コード例 #1
0
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
コード例 #2
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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
コード例 #3
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 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()
コード例 #4
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ファイル: Experiment.py プロジェクト: dlcen/VizardCode
def cross(eyeHeight):
    viz.startLayer(viz.LINES)
    viz.lineWidth(2)
    viz.vertex(-0.25, 0 + eyeHeight, 5)  #Vertices are split into pairs.
    viz.vertex(0.25, 0 + eyeHeight, 5)
    viz.vertex(0, -0.25 + eyeHeight, 5)
    viz.vertex(0, 0.25 + eyeHeight, 5)
    myCross = viz.endLayer()
    return myCross
コード例 #5
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def door_line(high, wide, pixel):
    door = viz.addGroup()

    pos = np.array([[-wide / 2, 0, 0], [wide / 2, 0, 0], [wide / 2, high, 0],
                    [-wide / 2, high, 0]])

    viz.startLayer(viz.LINE_LOOP)
    viz.lineWidth(pixel)
    for i in range(4):
        viz.vertex(pos[i, :].tolist())

    line = viz.endLayer()
    line.setParent(door)

    return door
コード例 #6
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	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)
コード例 #7
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ファイル: gazeTools.py プロジェクト: bmj8778/CatchB
	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)
コード例 #8
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    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 )
コード例 #9
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ファイル: BallZUtil.py プロジェクト: MSPigl/Computer-Graphics
    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()
コード例 #10
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	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)
コード例 #11
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ファイル: bp3d.py プロジェクト: EvanKrueger/Anatomy-Puzzle
    def addToolTip(self, bb):
        self.tooltip = viz.addText(self.nameFormatted)
        self.tooltip.visible(viz.OFF)
        self.tooltip.color([0.0, 1.0, 0.5])
        self.tooltip.setParent(bb)
        position = list(
            numpy.add(
                numpy.subtract(bb.centerPointScaled, bb.cornerPointScaled),
                bb.axis.getPosition(viz.ABS_GLOBAL))
        )  #calculate transformed center of the bounding box
        position = [[x, y, z - 1] for x, y, z in [position]][0]
        self.tooltip.billboard(viz.BILLBOARD_VIEW)
        self.tooltip.setScale(0.1, 0.1, 0.1)  #set to prefered scale
        self.tooltip.setPosition(position)
        self.tooltip.alignment(viz.TEXT_CENTER_CENTER)

        #Line between tooltip and mesh centerPoint
        viz.startLayer(viz.LINES)
        viz.vertexColor(viz.BLUE)
        viz.lineWidth(2)
        self.nameLine = viz.endLayer()
        self.nameLine.dynamic()
        self.nameLine.visible(viz.OFF)
コード例 #12
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 def draw(self, vertices):
     viz.startLayer(viz.LINE_LOOP)
     viz.lineWidth(10)
     for v in vertices:
         viz.vertex(*v)
     return viz.endLayer()