def __init__(self): self.initWindow() # window title title = "ASTRO.SYNTH" pygame.display.set_caption(title, title) # screen scene manager self.scene_mngr = SceneManager.SceneManager()
def __new__(cls): if cls.__instance is None: cls.__instance = super(Managers, cls).__new__(cls) cls.__instance.app = QtWidgets.QApplication(sys.argv) cls.__instance.input = inputManager.InputManager() cls.__instance.scene = scene.SceneManager() cls.__instance.scene.resize(1550, 1000) cls.__instance.objects = objMan.ObjectManager(cls.__instance.scene) cls.__instance.collisionDetection = collision.CollisionDetection( cls.__instance.objects) return cls.__instance
def start(): # disable logger warningss logger = avango.gua.nodes.Logger(EnableWarning=False) workspace_config = sys.argv[1] if sys.argv[2] == "True": start_clients = True else: start_clients = False # preload materials and shading models avango.gua.load_shading_models_from("data/materials") avango.gua.load_materials_from("data/materials") # initialize application manager application_manager = ApplicationManager() application_manager.my_constructor(WORKSPACE_CONFIG=workspace_config, START_CLIENTS=start_clients) # initialize scene scene_manager = SceneManager() # initialize touch devices multi_touch_device = None for _workspace in application_manager.workspaces: for _display_group in _workspace.display_groups: for _display in _display_group.displays: if "TUIO" in _display.get_touch_protocols(): if None == multi_touch_device: device = TUIODevice() device.my_constructor(scenegraphs[0], _display, scenegraphs[0]["/net"], scene_manager, application_manager) multi_touch_device = device # initialize animation manager #animation_manager = AnimationManager() #animation_manager.my_constructor([ graph["/net/platform_0"]] # , [ application_manager.navigation_list[0]]) ## distribute all nodes in the scenegraph distribute_all_nodes(scenegraphs[0]["/net"], scenegraphs[0]["/net"]) # run application loop application_manager.run(locals(), globals())
def __init__(self): super(MainWindow, self).__init__() centralWidget = QtGui.QWidget() self.setCentralWidget(centralWidget) self.glWidget = GLWidget() self.glWidgetArea = QtGui.QScrollArea() self.glWidgetArea.setWidget(self.glWidget) self.glWidgetArea.setWidgetResizable(True) self.glWidgetArea.setHorizontalScrollBarPolicy( QtCore.Qt.ScrollBarAlwaysOff) self.glWidgetArea.setVerticalScrollBarPolicy( QtCore.Qt.ScrollBarAlwaysOff) self.glWidgetArea.setSizePolicy(QtGui.QSizePolicy.Ignored, QtGui.QSizePolicy.Ignored) self.glWidgetArea.setMinimumSize(50, 50) self.createActions() self.createMenus() centralLayout = QtGui.QGridLayout() centralLayout.addWidget(self.glWidgetArea, 0, 0) centralWidget.setLayout(centralLayout) self.setWindowTitle("3D Brain Network Analysis Tool") self.resize(800, 600) self.renderSystem = RenderSystem() self.sourceManager = SourceManager() self.sceneManager = SceneManager() self.renderSystem.setRenderWidget(self.glWidget) self.renderSystem.setSceneManager(self.sceneManager) self.sceneManager.addSource(self.sourceManager) self.glWidget.addRenderSystem(self.renderSystem)
def __init__(self, parent=None, manager=None, printpreview=None): qt.QWidget.__init__(self, parent) self.mainLayout = qt.QGridLayout(self) if printpreview is None: self.printPreview = Object3DPrintPreview.Object3DPrintPreview( modal=0) else: self.printPreview = printpreview self.buildToolBar() self.wheelSlider10 = WheelAndSpacer(self, orientation=qt.Qt.Vertical) # Wheel self.__applyingCube = False #self.wheelSlider10.wheel.setMass(0.5) self.wheelSlider10.wheel.setRange(-360., 360., 0.5) self.wheelSlider10.wheel.setValue(0.0) self.wheelSlider10.wheel.setTotalAngle(360.) self.connect(self.wheelSlider10.wheel, qt.SIGNAL("valueChanged(double)"), self.setTheta) self.glWidget = SceneGLWidget.SceneGLWidget(self) self.scene = weakref.proxy(self.glWidget.scene) self.glWidget.setObjectSelectionMode(True) self.wheelSlider12 = Qwt5.QwtSlider(self, qt.Qt.Vertical, Qwt5.QwtSlider.NoScale, Qwt5.QwtSlider.BgSlot) #self.axesObject = BlissGLAxesObject.BlissGLAxesObject("3D Axes") #self.glWidget.addObject3D(self.axesObject) #self.wheelSlider12.setScaleEngine(Qwt5.QwtLog10ScaleEngine()) #self.wheelSlider12.setThumbWidth(20) self.wheelSlider12.setRange(-10, 10, 0.05) #self.wheelSlider12.setScale(0.01, 100) self.wheelSlider12.setValue(0.0) #self.wheelSlider12.setScaleMaxMinor(10) self.connect(self.wheelSlider12, qt.SIGNAL("valueChanged(double)"), self.setZoomFactor) self.wheelSlider21 = WheelAndLineEdit(self, orientation=qt.Qt.Horizontal) #wheel #self.wheelSlider21.wheel.setMass(0.5) self.wheelSlider21.wheel.setRange(-360., 360., 0.5) self.wheelSlider21.wheel.setValue(0.0) self.wheelSlider21.wheel.setTotalAngle(360.) self.infoLine = self.wheelSlider21.lineEdit self.infoLine.setText("Scene is in object selection mode.") self.connect(self.wheelSlider21.wheel, qt.SIGNAL("valueChanged(double)"), self.setPhi) self.mainLayout.addWidget(self.toolBar, 0, 1) self.mainLayout.addWidget(self.wheelSlider10, 1, 0) self.mainLayout.addWidget(self.glWidget, 1, 1) self.mainLayout.addWidget(self.wheelSlider12, 1, 2) self.mainLayout.addWidget(self.wheelSlider21, 2, 1) if manager is None: self.manager = SceneManager.SceneManager(None, glwindow=self) self.sceneControl = self.manager.sceneControl #self.sceneControl = SceneControl.SceneControl(None, self.glWidget.scene) #self.manager.sceneControl self.connectSceneControl() #self.manager.show() #self.sceneControl.show() self.connect(self.manager, qt.SIGNAL('SceneManagerSignal'), self.sceneManagerSlot) else: self.manager = weakref.proxy(manager) self.activeObject = None self.connect(self.glWidget, qt.SIGNAL('objectSelected'), self.objectSelectedSlot) self.connect(self.glWidget, qt.SIGNAL('vertexSelected'), self.vertexSelectedSlot) self.setWindowTitle(self.tr("Object3D Scene"))
##Dependencies: ##License: ###################################################################### # Pound Includes import viz import pregame import SceneManager import viztask import Human import GameWrap import vizcam import postgame viz.go() sceneManager = SceneManager.SceneManager() #Game def ZombieGame(): Status = True while (Status): print viz.MainScene viz.scene(1) ActiveProgram = pregame.Intro() #Destructions info yield ActiveProgram.done.wait() #Wailt for intro screen to be done sceneManager.switchtoScene('Charactor') ActiveProgram = pregame.CharacterCreation() playerName = yield ActiveProgram.done.wait( ) #Wailt for charactor creation to be done
#Inital stuff pygame.init() clock = pygame.time.Clock() width = 800 height = 600 size = width, height screen = pygame.display.set_mode(size) bgColor = r,g,b = 0, 0, 0 font = pygame.font.Font(None,36) player = Player([width/2, height-150]) UIManager = UIManager() SceneManager = SceneManager() scene = None testItem = Item(screen, "weapon", "universal", "Health Potion", "*Description*", "Images/Other/Items/HealthPotion.png") TextManager = TextManager(screen, scene) newText = Text("Testing", [20,20]) p = PlayerAnimation([width/2, height/2]) #Move UI Elements #UIManager.MBRect = UIManager.MBRect.move(UIManager.MBPose) #UIManager.HBRect = UIManager.HBRect.move(UIManager.HBPose) while True: #if player.health <= 2:
def __init__ ( self, modname, mapname, is_server=False, graphics_enabled=True ): """Initialize the world from the given map""" self.modname = modname self.mapname = mapname self.playerEnt = None self.isServer = is_server self.graphicsEnabled = graphics_enabled self.idCounter = 0 self.ninjasKilled = 0 self.piratesKilled = 0 self.treasuresTaken = 0 self.deathBlotches = [] path = Mod.MapPath( modname, mapname) hmap = path+"heightmap.bin" projectdesc = ProjectDesc ( modname, mapname ) self.projectDesc = projectdesc self.seaLevel = float(projectdesc.SeaLevel) self.solver = Physics.Solver() self.solver.setMinimumFramerate(10) #create materials self.materialMap = Materials.DefaultMaterialMap(self.solver) #setup atmosphere self.atmosphere = Atmosphere.Atmosphere(projectdesc) self._extractShadowMap() self.terrainMaterial = TerrainMaterial.TerrainMaterial( modname, mapname ) self.terrain = Terrain.TerrainPatch( None, self, Heightmap.fromFile(hmap), self.terrainMaterial, projectdesc.Spacing ) #if self.graphicsEnabled: # self.terrain.initGraphics() self.ocean = Ocean.Ocean(float(projectdesc.SeaLevel), projectdesc.WaterTexture, self.terrain.getextent() ) mx = self.terrain.getextent() / 2 mz = self.terrain.getextent() / 2 my = self.terrain.getWorldHeightValue( mx, mz ) + 2.0 #Set the world size (Newton will disable anything that's not #within the world box extent = float(self.terrain.getextent()) self.solver.setWorldSize( (-extent, -2000.0, -extent ), (extent, 2000.0, extent) ) #Create scene. This should load all the entities as well self.scene = SceneManager.SceneManager(self, modname, mapname) #set camera if not self.graphicsEnabled: self.playerEnt = None self.camera = None else: if self.playerEnt == None or Settings.RunPhysics == False: self.camera = Camera.Freecam() self.camera.position = vec3( mx, my, mz) self.camera.yaw = 0 self.camera.pitch = 0 else: self.camera = Camera.AttachableCamera( self.playerEnt ) self.frustrum_camera = self.camera.asFreecam() print "World loaded"