L', 'G'],
                             ['G', 'L', 'S'], ['L', 'G', 'S'], ['S', 'G', 'L'],
                             ['G', 'S', 'L'], ['L', 'S', 'G'], ['S', 'L', 'G'],
                             ['G', 'L', 'S'], ['L', 'G', 'S'], ['S', 'G', 'L'],
                             ['G', 'S', 'L'], ['L', 'S', 'G'], ['S', 'L', 'G'],
                             ['G', 'L', 'S'], ['L', 'G', 'S'], ['S', 'G', 'L'],
                             ['G', 'S', 'L'], ['L', 'S', 'G'], ['S', 'L', 'G']]

        # # keys for video recording
        # vidname = str(participant.id) + '_' + str(participant.control_style) + '.avi'
        # viz.setOption('viz.AVIRecorder.fps','25')
        # viz.setOption('viz.AVIRecorder.maxWidth','1280')
        # viz.setOption('viz.AVIRecorder.maxHeight', '720')
        # vizact.onkeydown('b', viz.window.startRecording, vidname)
        # vizact.onkeydown('e', viz.window.stopRecording)

        # ---- collision event params ---- #
        # objects handling current state of visual maze experiment
        # wall enter and exit collision event callbacks
        self.hand_in_wall = False
        self.head_in_wall = False

        # placeholders for visual feedback functions
        self.feedback_hand = None
        self.feedback_start_time = 0
        self.feedback_duration = 0
        self.new_touch_allowed = True
        self.feedback = vizact.sequence(vizact.waittime(0.5),
                                        vizact.fadeTo(
                                            0, time=.2))  # event is 700 ms
        self.help_sphere = vizshape.addSphere(.1)
        self.help_sphere.color(viz.GREEN)
        self.help_sphere.visible(viz.OFF)

        # ---- Bookkeeping variables for behavioral data collection ---- #
        self.current_maze = None
        self.current_trial_run = None

        # ---- Reward tracking variables ---- #
        self.hand_hits = 0
        self.head_hits = 0
        self.local_landmark_hits = 0
        self.duration = 0
        self.start_return = 0

        # pointing task
        self.pointing_task_on = False

        # RVD task objects
        self.rvd_task_on = False
        self.in_rvd_table = False
        self.rvd_table = vizshape.addCube(1)
        self.rvd_table.alpha(0.3)  # make surface barely visible
        self.rvd_table.visible(viz.OFF)
        self.start_sign = viz.add('resources/start.dae')
        self.start_sign.setScale(.02, .02, .02)
        self.start_sign.visible(viz.OFF)
Esempio n. 18
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    def __init__(self, enable=False, hotkey=viz.KEY_F12):
        
        self._enable = enable
        self._hotkey = hotkey
        self._next_screenshot = 1
        self._points = []
        
        # Visualization parameters
        self.GRID_COLOR = [1, 1, 1]
        self.DEBUG_ALPHA = 0.6
        self.LABEL_SCALE = 0.05
        self.VALUE_SCALE = 0.015
        self.MARKER_SIZE = 0.05
        self.HUD_POS = [0.4, 0.3, 1] # Works for Vive / Vive Pro

        # SteamVR devices
        self.hmd = {}
        self.controllers = {}
        self.trackers = {}
        self.lighthouses = {}
        self.nodes = {}

        # Set up scene objects
        self._root = viz.addGroup()
        self._obj = []
        self._obj.append(vizshape.addGrid((100, 100), color=self.GRID_COLOR, pos=[0.0, 0.001, 0.0], parent=self._root))
        self._obj.append(vizshape.addAxes(pos=(0,0,0), scale=(0.5, 0.5, 0.5), parent=self._root))
        
        # Set up possible marker objects
        self._markers = {'sphere_red': vizshape.addSphere(radius=self.MARKER_SIZE / 2, color=viz.RED, parent=self._root),
                         'sphere_green': vizshape.addSphere(radius=self.MARKER_SIZE / 2, color=viz.GREEN, parent=self._root),
                         'sphere_blue': vizshape.addSphere(radius=self.MARKER_SIZE / 2, color=viz.BLUE, parent=self._root),
                         'sphere_yellow': vizshape.addSphere(radius=self.MARKER_SIZE / 2, color=viz.YELLOW, parent=self._root),
                         'cube_red': vizshape.addCube(size=self.MARKER_SIZE, color=viz.RED, parent=self._root),
                         'cube_green': vizshape.addCube(size=self.MARKER_SIZE, color=viz.GREEN, parent=self._root),
                         'cube_blue': vizshape.addCube(size=self.MARKER_SIZE, color=viz.BLUE, parent=self._root),
                         'cube_yellow': vizshape.addCube(size=self.MARKER_SIZE, color=viz.YELLOW, parent=self._root)
        }
        for marker in self._markers.keys():
            self._markers[marker].visible(False)

        # Note: X/Z axis rays moved up (y) by 1 mm to avoid z-fighting with the ground plane
        self._obj.append(addRayPrimitive(origin=[0,0.001,0], direction=[1, 0.001, 0], color=viz.RED, parent=self._root))   # x
        self._obj.append(addRayPrimitive(origin=[0,0.001,0], direction=[0, 0.001, 1], color=viz.BLUE, parent=self._root))  # z
        self._obj.append(addRayPrimitive(origin=[0,0,0], direction=[0, 1, 0], color=viz.GREEN, parent=self._root)) # y
        
        # Set up UI
        txt = 'Hotkeys:\nS - Save collected points data\nC - Clear point data\nL - Toggle Lighthouse rays\nX - Export debug scene\n\n'
        txt += 'Controller Buttons:\nTrigger - place point axes\nA - Save point data\nB - Take screenshot'
        self._ui = vizinfo.InfoPanel(txt, icon=True, align=viz.ALIGN_RIGHT_TOP, title='SteamVR Debug Tool')
        self._ui.renderToEye(viz.RIGHT_EYE)
        self._ui.addSeparator()
        self._obj.append(self._ui)

        # Register key callbacks
        self._callbacks = []
        self._callbacks.append(vizact.onkeydown('s', self.savePoints))
        self._callbacks.append(vizact.onkeydown('c', self.clearPoints))
        self._callbacks.append(vizact.onkeydown('l', self.showLighthouseRays, viz.TOGGLE))
        self._callbacks.append(vizact.onkeydown('x', self.saveDebugScene))

        self.findDevices()
        self.enable(self._enable)
        self._hotkey_callback = vizact.onkeydown(self._hotkey, self.enable, viz.TOGGLE)
        self._ui_callback = vizact.onupdate(viz.PRIORITY_LINKS+1, self._updateUI)
        print('* SteamVR Debug Overlay initialized.')
Esempio n. 19
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    def addDebugModel(self, node, label, model=None, color=None, size=None):
        """ Add a debug model, axes and label for any node3d object. 
        Debug nodes are shown in UI and displayed/hidden together with 
        the rest of the debug scene. 

        Args:
            node: any Vizard node, group, or sensor object
            label (str): Brief text to identify the node in UI and VR
            model (str): One of:
                - 'sphere', 'cube', 'axes': use a vizshape primitive
                - a valid model file name ('test.osg'): load and use model
            color (3-tuple): RGB color, None for random (ignored for model files)
            size (float): Size of primitive, or scaling factor for model files
        """
        if label in self.nodes.keys():
            raise ValueError('Label already exists - node labels must be unique!')
            return None

        if color is None:
            color = colorsys.hsv_to_rgb(random.uniform(0.0, 1.0), 
                                        random.uniform(0.4, 1.0), 
                                        random.uniform(0.5, 1.0))
        # Add model and label text objects
        if model is not None and os.path.isfile(model):
            if size is None:
                size = 1.0
            _m = viz.addChild(model, parent=node)
            _m.setScale([size,] * 3)

        else:
            if size is None:
                size = 0.05

            if model is None:
                _m = viz.addGroup(parent=node)
                
            elif model == 'sphere':
                _m = vizshape.addSphere(radius=size, color=color, parent=node)
        
            elif model == 'cube':
                _m = vizshape.addCube(size=size, color=color, parent=node)

            elif model == 'axes':
                _m = vizshape.addAxes(length=size, color=color, parent=node)

        _m.disable(viz.INTERSECTION)
        _text = viz.addText3D(str(label), scale=(self.VALUE_SCALE,) * 3,
                              color=color, parent=_m, pos=(size * 1.1, 0.01, 0))
        _text.alignment(alignment=viz.ALIGN_LEFT_CENTER)
        _text.setEuler(0, 45, 0)

        # Add UI section for debug nodes if this is the first one
        if len(self.nodes) == 0:
            self._ui.addSeparator()
            self._ui.addItem(viz.addText('Other Nodes'))

        _ui = viz.addText('N/A')
        lbl = self._ui.addLabelItem(str(label), _ui)
        lbl.label.color(color)
        self._obj.extend([_m, _text])
        _m.visible(self._enable)
        _text.visible(self._enable)

        self.nodes[str(label)] = {'model': _m,
                                  'text': _text,
                                  'ui': _ui}

        print('* Added extra node entry: {:s}'.format(str(label)))
        return _m
Esempio n. 20
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 def makeBodyBox(self, x, y, z):
     box = vizshape.addCube(1)
     box.setPosition([x, y, z])
     box.color([128, 64, 0])
     return box