예제 #1
0
    def set_controls(self):
        """Configure common game controls.

        Configure major keys, collisions system
        and controls to manipulate characters.
        """
        base.accept("f1", self._show_keys)  # noqa: F821
        base.accept("escape", base.main_menu.show)  # noqa: F821
        base.accept("r", self._show_char_relations)  # noqa: F821
        base.accept("m", base.world.rails_scheme.show)  # noqa: F821
        base.accept("j", base.journal.show)  # noqa: F821

        # configure mouse collisions
        col_node = CollisionNode("mouse_ray")
        col_node.setIntoCollideMask(NO_MASK)
        col_node.setFromCollideMask(MOUSE_MASK)
        self._mouse_ray = CollisionRay()
        col_node.addSolid(self._mouse_ray)

        # set common collisions handler
        handler = CollisionHandlerEvent()
        handler.addInPattern("%fn-into")
        handler.addAgainPattern("%fn-again")
        handler.addOutPattern("%fn-out")

        self.traverser = CollisionTraverser("traverser")
        self.traverser.addCollider(
            base.cam.attachNewNode(col_node), handler  # noqa: F821
        )
        self.set_mouse_events()

        taskMgr.doMethodLater(0.03, self._collide_mouse, "collide_mouse")  # noqa: F821
        taskMgr.doMethodLater(0.04, self._traverse, name="main_traverse")  # noqa: F821
예제 #2
0
class CollisionBase(ShowBase):
    def __init__(self):
        self.cTrav = CollisionTraverser()
        self.mchandler = CollisionHandlerEvent()
        self.mchandler.addInPattern('into-%in')
        self.mchandler.addAgainPattern('%fn-again-%in')
        self.mchandler.addOutPattern('out-%in')
예제 #3
0
class CogdoFlyingCollisions(GravityWalker):
    wantFloorSphere = 0

    def __init__(self):
        GravityWalker.__init__(self, gravity=0.0)

    def initializeCollisions(self,
                             collisionTraverser,
                             avatarNodePath,
                             avatarRadius=1.4,
                             floorOffset=1.0,
                             reach=1.0):
        self.cHeadSphereNodePath = None
        self.cFloorEventSphereNodePath = None
        self.setupHeadSphere(avatarNodePath)
        self.setupFloorEventSphere(avatarNodePath,
                                   ToontownGlobals.FloorEventBitmask,
                                   avatarRadius)
        GravityWalker.initializeCollisions(self, collisionTraverser,
                                           avatarNodePath, avatarRadius,
                                           floorOffset, reach)
        return

    def setupWallSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75,
                                  self.avatarRadius)
        cSphereNode = CollisionNode('Flyer.cWallSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        if config.GetBool('want-fluid-pusher', 0):
            self.pusher = CollisionHandlerFluidPusher()
        else:
            self.pusher = CollisionHandlerPusher()
        self.pusher.addCollider(cSphereNodePath, self.avatarNodePath)
        self.cWallSphereNodePath = cSphereNodePath

    def setupEventSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75,
                                  self.avatarRadius * 1.04)
        cSphere.setTangible(0)
        cSphereNode = CollisionNode('Flyer.cEventSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.event = CollisionHandlerEvent()
        self.event.addInPattern('enter%in')
        self.event.addOutPattern('exit%in')
        self.cEventSphereNodePath = cSphereNodePath

    def setupRay(self, bitmask, floorOffset, reach):
        cRay = CollisionRay(0.0, 0.0, 3.0, 0.0, 0.0, -1.0)
        cRayNode = CollisionNode('Flyer.cRayNode')
        cRayNode.addSolid(cRay)
        self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
        cRayNode.setFromCollideMask(bitmask)
        cRayNode.setIntoCollideMask(BitMask32.allOff())
        self.lifter = CollisionHandlerGravity()
        self.lifter.setLegacyMode(self._legacyLifter)
        self.lifter.setGravity(self.getGravity(0))
        self.lifter.addInPattern('%fn-enter-%in')
        self.lifter.addAgainPattern('%fn-again-%in')
        self.lifter.addOutPattern('%fn-exit-%in')
        self.lifter.setOffset(floorOffset)
        self.lifter.setReach(reach)
        self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)

    def setupHeadSphere(self, avatarNodePath):
        collSphere = CollisionSphere(0, 0, 0, 1)
        collSphere.setTangible(1)
        collNode = CollisionNode('Flyer.cHeadCollSphere')
        collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask)
        collNode.setIntoCollideMask(BitMask32.allOff())
        collNode.addSolid(collSphere)
        self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode)
        self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0)
        self.headCollisionEvent = CollisionHandlerEvent()
        self.headCollisionEvent.addInPattern('%fn-enter-%in')
        self.headCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(self.cHeadSphereNodePath,
                               self.headCollisionEvent)

    def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
        cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
        cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.floorCollisionEvent = CollisionHandlerEvent()
        self.floorCollisionEvent.addInPattern('%fn-enter-%in')
        self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
        self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
        self.cFloorEventSphereNodePath = cSphereNodePath

    def deleteCollisions(self):
        GravityWalker.deleteCollisions(self)
        if self.cHeadSphereNodePath != None:
            base.cTrav.removeCollider(self.cHeadSphereNodePath)
            self.cHeadSphereNodePath.detachNode()
            self.cHeadSphereNodePath = None
            self.headCollisionsEvent = None
        if self.cFloorEventSphereNodePath != None:
            base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
            self.cFloorEventSphereNodePath.detachNode()
            self.cFloorEventSphereNodePath = None
            self.floorCollisionEvent = None
        self.cRayNodePath.detachNode()
        del self.cRayNodePath
        self.cEventSphereNodePath.detachNode()
        del self.cEventSphereNodePath
        return

    def setCollisionsActive(self, active=1):
        if self.collisionsActive != active:
            if self.cHeadSphereNodePath != None:
                base.cTrav.removeCollider(self.cHeadSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cHeadSphereNodePath,
                                           self.headCollisionEvent)
            if self.cFloorEventSphereNodePath != None:
                base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cFloorEventSphereNodePath,
                                           self.floorCollisionEvent)
        GravityWalker.setCollisionsActive(self, active)
        return

    def enableAvatarControls(self):
        pass

    def disableAvatarControls(self):
        pass

    def handleAvatarControls(self, task):
        pass
예제 #4
0
class TunnelPinchTask(ShowBase, GripStateMachine):
    DATA_DIR = 'data'
    
    def __init__(self, id, session, hand, block, mode, wrist):
        ShowBase.__init__(self)
        GripStateMachine.__init__(self)
        base.disableMouse()
        wp = WindowProperties()
        wp.setSize(1920,1080)
        wp.setFullscreen(True)
        wp.setUndecorated(True)
        base.win.requestProperties(wp)

        self.sub_id = str(id)
        self.sess_id = str(session)
        self.hand = str(hand)
        self.block = str(block)
        self.mode = str(mode)
        self.wrist = str(wrist)
        
        self.prev_blk = os.path.join(self.DATA_DIR,'exp_2',self.sub_id,self.sess_id,self.wrist,self.hand,"B0")
        self.exp_blk0 = os.path.join(self.DATA_DIR,'exp_1',self.sub_id,self.sess_id,self.wrist,self.hand,"B0")
        self.table = np.loadtxt('src/tunnel_pinch_task/trialtable_flex.csv',dtype='str',delimiter=',',skiprows=1)

        indices = {}
        try:
            self.prev_table = np.loadtxt(os.path.join(self.prev_blk, 'final_targets.csv'),dtype='str',delimiter=',',skiprows=1)
        except:
            try:
                self.prev_table = np.loadtxt(os.path.join(self.exp_blk0, 'final_targets.csv'),dtype='str',delimiter=',',skiprows=1)
            except:
                print('Previous target file not found, results may be suboptimal')
        try:
            for i in range(self.prev_table.shape[0]):
                indices[self.prev_table[i,1]] = int(self.prev_table[i,0])-1
            for i in range(self.table.shape[0]):
                self.table[i,11] = self.prev_table[indices[self.table[i,1].strip()],11]
                self.table[i,12] = self.prev_table[indices[self.table[i,1].strip()],12]
                self.table[i,13] = self.prev_table[indices[self.table[i,1].strip()],13]
        except:
            print('Invalid target file')
        
        self.table = np.array([[item.strip() for item in s] for s in self.table])

        ###################################################
        #only use rows relevant to this block
        #HARDCODED! NOTE IN LOG SHEET
        spec_table = []
        for i in range(self.table.shape[0]):
            if int(self.block)%5 == 0: #block 0 to adjust positions
                if "(p)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%5 == 1:
                if "(L)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%5 == 2:
                if "(L+t)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%5 == 3:
                if "(S)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%5 == 4:
                if "(S+t)" in self.table[i,2]:
                    spec_table.append(self.table[i])
        ###################################################
        self.table = np.array(spec_table)

        self.session_dir = os.path.join(self.DATA_DIR,'exp_2',self.sub_id,self.sess_id,self.wrist,self.hand)
        self.subjinfo = self.sub_id + '_' + self.sess_id + '_' + self.hand + '_log.yml'
        self.p_x,self.p_y,self.p_a = GET_POS(self.session_dir,self.subjinfo,self.hand,self.wrist)

        self.rotmat = ROT_MAT(self.p_a,self.hand)

        self.setup_text()
        self.setup_lights()
        self.setup_camera()
        
        self.trial_counter = 0
        self.load_models()
        self.load_audio()
        self.update_trial_command()
        self.countdown_timer = CountdownTimer()
        self.hold_timer = CountdownTimer()

        self.cTrav = CollisionTraverser()
        self.chandler = CollisionHandlerEvent()
        self.chandler.addInPattern('%fn-into-%in')
        self.chandler.addOutPattern('%fn-outof-%in')
        self.chandler.addAgainPattern('%fn-again-%in')
        self.attachcollnodes()

        taskMgr.add(self.read_data, 'read')
        for i in range(5):
            taskMgr.add(self.move_player, 'move%d' % i, extraArgs = [i], appendTask=True)
        taskMgr.add(self.log_data, 'log_data')
        taskMgr.add(self.update_state, 'update_state', sort=1)

        self.accept('space', self.space_on)
        self.accept('escape', self.clean_up)
        self.space = False
        self.statenum = list()

        self.max_time = 20
        self.med_data = None

        self.grip_dir = os.path.join(self.DATA_DIR,'exp_2',self.sub_id,self.sess_id,self.wrist,self.hand,"B"+self.block)
        if not os.path.exists(self.grip_dir):
           print('Making new folders: ' + self.grip_dir)
           os.makedirs(self.grip_dir)

        self.dev = MpDevice(RightHand(calibration_files=['calibs/cal_mat_70_v2.mat',
                                                'calibs/cal_mat_73_v2.mat',
                                                'calibs/cal_mat_56.mat',
                                                'calibs/cal_mat_58_v2.mat',
                                                'calibs/cal_mat_50.mat'], clock=mono_clock.get_time))

    ############
    #SET UP HUD#
    ############
    def setup_text(self):
        self.bgtext = OnscreenText(text='Not recording.', pos=(-0.8, 0.8),
                                 scale=0.08, fg=(0, 0, 0, 1),
                                 bg=(1, 1, 1, 1), frame=(0.2, 0.2, 0.8, 1),
                                 align=TextNode.ACenter)
        self.bgtext.reparentTo(self.aspect2d)

        self.dirtext = OnscreenText( pos=(-0.6, 0.65),
                                 scale=0.08, fg=(0, 0, 0, 1),
                                 bg=(1, 1, 1, 1), frame=(0.2, 0.2, 0.8, 1),
                                 align=TextNode.ACenter)
        self.dirtext.reparentTo(self.aspect2d)
    
    ##########################
    #SET UP SCENE AND PLAYERS#
    ##########################
    def setup_lights(self):
        pl = PointLight('pl')
        pl.setColor((1, 1, 1, 1))
        plNP = self.render.attachNewNode(pl)
        plNP.setPos(-10, -10, 10)
        self.render.setLight(plNP)
        pos = [[[0, 0, 50], [0, 0, -10]],
               [[0, -50, 0], [0, 10, 0]],
               [[-50, 0, 0], [10, 0, 0]]]
        for i in pos:
            dl = Spotlight('dl')
            dl.setColor((1, 1, 1, 1))
            dlNP = self.render.attachNewNode(dl)
            dlNP.setPos(*i[0])
            dlNP.lookAt(*i[1])
            dlNP.node().setShadowCaster(False)
            self.render.setLight(dlNP)

    def setup_camera(self):
        self.cam.setPos(0, 0, 12)
        self.cam.lookAt(0, 2, 0)
        self.camLens.setFov(90)

    def load_models(self):
        self.back_model = self.loader.loadModel('models/back')
        self.back_model.setScale(10, 10, 10)
        if self.hand == "Left":
            self.back_model.setH(90)
        self.back_model.reparentTo(self.render)

        self.player_offsets = [[self.p_x[0]-5, self.p_y[0]+3, 0], [self.p_x[1]-2.5, self.p_y[1]+4.5, 0], [self.p_x[2], self.p_y[2]+5, 0],
                                [self.p_x[3]+2.5, self.p_y[3]+4.5, 0], [self.p_x[4]+5, self.p_y[4]+3, 0]]
        self.p_col =[[0,0,250],[50,0,200],[125,0,125],[200,0,50],[250,0,0]]
        if self.hand == 'Left':
            self.p_col = self.p_col[::-1]

        self.players = list()
        self.contacts = list()        
        for counter, value in enumerate(self.player_offsets):
            self.players.append(self.loader.loadModel('models/target'))
            self.contacts.append(False)

            self.players[counter].setPos(*value)
            self.players[counter].setScale(0.2, 0.2, 0.2)
            self.players[counter].setColorScale(
                self.p_col[counter][0]/255, self.p_col[counter][1]/255, self.p_col[counter][2]/255, 1)
            self.players[counter].reparentTo(self.render)
            self.players[counter].show()

        self.target_select()

    def load_audio(self):
        self.pop = self.loader.loadSfx('audio/Blop.wav')
        self.buzz = self.loader.loadSfx('audio/Buzzer.wav')


    ############################
    #SET UP COLLISION MECHANICS#
    ############################
    def attachcollnodes(self):
        self.inside = [False]*5
        for i in range(5):
            self.fromObject = self.players[i].attachNewNode(CollisionNode('colfromNode'+str(i)))
            self.fromObject.node().addSolid(CollisionSphere(0,0,0,1))
            self.cTrav.addCollider(self.fromObject, self.chandler)

        for i in range(5):
            self.accept('colfromNode%d-into-colintoNode' % i, self.collide1,[i])
            self.accept('colfromNode%d-again-colintoNode' % i, self.collide2,[i])
            self.accept('colfromNode%d-outof-colintoNode' % i, self.collide3,[i])

    def collide1(self,f,collEntry):
        if f in self.highlighted_indices:
            self.players[f].setColorScale(0,1,0,1)
            self.tar.setColorScale(0.2,0.2,0.2,1)
            self.tar.setAlphaScale(0.7)
            self.contacts[f] = True
            taskMgr.doMethodLater(self.delay,self.too_long,'too_long%d' % f,extraArgs = [f])
                
    def collide2(self,f,collEntry):
        for i in self.highlighted_indices:
            if self.contacts[i] == False:
                return
        taskMgr.remove('too_long%d' % f)

    def collide3(self,f,collEntry):
        taskMgr.remove('too_long%d' % f)
        self.reset_fing(f)
        self.tar.setColorScale(0.1,0.1,0.1,1)
        self.tar.setAlphaScale(0.7)

    def too_long(self,f):
        self.reset_fing(f)
        self.tar.setColorScale(0.5,0.2,0.2,1)
        self.tar.setAlphaScale(0.7)

    def reset_fing(self,f):
        self.players[f].setColorScale(
                self.p_col[f][0]/255, self.p_col[f][1]/255, self.p_col[f][2]/255, 1)
        self.contacts[f] = False

    ###############
    #TARGET THINGS#
    ###############
    def show_target(self):
        self.target_select()
        self.intoObject = self.tar.attachNewNode(CollisionNode('colintoNode'))

        if self.table[self.trial_counter,7] == "sphere":
            self.intoObject.node().addSolid(CollisionSphere(0,0,0,1))
        elif self.table[self.trial_counter,7] == "cylinder":
            self.intoObject.node().addSolid(CollisionTube(0,0,-2,0,0,2,1))
        else:
            raise NameError("No such collision type")

        self.tar.show()
        self.occSolid.show()
        self.occLines.show()

        for i in range(5):
            if i not in self.highlighted_indices:
                self.players[i].hide()

    def target_select(self):
        self.tgtscx=float(self.table[self.trial_counter,14])
        self.tgtscy=float(self.table[self.trial_counter,15])
        self.tgtscz=float(self.table[self.trial_counter,16])
        tgttsx=float(self.table[self.trial_counter,11])
        tgttsy=float(self.table[self.trial_counter,12])
        tgttsz=float(self.table[self.trial_counter,13])
        tgtrx=float(self.table[self.trial_counter,17])
        tgtry=float(self.table[self.trial_counter,18])
        tgtrz=float(self.table[self.trial_counter,19])
        if self.hand == 'Left':
            tgttsx *= -1
            tgtrx *= -1

        self.static_task = (str(self.table[self.trial_counter,5]) == "True")
        self.target_model = str(self.table[self.trial_counter,6])
        self.highlighted_indices=[int(s)-1 for s in self.table[self.trial_counter,4].split(' ')]
        if self.hand == 'Left':
            self.highlighted_indices=[4-i for i in self.highlighted_indices]

        self.tgtposx = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][[-2,-1],0]) + tgttsx
        self.tgtposy = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][[0,1],1]) + tgttsy
        if self.hand == 'Left':
            self.tgtposx = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][[0,1],0]) + tgttsx
            self.tgtposy = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][[-2,-1],1]) + tgttsy
        #self.tgtposx = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][:,0])
        #self.tgtposy = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][:,1])
        self.tgtposz = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][:,2]) + tgttsz
        
        self.tar = self.loader.loadModel(self.target_model)
        self.tar.setScale(self.tgtscx,self.tgtscy,self.tgtscz)
        self.tar.setPos(self.tgtposx,self.tgtposy,self.tgtposz)
        self.tar.setHpr(tgtrx,tgtry,tgtrz)
        self.tar.setColorScale(0.1, 0.1, 0.1, 1)
        self.tar.setAlphaScale(0.7)
        self.tar.setTransparency(TransparencyAttrib.MAlpha)
        self.tar.reparentTo(self.render)
        self.tar.hide()

        if len(self.highlighted_indices) == 2:
            dx = self.players[self.highlighted_indices[0]].getX() - self.players[self.highlighted_indices[1]].getX()
            dy = self.players[self.highlighted_indices[0]].getY() - self.players[self.highlighted_indices[1]].getY()
            angle = math.degrees(math.atan(dy/dx))
            self.table[self.trial_counter,9] =  str(angle) + ' ' + str(angle-180)
        
        self.angs=self.table[self.trial_counter,9].split(' ')
        self.angs = [float(a) for a in self.angs]
        self.tunn_width=float(self.table[self.trial_counter,10])
        self.r = 1.5
        if int(self.block) == 0:
            self.r = 0
        self.x = [self.r*math.cos(math.radians(a)) for a in self.angs]
        self.y = [self.r*math.sin(math.radians(a)) for a in self.angs]
        self.occ = draw_shape(self.angs,self.tunn_width,self.r)
        self.occSolid = render.attachNewNode(self.occ[0])
        self.occSolid.setPos(self.tgtposx,self.tgtposy,self.tgtposz)
        self.occSolid.setColorScale(0,1,1,0)
        self.occSolid.setTransparency(TransparencyAttrib.MAlpha)
        self.occSolid.setAlphaScale(0.6)
        self.occLines = render.attachNewNode(self.occ[1])
        self.occLines.setPos(self.tgtposx,self.tgtposy,self.tgtposz)
        self.occSolid.hide()
        self.occLines.hide()
        self.delay=float(self.table[self.trial_counter,8])

        self.distances = [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]]

        #change camera to be on top of target
        self.cam.setPos(self.tgtposx, self.tgtposy - 2, 12)
        self.back_model.setPos(self.tgtposx,self.tgtposy - 2,0)
        self.cam.lookAt(self.tgtposx, self.tgtposy, 0)

    ##############
    #MOVE FINGERS#
    ##############
    def read_data(self,task):
        error, data = self.dev.read()
        if data is not None:
            data *= 0.001
            self.ts = data.time
            data = np.dot(data,self.rotmat)
            self.data = data
            if self.med_data is None:
                self.med_data = np.median(data, axis=0)

            if self.space:
                self.statenum.extend(([self.checkstate()])*len(data.time))
                
        return task.cont
        
    def move_player(self,p,task):
        if self.data is not None :
            k = p*3
            new_x = 10*np.mean(self.data[-1,k]) + self.player_offsets[p][0] - 10*self.med_data[k]
            new_y = 10*np.mean(self.data[-1,k + 1]) + self.player_offsets[p][1] - 10*self.med_data[k + 1]
            new_z = 10*np.mean(self.data[-1,k + 2]) + self.player_offsets[p][2] - 10*self.med_data[k + 2]

            #make sure digits do not cross each other
            if ((p in range(1,3) and p+1 in self.highlighted_indices and new_x > self.players[p+1].getX())
                or (p in range(2,4) and p-1 in self.highlighted_indices and new_x < self.players[p-1].getX())):
                    new_x = self.players[p].getX()
            
            #make sure digits do not cross into target
            if self.space == True and p in self.highlighted_indices:
                self.distances[p][0] = new_x - self.tar.getX()
                self.distances[p][1] = new_y - self.tar.getY()
                self.distances[p][2] = new_z - self.tar.getZ()
                self.check_pos(p)
                
            self.players[p].setPos(new_x, new_y, new_z)
            
        return task.cont
    
    def check_pos(self, p):
        x = self.distances[p][0]
        y = self.distances[p][1]
        z = self.distances[p][2]
        hit = True
        for i in range(len(self.angs)):
            p_ang = math.acos((x*self.x[i]+y*self.y[i])/(self.r*(x**2+y**2)**0.5))
            if math.sin(p_ang)*(x**2+y**2)**0.5 < self.tunn_width and p_ang < math.pi/2:
                hit = False
                break
        if (abs(z) <= 1.2 #check z location
            and x**2 + y**2 <= self.r**2 #within radius of circle
            and hit == True):
                if self.inside[p] is False:
                    self.ignore('colfromNode%d-into-colintoNode' % p)
                    self.ignore('colfromNode%d-again-colintoNode' % p)
                    self.players[p].setColorScale(1,1,0,1)
                    self.inside[p] = True
        else:
            if self.inside[p] is True and x**2 + y**2 > self.r**2:
                self.accept('colfromNode%d-into-colintoNode' % p, self.collide1,[p])
                self.accept('colfromNode%d-again-colintoNode' % p, self.collide2,[p])
                self.players[p].setColorScale(
                    self.p_col[p][0]/255, self.p_col[p][1]/255, self.p_col[p][2]/255, 1)
                self.inside[p] = False

    ##################
    #CHECK COMPLETION#
    ##################
    def close_to_target(self):
        for i in self.highlighted_indices:
            if self.contacts[i] == False:
                return False

        self.tar.setColorScale(0,1,1,1)
        return True

    def check_hold(self):
        if not self.close_to_target():
            self.hold_timer.reset(0.5)
            return False
        return self.hold_timer.elapsed() < 0

    def adjust_targets(self):
        #no adjustment if more than 2 fingers or position is prone
        if len(self.highlighted_indices) > 2 or self.wrist == 'pron':
            return

        xadj,yadj,zadj = np.mean(np.asarray(self.distances)[self.highlighted_indices],0)
        #xadj = np.mean(np.asarray(self.distances)[self.highlighted_indices][0])
        #yadj = np.mean(np.asarray(self.distances)[self.highlighted_indices][1])
        #zadj = np.mean(np.asarray(self.distances)[self.highlighted_indices][2])

        #do adjustment on all tasks with same name
        if self.hand == 'Left':
            xadj = -xadj
        for i in range(self.trial_counter+1,self.table.shape[0]):
            if self.table[i,1] == self.table[self.trial_counter,1]:
                self.table[i,11] = float(self.table[i,11]) + xadj
                self.table[i,12] = float(self.table[i,12]) + yadj
                self.table[i,13] = float(self.table[i,13]) + zadj
    
    #########
    #LOGGING#
    #########
    def play_success(self):
        if int(self.block) == 0:
            self.adjust_targets()
        self.pop.play()
        self.tar.hide()
        self.highlighted_indices = [0,1,2,3,4]

    def log_text(self):
        self.bgtext.setText('Now logging...')

    def log_data(self, task):
        if (self.trial_counter + 1) <= self.table.shape[0]:
            if self.space:
                self.log_file_name = os.path.join(self.grip_dir,
                                          self.sub_id+"_"+self.sess_id+"_"+self.hand+"_"+
                                              str(self.table[self.trial_counter,1])+"_"+str(self.table[self.trial_counter,0])+".csv" )
                self.movvars = np.column_stack((self.ts, self.statenum, self.data))
                self.statenum = []
                if self.mode=='task':
                    with open(self.log_file_name, 'ab') as f:
                        np.savetxt(f, self.movvars, fmt='%10.5f', delimiter=',')
            return task.cont
        else:
            pass

    def stoplog_text(self):
        self.dirtext.clearText()
        self.bgtext.setText('Done logging!')
        for i in range(5):
            self.players[i].show()

    #######
    #RESET#
    #######
    def delete_file(self):
        if (self.trial_counter + 1) <= self.table.shape[0]:
            self.log_file_name = os.path.join(self.grip_dir,
                                      self.sub_id+"_"+self.sess_id+"_"+self.hand+"_"+
                                          str(self.table[self.trial_counter,1])+"_"+str(self.table[self.trial_counter,0])+".csv" )
            try:
                os.remove(self.log_file_name)
            except OSError:
                pass
        else:
            pass

    def reset_baseline(self):
       self.med_data = None
                   
    def reset_keyboard_bool(self):
        self.space = False

    def hide_target(self):
        self.tar.hide()
        self.occSolid.hide()
        self.occLines.hide()
        self.intoObject.removeNode()
        self.imageObject.destroy()

    def update_trial_command(self):
        self.dirtext.setText(str(self.table[self.trial_counter,2]))
        if self.hand == 'Left':
            xfac = -0.25
        else:
            xfac = 0.25
        self.imageObject = OnscreenImage(image = str(self.table[self.trial_counter,3]),scale=(xfac,0.25,0.25),pos=(-0.8, 0, 0.3))

    def increment_trial_counter(self):
        self.trial_counter += 1
        self.update_trial_command()

    ########
    #TIMERS#
    ########
    def start_trial_countdown(self):
        self.countdown_timer.reset(self.max_time)

    def start_hold_countdown(self):
        self.hold_timer.reset(0.5)

    def start_post_countdown(self):
        self.countdown_timer.reset(2)

    def time_elapsed(self):
        return self.countdown_timer.elapsed() < 0

    #########
    #MACHINE#
    #########
    def update_state(self, task):
        self.step()
        return task.cont

    def wait_for_space(self):
        return self.space

    def space_on(self):
        self.space = True

    #####
    #END#
    #####
    def trial_counter_exceeded(self):
        return (self.trial_counter+1) > self.table.shape[0]-1

    def clean_up(self):
        #write last known positions to 'final_targets' file
        f = open('src/pinch_task/trialtable_flex.csv')
        header = f.readline().rstrip()
        np.savetxt(self.grip_dir + '/final_targets.csv',self.table,fmt='%s',header = header, delimiter=',')
        f.close()
        sys.exit()
예제 #5
0
class PinchTask(ShowBase, GripStateMachine):
    DATA_DIR = 'data'
    
    def __init__(self, id, session, hand, block, mode, wrist):
        ShowBase.__init__(self)
        GripStateMachine.__init__(self)
        base.disableMouse()
        wp = WindowProperties()
        wp.setSize(1920,1080)
        wp.setFullscreen(True)
        base.win.requestProperties(wp)

        self.sub_id = str(id)
        self.sess_id = str(session)
        self.hand = str(hand)
        self.block = str(block)
        self.mode = str(mode)
        self.wrist = str(wrist)
        
        self.prev_blk = os.path.join(self.DATA_DIR,'exp_1',self.sub_id,self.sess_id,self.wrist,self.hand,"B0")
        if self.wrist == 'pron':
            self.table = np.loadtxt('src/pinch_task/trialtable_pron.csv',dtype='str',delimiter=',',skiprows=1)
        elif self.wrist == 'flex':
            self.table = np.loadtxt('src/pinch_task/trialtable_flex.csv',dtype='str',delimiter=',',skiprows=1)
        else:
            raise NameError('Wrist position not found')

        try:
            self.prev_table = np.loadtxt(os.path.join(self.prev_blk, 'final_targets.csv'),dtype='str',delimiter=',',skiprows=1)
            indices = {}
            for i in range(self.prev_table.shape[0]):
                indices[self.prev_table[i,1]] = int(self.prev_table[i,0])-1
            for i in range(self.table.shape[0]):
                self.table[i,11] = self.prev_table[indices[self.table[i,1].strip()],11]
                self.table[i,12] = self.prev_table[indices[self.table[i,1].strip()],12]
                self.table[i,13] = self.prev_table[indices[self.table[i,1].strip()],13]
        except:
            print('Previous target file not found')
        
        self.table = np.array([[item.strip() for item in s] for s in self.table])

        ##################################################
        #only use rows relevant to this block
        #HARDCODED! NOTE IN LOG SHEET
        spec_table = []
        for i in range(self.table.shape[0]):
            if int(self.block)%4 == 0:
                if "(p)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%4 == 1:
                if "(t)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%4 == 2:
                if "(s)" in self.table[i,2]:
                    spec_table.append(self.table[i])
            elif int(self.block)%4 == 3:
                if "(t+s)" in self.table[i,2]:
                    spec_table.append(self.table[i])
        ###################################################
        self.table = np.array(spec_table)

        self.session_dir = os.path.join(self.DATA_DIR,'exp_1',self.sub_id,self.sess_id,self.wrist,self.hand)
        self.subjinfo = self.sub_id + '_' + self.sess_id + '_' + self.hand + '_log.yml'
        self.p_x,self.p_y,self.p_a = GET_POS(self.session_dir,self.subjinfo,self.hand,self.wrist)

        self.rotmat = ROT_MAT(self.p_a,self.hand)

        self.setup_text()
        self.setup_lights()
        self.setup_camera()
        
        self.trial_counter = 0
        self.load_models()
        self.load_audio()
        self.update_trial_command()
        self.countdown_timer = CountdownTimer()
        self.hold_timer = CountdownTimer()

        self.cTrav = CollisionTraverser()
        self.chandler = CollisionHandlerEvent()
        self.chandler.addInPattern('%fn-into-%in')
        self.chandler.addAgainPattern('%fn-again-%in')
        self.chandler.addOutPattern('%fn-outof-%in')
        self.attachcollnodes()

        taskMgr.add(self.read_data, 'read')
        for i in range(5):
            taskMgr.add(self.move_player, 'move%d' % i, extraArgs = [i], appendTask=True)
        taskMgr.add(self.log_data, 'log data')
        taskMgr.add(self.update_state, 'update_state', sort=1)

        self.accept('space', self.space_on)
        self.accept('escape', self.clean_up)
        self.space = False
        self.statenum = list()

        self.max_time = 20
        self.med_data = None

        self.grip_dir = os.path.join(self.DATA_DIR,'exp_1',self.sub_id,self.sess_id,self.wrist,self.hand,"B"+self.block)
        if not os.path.exists(self.grip_dir):
           print('Making new folders: ' + self.grip_dir)
           os.makedirs(self.grip_dir)

        self.dev = MpDevice(RightHand(calibration_files=['calibs/cal_mat_15.mat',  # thumb
                                               'calibs/cal_mat_31.mat',
                                               'calibs/cal_mat_8.mat',
                                               'calibs/cal_mat_21.mat',
                                               'calibs/cal_mat_13.mat'], clock=mono_clock.get_time))

        self.init_ser()

    ############
    #SET UP HUD#
    ############
    def setup_text(self):
        #OnscreenImage(parent=self.cam2dp, image='models/background.jpg')
        self.bgtext = OnscreenText(text='Not recording.', pos=(-0.8, 0.8),
                                 scale=0.08, fg=(0, 0, 0, 1),
                                 bg=(1, 1, 1, 1), frame=(0.2, 0.2, 0.8, 1),
                                 align=TextNode.ACenter)
        self.bgtext.reparentTo(self.aspect2d)

        self.dirtext = OnscreenText( pos=(-0.6, 0.65),
                                 scale=0.08, fg=(0, 0, 0, 1),
                                 bg=(1, 1, 1, 1), frame=(0.2, 0.2, 0.8, 1),
                                 align=TextNode.ACenter)
        self.dirtext.reparentTo(self.aspect2d)

    ##########################
    #SET UP SCENE AND PLAYERS#
    ##########################
    def setup_lights(self):
        pl = PointLight('pl')
        pl.setColor((1, 1, 1, 1))
        plNP = self.render.attachNewNode(pl)
        plNP.setPos(-10, -10, 10)
        self.render.setLight(plNP)
        pos = [[[0, 0, 50], [0, 0, -10]],
               [[0, -50, 0], [0, 10, 0]],
               [[-50, 0, 0], [10, 0, 0]]]
        for i in pos:
            dl = Spotlight('dl')
            dl.setColor((1, 1, 1, 1))
            dlNP = self.render.attachNewNode(dl)
            dlNP.setPos(*i[0])
            dlNP.lookAt(*i[1])
            dlNP.node().setShadowCaster(False)
            self.render.setLight(dlNP)

    def setup_camera(self):
        self.cam.setPos(0, -4, 12)
        self.cam.lookAt(0, 2, 0)
        self.camLens.setFov(90)

    def load_models(self):
        self.back_model = self.loader.loadModel('models/back')
        self.back_model.setScale(10, 10, 10)
        if self.hand == "Left":
            self.back_model.setH(90)
        self.back_model.reparentTo(self.render)

        self.player_offsets = [[self.p_x[0]-5, self.p_y[0]+3, 0], [self.p_x[1]-2.5, self.p_y[1]+4.5, 0], [self.p_x[2], self.p_y[2]+5, 0],
                                [self.p_x[3]+2.5, self.p_y[3]+4.5, 0], [self.p_x[4]+5, self.p_y[4]+3, 0]]
        self.p_col =[[0,0,250],[50,0,200],[125,0,125],[200,0,50],[250,0,0]]
        if self.hand == 'Left':
            self.p_col = self.p_col[::-1]

        self.players = list()
        self.contacts = list()        
        for counter, value in enumerate(self.player_offsets):
            self.players.append(self.loader.loadModel('models/target'))
            self.contacts.append(False)

            self.players[counter].setPos(*value)
            self.players[counter].setScale(0.2, 0.2, 0.2)
            self.players[counter].setColorScale(
                self.p_col[counter][0]/255, self.p_col[counter][1]/255, self.p_col[counter][2]/255, 1)
            self.players[counter].reparentTo(self.render)
            self.players[counter].show()

        self.target_select()

    def load_audio(self):
        self.pop = self.loader.loadSfx('audio/Blop.wav')
        self.buzz = self.loader.loadSfx('audio/Buzzer.wav')


    ############################
    #SET UP COLLISION MECHANICS#
    ############################
    def attachcollnodes(self):
        for i in range(5):
            self.fromObject = self.players[i].attachNewNode(CollisionNode('colfromNode'+str(i)))
            self.fromObject.node().addSolid(CollisionSphere(0,0,0,1))
            self.cTrav.addCollider(self.fromObject, self.chandler)

        for i in range(5):
            self.accept('colfromNode%d-into-colintoNode' % i, self.collide1,[i])
            self.accept('colfromNode%d-again-colintoNode' % i, self.collide2,[i])
            self.accept('colfromNode%d-outof-colintoNode' % i, self.collide3,[i])

    def collide1(self,f,collEntry):
        if f in self.highlighted_indices:
            self.players[f].setColorScale(0,1,0,0)
            self.tar.setColorScale(0.2,0.2,0.2,1)
            self.tar.setAlphaScale(0.7)
            self.contacts[f] = True
            taskMgr.doMethodLater(self.delay,self.too_long,'too_long%d' % f,extraArgs = [f])
            self.sendsig(1,f,100)
                
    def collide2(self,f,collEntry):
        if f in self.highlighted_indices:
            dist = np.sqrt(self.distances[f][1]^2+self.distances[f][2]^2+self.distances[f][3]^2)
            self.sendsig(2,f,int(10/dist)+100)
        for i in self.highlighted_indices:
            if self.contacts[i] == False:
                return
        taskMgr.remove('too_long%d' % f)

    def collide3(self,f,collEntry):
        taskMgr.remove('too_long%d' % f)
        self.reset_fing(f)
        self.tar.setColorScale(0.1,0.1,0.1,1)
        self.tar.setAlphaScale(0.7)

    def too_long(self,f):
        self.reset_fing(f)
        self.tar.setColorScale(0.5,0.2,0.2,1)
        self.tar.setAlphaScale(0.7)

    def reset_fing(self,f):
        self.players[f].setColorScale(
                self.p_col[f][0]/255, self.p_col[f][1]/255, self.p_col[f][2]/255, 1)
        self.contacts[f] = False
        self.sendsig(3,f,0)

    ###############
    #TARGET THINGS#
    ###############
    def show_target(self):
        self.target_select()
        self.intoObject = self.tar.attachNewNode(CollisionNode('colintoNode'))

        if self.table[self.trial_counter,7] == "sphere":
            self.intoObject.node().addSolid(CollisionSphere(0,0,0,1))
        elif self.table[self.trial_counter,7] == "cylinder":
            self.intoObject.node().addSolid(CollisionTube(0,0,-2,0,0,2,1))
        else:
            raise NameError("No such collision type")

        self.tar.show()

        #hide players not related to target
        for i in range(5):
            if i not in self.highlighted_indices:
                self.players[i].hide()
        
    def target_select(self):
        self.tgtscx=float(self.table[self.trial_counter,14])
        self.tgtscy=float(self.table[self.trial_counter,15])
        self.tgtscz=float(self.table[self.trial_counter,16])
        tgttsx=float(self.table[self.trial_counter,11])
        tgttsy=float(self.table[self.trial_counter,12])
        tgttsz=float(self.table[self.trial_counter,13])
        tgtrx=float(self.table[self.trial_counter,17])
        tgtry=float(self.table[self.trial_counter,18])
        tgtrz=float(self.table[self.trial_counter,19])
        if self.hand == 'Left':
            tgttsx *= -1
            tgtrx *= -1

        self.static_task = (str(self.table[self.trial_counter,5]) == "True")
        self.target_model = str(self.table[self.trial_counter,6])
        self.highlighted_indices=[int(s)-1 for s in self.table[self.trial_counter,4].split(' ')]
        if self.hand == 'Left':
            self.highlighted_indices=[4-i for i in self.highlighted_indices]

        #NOTE:this position finding is present in all three tasks
        #     it is somewhat hacky and can be improved upon
        self.tgtposx = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][[-2,-1],0]) + tgttsx
        self.tgtposy = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][[0,1],1]) + tgttsy
        if len(self.highlighted_indices) > 3: #for sphere, return to just average of all fingers
            self.tgtposx = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][:,0]) + tgttsx
            #self.tgtposy = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][:,1])
        self.tgtposz = np.mean(np.asarray(self.player_offsets)[self.highlighted_indices][:,2]) + tgttsz

        self.tar = self.loader.loadModel(self.target_model)
        self.tar.setScale(self.tgtscx,self.tgtscy,self.tgtscz)
        self.tar.setPos(self.tgtposx,self.tgtposy,self.tgtposz)
        self.tar.setHpr(tgtrx,tgtry,tgtrz)
        self.tar.setColorScale(0.1, 0.1, 0.1, 1)
        self.tar.setAlphaScale(0.7)
        self.tar.setTransparency(TransparencyAttrib.MAlpha) 
        self.tar.reparentTo(self.render)
        self.tar.hide()

        self.delay=float(self.table[self.trial_counter,8])
        self.loc_angle=math.radians(float(self.table[self.trial_counter,9]))
        self.invf=float(self.table[self.trial_counter,10])
        
        self.distances = [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]]

    ##############
    #MOVE FINGERS#
    ##############
    def read_data(self,task):
        error, data = self.dev.read()
        if data is not None:
            data *= 0.001
            self.ts = data.time
            data = np.dot(data,self.rotmat)
            self.data = data
            if self.med_data is None:
                self.med_data = np.median(data, axis=0)

            if self.space:
                self.statenum.extend(([self.checkstate()])*len(data.time))
                
        return task.cont
        
    def move_player(self,p,task):
        if self.data is not None :
            k = p*3
            new_x = 10*np.mean(self.data[-1,k]) + self.player_offsets[p][0] - 10*self.med_data[k]
            new_y = 10*np.mean(self.data[-1,k + 1]) + self.player_offsets[p][1] - 10*self.med_data[k + 1]
            new_z = 10*np.mean(self.data[-1,k + 2]) + self.player_offsets[p][2] - 10*self.med_data[k + 2]

            #make sure digits do not cross each other
            if ((p in range(1,3) and p+1 in self.highlighted_indices and new_x > self.players[p+1].getX())
                or (p in range(2,4) and p-1 in self.highlighted_indices and new_x < self.players[p-1].getX())):
                    new_x = self.players[p].getX()
            
            #make sure digits do not cross into target
            if self.space == True and p in self.highlighted_indices:
                self.distances[p][0] = new_x - self.tar.getX()
                self.distances[p][1] = new_y - self.tar.getY()
                self.distances[p][2] = new_z - self.tar.getZ()
                self.check_pos(p)
                
            self.players[p].setPos(new_x, new_y, new_z)
            
        return task.cont
    
    def check_pos(self,p):
        if (abs(self.distances[p][0]) < self.invf*self.tgtscx
            and abs(self.distances[p][1]) < self.invf*self.tgtscy
            and abs(self.distances[p][2]) < self.invf*self.tgtscz):
                self.too_long(p)

    ##################
    #CHECK COMPLETION#
    ##################
    def close_to_target(self):
        for i in self.highlighted_indices:
            if self.contacts[i] == False:
                return False

        if not self.check_angle():
            self.tar.setColorScale(0.1,0.1,0.1,1)
            self.tar.setAlphaScale(0.7)
            return False

        self.tar.setColorScale(0,1,1,1)
        return True

    def check_hold(self):
        if not self.close_to_target():
            self.hold_timer.reset(0.5)
            return False
        return self.hold_timer.elapsed() < 0

    def check_angle(self):
        #hardcoded condition may be able to be assimilated into old angle method somehow
        if self.table[self.trial_counter,1] == 'pts':
            vec = np.subtract(self.players[self.highlighted_indices[1]].getPos(), self.players[self.highlighted_indices[0]].getPos())
            xvec = [1,0,0]
            if self.hand == 'Left':
                xvec = [-1,0,0]
            print(math.degrees(math.acos(np.dot(vec,xvec)/(np.linalg.norm(vec)*np.linalg.norm(xvec)))))
            if math.acos(np.dot(vec,xvec)/(np.linalg.norm(vec)*np.linalg.norm(xvec))) < self.loc_angle:
                return True
            else: return False
        thumbindx = 0
        if self.hand == "Left": thumbindx = 4
        for i in self.highlighted_indices:
            if i == thumbindx:
                continue
            th = self.distances[thumbindx]
            fg = self.distances[i]
            if math.acos(np.dot(th,fg)/(np.linalg.norm(th)*np.linalg.norm(fg))) > self.loc_angle:
                return True
        return False

    def adjust_targets(self):
        #no adjustment if more than 2 fingers or position is prone
        if len(self.highlighted_indices) > 2 or self.wrist == 'pron':
            return

        xadj,yadj,zadj = np.mean(np.asarray(self.distances)[self.highlighted_indices],0)
        #yadj = np.mean(np.asarray(self.distances)[self.highlighted_indices][1])
        #zadj = np.mean(np.asarray(self.distances)[self.highlighted_indices][2])

        #do adjustment on all tasks with same name
        if self.hand == 'Left':
            xadj = -xadj
        for i in range(self.trial_counter+1,self.table.shape[0]):
            if self.table[i,1] == self.table[self.trial_counter,1]:
                self.table[i,11] = float(self.table[i,11]) + xadj
                self.table[i,12] = float(self.table[i,12]) + yadj
                self.table[i,13] = float(self.table[i,13]) + zadj


    #########
    #LOGGING#
    #########
    def play_success(self):
        if int(self.block) == 0:
            self.adjust_targets()
        self.pop.play()
        self.tar.hide()
        self.highlighted_indices = [0,1,2,3,4]

    def log_text(self):
        self.bgtext.setText('Now logging...')

    def log_data(self, task):
        if (self.trial_counter + 1) <= self.table.shape[0]:
            if self.space:
                self.log_file_name = os.path.join(self.grip_dir,
                                          self.sub_id+"_"+self.sess_id+"_"+self.hand+"_"+
                                              str(self.table[self.trial_counter,1])+"_"+str(self.table[self.trial_counter,0])+".csv" )
                self.movvars = np.column_stack((self.ts, self.statenum, self.data))
                self.statenum = []
                if self.mode=='task':
                    with open(self.log_file_name, 'ab') as f:
                        np.savetxt(f, self.movvars, fmt='%10.5f', delimiter=',')
            return task.cont
        else:
            pass

    def stoplog_text(self):
        self.dirtext.clearText()
        self.bgtext.setText('Done logging!')
        for i in range(5):
            self.players[i].show()

    #######
    #RESET#
    #######
    def delete_file(self):
        if (self.trial_counter + 1) <= self.table.shape[0]:
            self.log_file_name = os.path.join(self.grip_dir,
                                      self.sub_id+"_"+self.sess_id+"_"+self.hand+"_"+
                                          str(self.table[self.trial_counter,1])+"_"+str(self.table[self.trial_counter,0])+".csv" )
            try:
                os.remove(self.log_file_name)
            except OSError:
                pass
        else:
            pass

    def reset_baseline(self):
       self.med_data = None
                   
    def reset_keyboard_bool(self):
        self.space = False

    def hide_target(self):
        self.tar.hide()
        self.intoObject.removeNode()
        self.imageObject.destroy()

    def update_trial_command(self):
        self.dirtext.setText(str(self.table[self.trial_counter,2]))
        if self.hand == 'Left':
            xfac = -0.25
        else:
            xfac = 0.25
        self.imageObject = OnscreenImage(image = str(self.table[self.trial_counter,3]),scale=(xfac,0.25,0.25),pos=(-1.2, 0, 0.3))

    def increment_trial_counter(self):
        self.trial_counter += 1
        self.update_trial_command()

    ########
    #TIMERS#
    ########
    def start_trial_countdown(self):
        self.countdown_timer.reset(self.max_time)

    def start_hold_countdown(self):
        self.hold_timer.reset(0.5)

    def start_post_countdown(self):
        self.countdown_timer.reset(2)

    def time_elapsed(self):
        return self.countdown_timer.elapsed() < 0

    #########
    #MACHINE#
    #########
    def update_state(self, task):
        self.step()
        return task.cont

    def wait_for_space(self):
        return self.space

    def space_on(self):
        self.space = True

    #####
    #END#
    #####
    def trial_counter_exceeded(self):
        return (self.trial_counter+1) > self.table.shape[0]-1

    def clean_up(self):
        #write last known positions to 'final_targets' file
        f = open('src/pinch_task/trialtable_flex.csv')
        header = f.readline().rstrip()
        np.savetxt(self.grip_dir + '/final_targets.csv',self.table,fmt='%s',header = header, delimiter=',')
        f.close()
        sys.exit()

    ########
    #SERIAL#
    ########
    def init_ser(self):
        #CONNECT TO HAPTIC DEVICE
        ports = list_ports.comports()
        mydev = next((p.device for p in ports if p.pid == 1155))
        self.ser = serial.Serial(mydev,9600,timeout=.1)

    def sendsig(self,signal,finger,intensity):
        #would read from table, but table not available yet
        if intensity > 255:
            intensity = 255
        dur_int = [signal,finger,intensity]
        data = struct.pack('3B',*dur_int)
        self.ser.write(data)
예제 #6
0
class CogdoFlyingCollisions(GravityWalker):
    wantFloorSphere = 0

    def __init__(self):
        GravityWalker.__init__(self, gravity=0.0)

    def initializeCollisions(self, collisionTraverser, avatarNodePath, avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
        self.cHeadSphereNodePath = None
        self.cFloorEventSphereNodePath = None
        self.setupHeadSphere(avatarNodePath)
        self.setupFloorEventSphere(avatarNodePath, ToontownGlobals.FloorEventBitmask, avatarRadius)
        GravityWalker.initializeCollisions(self, collisionTraverser, avatarNodePath, avatarRadius, floorOffset, reach)
        return

    def setupWallSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius)
        cSphereNode = CollisionNode('Flyer.cWallSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        if config.GetBool('want-fluid-pusher', 0):
            self.pusher = CollisionHandlerFluidPusher()
        else:
            self.pusher = CollisionHandlerPusher()
        self.pusher.addCollider(cSphereNodePath, self.avatarNodePath)
        self.cWallSphereNodePath = cSphereNodePath

    def setupEventSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius * 1.04)
        cSphere.setTangible(0)
        cSphereNode = CollisionNode('Flyer.cEventSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.event = CollisionHandlerEvent()
        self.event.addInPattern('enter%in')
        self.event.addOutPattern('exit%in')
        self.cEventSphereNodePath = cSphereNodePath

    def setupRay(self, bitmask, floorOffset, reach):
        cRay = CollisionRay(0.0, 0.0, 3.0, 0.0, 0.0, -1.0)
        cRayNode = CollisionNode('Flyer.cRayNode')
        cRayNode.addSolid(cRay)
        self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
        cRayNode.setFromCollideMask(bitmask)
        cRayNode.setIntoCollideMask(BitMask32.allOff())
        self.lifter = CollisionHandlerGravity()
        self.lifter.setLegacyMode(self._legacyLifter)
        self.lifter.setGravity(self.getGravity(0))
        self.lifter.addInPattern('%fn-enter-%in')
        self.lifter.addAgainPattern('%fn-again-%in')
        self.lifter.addOutPattern('%fn-exit-%in')
        self.lifter.setOffset(floorOffset)
        self.lifter.setReach(reach)
        self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)

    def setupHeadSphere(self, avatarNodePath):
        collSphere = CollisionSphere(0, 0, 0, 1)
        collSphere.setTangible(1)
        collNode = CollisionNode('Flyer.cHeadCollSphere')
        collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask)
        collNode.setIntoCollideMask(BitMask32.allOff())
        collNode.addSolid(collSphere)
        self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode)
        self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0)
        self.headCollisionEvent = CollisionHandlerEvent()
        self.headCollisionEvent.addInPattern('%fn-enter-%in')
        self.headCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(self.cHeadSphereNodePath, self.headCollisionEvent)

    def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
        cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
        cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.floorCollisionEvent = CollisionHandlerEvent()
        self.floorCollisionEvent.addInPattern('%fn-enter-%in')
        self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
        self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
        self.cFloorEventSphereNodePath = cSphereNodePath

    def deleteCollisions(self):
        GravityWalker.deleteCollisions(self)
        if self.cHeadSphereNodePath != None:
            base.cTrav.removeCollider(self.cHeadSphereNodePath)
            self.cHeadSphereNodePath.detachNode()
            self.cHeadSphereNodePath = None
            self.headCollisionsEvent = None
        if self.cFloorEventSphereNodePath != None:
            base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
            self.cFloorEventSphereNodePath.detachNode()
            self.cFloorEventSphereNodePath = None
            self.floorCollisionEvent = None
        self.cRayNodePath.detachNode()
        del self.cRayNodePath
        self.cEventSphereNodePath.detachNode()
        del self.cEventSphereNodePath
        return

    def setCollisionsActive(self, active = 1):
        if self.collisionsActive != active:
            if self.cHeadSphereNodePath != None:
                base.cTrav.removeCollider(self.cHeadSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cHeadSphereNodePath, self.headCollisionEvent)
            if self.cFloorEventSphereNodePath != None:
                base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cFloorEventSphereNodePath, self.floorCollisionEvent)
        GravityWalker.setCollisionsActive(self, active)
        return

    def enableAvatarControls(self):
        pass

    def disableAvatarControls(self):
        pass

    def handleAvatarControls(self, task):
        pass
예제 #7
0
    def __init__(self):
	global collide
        ShowBase.__init__(self)

	self.traverser = CollisionTraverser('traverser1')
	base.cTrav = self.traverser
	#traverser.addCollider(cnode1, handler)

	entry = 1

	imageObject = OnscreenImage(image = '/Users/devanshi/Downloads/sky.png', pos = (0, 0, 0), scale = 2)
	imageObject.setTransparency(TransparencyAttrib.MAlpha)
	base.cam.node().getDisplayRegion(0).setSort(20)
		
	self.forest=NodePath(PandaNode("Forest Root"))
        self.forest.reparentTo(render)
        loader.loadModel("models/background").reparentTo(self.forest)
        loader.loadModel("models/foliage01").reparentTo(self.forest)
        loader.loadModel("models/foliage02").reparentTo(self.forest)
        loader.loadModel("models/foliage03").reparentTo(self.forest)
        loader.loadModel("models/foliage04").reparentTo(self.forest)
        loader.loadModel("models/foliage05").reparentTo(self.forest)
        loader.loadModel("models/foliage06").reparentTo(self.forest)
        loader.loadModel("models/foliage07").reparentTo(self.forest)
        loader.loadModel("models/foliage08").reparentTo(self.forest)
        loader.loadModel("models/foliage09").reparentTo(self.forest)
	
	
	self.forest1=NodePath(PandaNode("Forest Root"))
        self.forest1.reparentTo(render)
        
        loader.loadModel("models/foliage01").reparentTo(self.forest1)
        loader.loadModel("models/foliage02").reparentTo(self.forest1)
        loader.loadModel("models/foliage03").reparentTo(self.forest1)
        loader.loadModel("models/foliage04").reparentTo(self.forest1)
        loader.loadModel("models/foliage05").reparentTo(self.forest1)
        loader.loadModel("models/foliage06").reparentTo(self.forest1)
        loader.loadModel("models/foliage07").reparentTo(self.forest1)
        loader.loadModel("models/foliage08").reparentTo(self.forest1)
        loader.loadModel("models/foliage09").reparentTo(self.forest1)

        self.forest.hide(BitMask32.bit(1))
	
        self.forest.setScale(2.5, 2.5, 2.5)
        self.forest.setPos(0, 0, -2)

        self.forest1.hide(BitMask32.bit(1))
	
        self.forest1.setScale(1.5, 1.5, 1.5)
        self.forest1.setPos(-1,-1, 0)

	self.forest2=NodePath(PandaNode("Forest Root"))
        self.forest2.reparentTo(render)
        
        loader.loadModel("models/foliage01").reparentTo(self.forest2)
        loader.loadModel("models/foliage02").reparentTo(self.forest2)
        loader.loadModel("models/foliage03").reparentTo(self.forest2)
        loader.loadModel("models/foliage04").reparentTo(self.forest2)
        loader.loadModel("models/foliage05").reparentTo(self.forest2)
        loader.loadModel("models/foliage06").reparentTo(self.forest2)
        loader.loadModel("models/foliage07").reparentTo(self.forest2)
        loader.loadModel("models/foliage08").reparentTo(self.forest2)
        loader.loadModel("models/foliage09").reparentTo(self.forest2)

        self.forest2.hide(BitMask32.bit(1))

        self.forest1.setScale(1.5, 1.5, 1.5)
        self.forest1.setPos(1,1, 0)

	self.stall = self.loader.loadModel("models/patch/cornfield")
	self.stall.reparentTo(self.render)
	self.stall.setScale(0.5)
	self.stall.setPos(40,0,1)
	self.stall.setHpr(0,0,0)
	self.tex1=self.loader.loadTexture("models/water.png")
	self.stall.setTexture(self.tex1,1)

	self.flock = Actor("models/goose/goosemodelonly",  {"gfly":"models/goose/gooseanimationonly"
                       })

        self.flock.setScale(0.05, 0.05, 0.05)
	self.flock.setPos(0,-30,13)
        self.flock.reparentTo(self.render)
	self.flock.loop("gfly")
	self.tex2=self.loader.loadTexture("models/orange.jpg")
	self.flock.setTexture(self.tex2,1)

	self.camera.setPos(0,0,0)
	self.camera.setHpr(90,0,0)

       # Create the four lerp intervals needed for the panda to
        # walk back and forth.
        pandaPosInterval1 = self.flock.posInterval(13,
                                                        Point3(-5, -30, 13),
                                                        startPos=Point3(5, -30, 13))
        pandaPosInterval2 = self.flock.posInterval(13,
                                                        Point3(5, -30, 13),
                                                        startPos=Point3(-5, -30, 13))
        pandaHprInterval1 = self.flock.hprInterval(3,
                                                        Point3(0, 0, 0),
                                                        startHpr=Point3(180, 0, 0))
        pandaHprInterval2 = self.flock.hprInterval(3,
                                                        Point3(180, 0, 0),
                                                        startHpr=Point3(0, 0, 0))
 
        # Create and play the sequence that coordinates the intervals.
        self.pandaPace = Sequence(pandaPosInterval1,
                                  pandaHprInterval1,
                                  pandaPosInterval2,
                                  pandaHprInterval2,
                                  name="pandaPace")
        self.pandaPace.loop()

		
	
	
        # Disable the camera trackball controls.
        #self.disableMouse()
 
        # Load the environment model.
        self.environ = self.loader.loadModel("models/environment1")
        # Reparent the model to render.
        self.environ.reparentTo(self.render)
        # Apply scale and position transforms on the model.
        self.environ.setScale(0.25, 0.25, 0.25)
        self.environ.setPos(-8, 42, 0)

	self.boy =  Actor("models/trex/trex",  {"run":"models/trex/trex-run",
                                  "eat":"models/trex/trex-eat"})
	self.boy.reparentTo(self.render)
	self.boy.setPos(0,0,0)
	self.boy.setScale(0.5)
	self.isMoving = False
	self.myAnimControl = self.boy.getAnimControl('run')
				
	base.camera.setPos(self.boy.getX(),self.boy.getY()+10,20)
	self.floater = NodePath(PandaNode("floater"))
	self.floater.reparentTo(render)
		
	self.cBoy = self.boy.attachNewNode(CollisionNode('cBoyNode'))
	self.cBoy.node().addSolid(CollisionSphere(0, 0, 3, 8.5))
	#self.cBoy.show()
		
	#self.cPond = self.stall.attachNewNode(CollisionNode('cPond'))
	#self.cPond.node().addSolid(CollisionSphere(40, 0, 1, 70))
	#self.cPond.show()
	
 
        # Add the spinCameraTask procedure to the task manager.
        #self.taskMgr.add(self.spinCameraTask,"asdsad")
	self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0}

	cs1 = CollisionSphere(0, 0, 0, 2)
	self.cnodePath1 = render.attachNewNode(CollisionNode('cnode1'))
	self.cnodePath1.node().addSolid(cs1)
	#self.cnodePath1.setCollideMask(BitMask32(0x10))
	#self.cnodePath1.show()

	
	self.taskMgr.add(self.moveSphere1, "sfasdasf")
 

	cs2 = CollisionSphere(0, 0, 0, 1)
	self.cnodePath2 = render.attachNewNode(CollisionNode('cnode2'))
	self.cnodePath2.node().addSolid(cs2)
	#self.cnodePath2.reparentTo(self.render)
	#self.cnodePath2.node().setFromCollideMask(BitMask32.bit(0))
        #self.cnodePath2.node().setIntoCollideMask(BitMask32.allOff())
	#self.cnodePath2.show()

	self.taskMgr.add(self.moveSphere2, "sfasd")


	handler = CollisionHandlerEvent()
	handler.addInPattern('cnode1-into-cnode2')
	handler.addAgainPattern('cnode1-again-cnode2')
	handler.addOutPattern('cs1-out-cs2')


	self.accept('cnode1-into-cnode2', self.collide)
	#self.accept('cs1-out-cs2', self.collide)
	#self.accept('cnode1-again-cnode2', self.collide)


	self.traverser.addCollider(self.cnodePath1, handler)

        # Load and transform the panda actor.
        self.pandaActor = Actor("models/panda-model",
                                {"walk": "models/panda-walk4"})
        self.pandaActor.setScale(0.005, 0.005, 0.005)
        self.pandaActor.reparentTo(self.render)
        # Loop its animation.
        self.pandaActor.loop("walk")

	self.taskMgr.add(self.movePanda, "Sasdas")
	
	self.pandaActor2 = Actor("models/panda-model",{"walk": "models/panda-walk4"})
        self.pandaActor2.setScale(0.003, 0.003, 0.003)
        self.pandaActor2.reparentTo(self.render)
        # Loop its animation.
        self.pandaActor2.loop("walk")

	self.taskMgr.add(self.movePanda2, "Sak")

	self.camera.setPos(0,0,0)
	self.camera.setHpr(90,0,0)

	self.cTrav1=CollisionTraverser()
	self.collisionHandler1 = CollisionHandlerQueue()
	self.cTrav1.addCollider(self.cBoy, self.collisionHandler1)

	self.taskMgr.add(self.boyMoveTask, "BoyMoveTask")
		
	#self.accept("v",self.switchView)
	self.accept("escape", sys.exit)
	self.accept("arrow_left", self.setKey, ["left",1])
	self.accept("arrow_right", self.setKey, ["right",1])
	self.accept("arrow_up", self.setKey, ["forward",1])
	#self.accept("a", self.setKey, ["cam-left",1])
	#self.accept("s", self.setKey, ["cam-right",1])
	self.accept("arrow_left-up", self.setKey, ["left",0])
	self.accept("arrow_right-up", self.setKey, ["right",0])
	self.accept("arrow_up-up", self.setKey, ["forward",0])
	#self.accept("a-up", self.setKey, ["cam-left",0])
	#self.accept("s-up", self.setKey, ["cam-right",0])

	self.cTrav2=CollisionTraverser()
	self.collisionHandler2 = CollisionHandlerQueue()
예제 #8
0
        mpos = base.mouseWatcherNode.getMouse()
        # this function will set our ray to shoot from the actual camera lenses off the 3d scene, passing by the mouse pointer position, making  magically hit what is pointed by it in the 3d space
        pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
    return task.cont


#** Now the tricky part: we have here a particular kind of pattern that react firing a task event when a collider, tagged as 'rays', whatever the value is stored into, hit an object tagged as 'balls', no matter what value is stored into its tag. The resulting event strings sent to the panda3D event manager will be the result of the FROM collider (ray) and the tag value owned by the INTO object being hit (a ball), provided that was settled with a tag key 'balls'.
# That said, these two lines will catch all the events for either smiles and frowneys because we both tagged 'em as 'balls', for all IN events...
collisionHandler.addInPattern("%(rays)ft-into-%(balls)it")
# ...and here for the OUT events
collisionHandler.addOutPattern("%(rays)ft-out-%(balls)it")

#** To complicate things a little, this time we'll going to use the addAgainPattern method, that will raise an event while the mouse ponter is keeping over a ball of any group. Note that the 'ray_again_all' chunk will be used by the CollisionHandlerEvent to fire the event. See the related accept below.
collisionHandler.addAgainPattern("ray_again_all%("
                                 "rays"
                                 ")fh%("
                                 "balls"
                                 ")ih")
""" Note that we could have been done the same using this form as well:

collisionHandler.addAgainPattern("%(rays)ft-again-%(balls)it")

but then we should have used 2 accepts like this:

DO.accept('ray1-again-smileys', collideAgainBalls)
DO.accept('ray1-again-frowney', collideAgainBalls)

instead of just one as we did below, and this don't hurt very much in this snippet cos' we got just 2 groups, but could be complicated if we need to use a lot more groups.

Another big thing to note is that we could have been done all of this using the masking technique (see step4.py).
"""
예제 #9
0
class MyApp(ShowBase):
    def center_mouse(self):
        self.win.movePointer(0,self.win.getXSize()/2,self.win.getYSize()/2)
    def __init__(self):
        #Game variables
        self.health = 100
        self.panda_kill_count = 0
        self.level = 0
        
        #Implementation variables
        #self.color = [Vec4((204.0/255), (255.0/255), (204/255), 0.1),Vec4((0/255), (255.0/255), (255.0/255), 0.1),Vec4((255.0/255), (51.0/255), (255.0/255), 0.1),Vec4((153.0/255), (255.0/255), (153.0/255), 0.1),Vec4((255.0/255), (178.0/255), (102.0/255), 0.1),Vec4((229.0/255), (204.0/255), (255.0/255), 0.1)]
        self.color = [Vec4(0.4,0.4,0.4,0.1)]
        self.mirror=False
        self.paused=False
        self.displayed=False
        self.game_started=False
        self.randomthings_ = randomthings.RandomThings(self)
        self.shifted_cam=False
        self.is_firstP=False
        self.old_anim2 = None
        self.old_anim=None
        self.timeout=False
        (self.r,self.f,self.b,self.l)=(0,0,0,0)
        self.inside_level=False
        self.move_anim_queue=[]
        self.anim_queue=[]
        self.prev_time=0.0
        self.bullets = []
        self.rightspeed=0
        self.forwardspeed=0
        ShowBase.__init__(self)
        self.makeDefaultPipe()
        bb=self.pipe.getDisplayHeight()
        aa=self.pipe.getDisplayWidth()
        
        self.openDefaultWindow(size=(aa, bb))
        import layer2d
        self.layer2d = layer2d
        self.layer2d.update_info('Loading...')
        self.keyreader= ReadKeys(self,layer2d)
        
        #Sounds
        self.gunshot = self.loader.loadSfx("sounds/gunshot_se.ogg")
        self.gunshot.setLoop(False)
        
        self.music = self.loader.loadSfx("sounds/music.ogg")
        self.music.setLoop(True)
        
        
        self.zombie_die = self.loader.loadSfx('sounds/zombie_die.ogg')
        self.zombie_die.setLoop(False)
        
        self.kicked = self.loader.loadSfx('sounds/kicked.ogg')
        self.kicked.setLoop(False)
        
        self.hurt_sound = self.loader.loadSfx('sounds/hurt.ogg')
        self.hurt_sound.setLoop(False)
        
        self.dead_sound = self.loader.loadSfx('sounds/dead.ogg')
        self.dead_sound.setLoop(False)
        
        self.intro_sound = self.loader.loadSfx('sounds/intro.ogg')
        self.intro_sound.setLoop(False)
        self.intro_sound.play()
        
        
        self.enableParticles()
        self.center_mouse()
        #self.disableMouse()
        self.prev_pos = None
        if base.mouseWatcherNode.hasMouse():
            x=base.mouseWatcherNode.getMouseX()
            y=base.mouseWatcherNode.getMouseY()
            self.prev_pos = (x,y)
        #Hide cursor
        props = WindowProperties()
        props.setCursorHidden(True) 
        self.win.requestProperties(props)
        
        
        self.environ = self.loader.loadModel('models/ourworld')
        self.environ.setPos(0,0,0)
        self.environ.reparentTo(self.render)
        
        
        self.pandaActor = Actor("models/hero_anim", {'kick':'models/hero_anim-kick','unready_to_shoot':'models/hero_anim-unready_to_shoot','jump':'models/hero_anim-jump',"shooting":"models/hero_anim-shooting","ready_to_shoot":"models/hero_anim-ready_to_shoot","ready_to_walk":"models/hero_anim-ready_to_run","ready_to_run":"models/hero_anim-ready_to_run","walk4":"models/hero_anim-walk1", "breathe": "models/hero_anim-breathe", "run": "models/hero_anim-walk"})
        self.pandaActor.setPlayRate(3,'ready_to_shoot')
        self.pandaActor.setPlayRate(-1.0,"ready_to_walk")
        self.pandaActor.setPlayRate(1.5,'run')
        self.pandaActor.setPlayRate(1.5,'ready_to_run')
        self.pandaActor.reparentTo(self.render)
        self.pandaActor.setPos(self.environ,0,0,100)
        self.pandaActor.loop("breathe")
        
        self.phy = NodePath("PhysicsNode")
        self.phy.reparentTo(self.render)
        
        self.pandaAN = ActorNode("PandaActor")
        self.pandaActorPhysicsP = self.phy.attachNewNode(self.pandaAN)
        
        self.physicsMgr.attachPhysicalNode(self.pandaAN)
        self.pandaActor.reparentTo(self.pandaActorPhysicsP)
        
        
        #set mass of panda
        self.pandaAN.getPhysicsObject().setMass(100)
        
        #apply gravity
        self.gravityFN=ForceNode('world-forces')
        self.gravityFNP=self.environ.attachNewNode(self.gravityFN)
        self.gravityForce=LinearVectorForce(0,0,-30.81) #gravity acceleration
        self.gravityFN.addForce(self.gravityForce)
        self.physicsMgr.addLinearForce(self.gravityForce)
        
        
        #camera stuff
        self.camera.reparentTo(self.pandaActor)
        self.camera.lookAt(self.pandaActor)
        self.taskMgr.add(self.spinCameraTask, "zombieTask_SpinCameraTask")
        self.taskMgr.doMethodLater(0.01,self.movePandaTask,"zombieTask_movePandaTask")
        
        
        #Collision Handling
        self.cTrav = CollisionTraverser()
        self.collisionHandler = CollisionHandlerEvent()
        
        #Add collider for terrain
        self.groundCollider = self.environ.find("**/terrain")
        
        #Add walker for panda
        self.collision_sphere = CollisionSphere(0,0,1,1)
        self.collNode = CollisionNode('pandaWalker')
        self.cnodePath = self.pandaActor.attachNewNode(self.collNode)
        self.cnodePath.node().addSolid(self.collision_sphere)
        
        #AddZombieDetector for panda
        self.zombie_sphere = CollisionSphere(0,0,3,1)
        self.zomb_detector_node = CollisionNode('zombieDetector')
        self.zomb_detector_NP = self.pandaActor.attachNewNode(self.zomb_detector_node)
        self.zomb_detector_NP.node().addSolid(self.zombie_sphere)
        #self.zomb_detector_NP.show()
        
        #Add pusher against gravity
        self.pusher = PhysicsCollisionHandler()
        self.pusher.addCollider(self.cnodePath, self.pandaActorPhysicsP)
        self.pusher.addCollider(self.zomb_detector_NP,self.pandaActorPhysicsP)
        self.cTrav.addCollider(self.cnodePath,self.pusher)
        self.cTrav.addCollider(self.zomb_detector_NP,self.pusher)
        
        self.pusher.addInPattern('%fn-into-%in')
        self.pusher.addAgainPattern('%fn-again-%in')
        
        #Add collision handler patterns
        self.collisionHandler.addInPattern('%fn-into-%in')
        self.collisionHandler.addAgainPattern('%fn-again-%in')
        
        self.abientLight = AmbientLight("ambientLight")
        self.abientLight.setColor(Vec4(0.1, 0.1, 0.1, 1))
        self.directionalLight = DirectionalLight("directionalLight")
        self.directionalLight.setDirection(Vec3(-5, -5, -5))
        self.directionalLight.setColor(Vec4((229.0/255), (204.0/255), (255.0/255), 0.7))
        self.directionalLight.setSpecularColor(Vec4(0.4, 0.4, 0.4, 0.1))
        self.directionalLight.setShadowCaster(True,512,512)
        self.render.setLight(self.render.attachNewNode(self.abientLight))
        self.render.setLight(self.render.attachNewNode(self.directionalLight))
        self.render.setShaderAuto()
        
        #create zombie land
        self.zombieland = zombie.Zombies(self)
        self.taskMgr.doMethodLater(0.01,self.zombieland.moveZombie, "zombieTask_ZombieMover")
        layer2d.incBar(self.health)
        self.taskMgr.add(self.game_monitor,"zombieTask_gameMonitor")
        self.taskMgr.doMethodLater(2.7,self.music_play, "zombieTask_music")
        
        #Add random useless things:
        self.randomthings_.add_random_things()
    def music_play(self,task):
        self.music.play()
        return Task.done
    #def get_color(self):
     #   return self.color[min(len(self.color)-1,self.level)]
    
    #GameMonitor
    def game_monitor(self,task):
        if self.paused:
            return Task.cont
        #Update Score
        self.layer2d.update_score(self.panda_kill_count)
        #Check for health of actor
        if self.health <= 0:
            self.dead_sound.play()
            self.pandaActor.detachNode()
            print "LOL u ded"
            self.info = """Game Over..
    Score: """ + str(self.panda_kill_count) + """
    Press alt+f4 to quit the game.
    
    """
            self.layer2d.update_info(self.info)
            self.taskMgr.removeTasksMatching('zombieTask_*')
        
        if self.game_started<>True:
            if not self.displayed:
                self.display_information()
            self.pandaActor.setPos(self.pandaActorPhysicsP.getRelativePoint(self.render,Point3(10,10,100)))
            return Task.cont
        
        #Check if user is inside some level. if yes, pass.
        if self.inside_level or self.timeout:
            return Task.cont
        self.inside_level = True
        #self.health=100
        self.timeout=True
        print ".."
        #The next lines will be executed only when the user is in between two levels (or at the beginning of the game)
        #Display information based on game level
        self.display_information()
        print "HUEHUEHUEHUE"    
        #Schedule wave of zombies
        self.taskMgr.doMethodLater(10,self.addWave, "zombieTask_ZombieAdder")
        
        return Task.cont
        
            
    
    def addWave(self,task):
        ##add a wave of 5 zombies, depending on the level.
        ##speed of zombie increases with each level
        ##durability of zombie increases with each level.
        ##Wave ends when all zombies die.
        self.directionalLight.setSpecularColor(Vec4(0.4, 0.4, 0.4, 0.1))
        self.layer2d.update_info("level"+str(self.level))
        self.timeout=False
        self.zombieland.add(5)
        return Task.done
        
    
    #information displayer
    def display_information(self):
        #display information based on levels.
        print self.game_started
        self.displayed=True
        if self.game_started==False:
            info = """
    Welcome to PandaLand. Once upon a time, there used to be these cute

    little creatures called Pandas. They were lazy, funny, and

    adorable. But that is what we humans thought. Pandas are

    actually an evil alien race that spread from planet to planet,

    spreading destruction and terror everywhere. They ruled earth

    several billion years ago. But our super ancestors (Dinosaurs)

    fought agaisnt them with great valour and selflessness; and managed

    to save planet Earth from doom. But the pandas went into hiding

    (and became cute); until few days back! Now they seek to kill all.

    You, the Joker, are our only hope,since Batman has retired.

    Go Kill Pandas.For Mother Earth!
    
    

    """
            self.layer2d.information['bg'] = (0,0,0,0.8)
        else:
            self.layer2d.update_info('')
            if self.level==0:
                info="""
    Your game will start in a few seconds.
    This is the first level. Pandas will spawn
    and follow you. Shoot to kill.

    Test out your controls while
    they are still cute and harmless :)
    
    Jump: Space
    Shoot: LeftClick
    Kick: RightClick
    Walk: A/W/S/D
    
    For more information, press P.

"""
                
                self.layer2d.information['bg'] = (0,0,0,0.6)
            elif self.level==1:
                info="""
    Level 0 Completed!
    Starting Level 1.
    
    Pandas have turned evil
    and stronger. They will try
    to eat you up.

    To run:
    Press Shift + A/S/W/D

"""
            elif self.level==2:
                info="""
    Level 1 Completed!
    Starting Level 2.
    
    Pandas are even stronger now.
    They will get stronger by
    each level.

    Your automatic shooting speed has
    also improved due to experience
    gained.

"""
            elif self.level==3:
                info="""
    Level 2 Completed!
    Starting Level 3.
    
    Pandas also move faster
    by each level. They really
    want to eat you.

    But don't worry, you also 
    run faster as the levels
    proceed.
    
"""
            else:
                info = """
    Level """ + str(self.level-1) + """ Completed!
    Starting """ + str(self.level) + """ .
    
    Well done!
    Keep fighting, our fate lies
    in your hands.
    
"""
        self.layer2d.update_info(info)
    #self.create_bullet()
    def create_bullet(self):
        self.bullet = self.loader.loadModel('models/gun/bullet')
        self.gunshot.play()
        self.bulletAN = ActorNode("BulletNode")
        self.bulletActorPhysicsP = self.phy.attachNewNode(self.bulletAN)
        
        self.physicsMgr.attachPhysicalNode(self.bulletAN)
        self.bullet.reparentTo(self.bulletActorPhysicsP)
        self.bulletAN.getPhysicsObject().setMass(1)
        self.bullet.setPos(self.pandaActor,0,-3,3.5)
        self.bullet.setScale(0.1,0.1,0.1)
        self.bullet.setHpr(self.pandaActor,0,90,0)
        self.bullet.setP(self.camera.getP()+90)
        self.bullet_sphere = CollisionSphere(0,0,0,0.2)
        self.bullet_collNode = CollisionNode('bullet')
        self.bullet_cnodePath = self.bullet.attachNewNode(self.bullet_collNode)
        self.bullet_cnodePath.node().addSolid(self.bullet_sphere)
        
        #self.pusher.addCollider(self.bullet_cnodePath,self.bulletActorPhysicsP)
        self.cTrav.addCollider(self.bullet_cnodePath,self.collisionHandler)
        
        #self.bullet_cnodePath.show()
        self.bullets += [self.bullet]
    def bulletKiller(self,task):
        if self.paused:
            return Task.cont
        self.bullets[0].remove_node()
        self.bullets = self.bullets[1:]
        return Task.done
    
    
    def bulletThrower(self,task):
        if self.paused:
            return Task.cont
        #make bullet move
        if self.pandaActor.getCurrentAnim()<>'shooting' and self.pandaActor.getCurrentAnim()<>'ready_to_shoot':
            self.pandaActor.play('shooting')
        print "loL"
        self.create_bullet()
        
        self.bulletAN.getPhysicsObject().setVelocity(self.render.getRelativeVector(self.camera,Vec3(0,200,0)))
        
        self.taskMgr.doMethodLater(max(0.05,0.1*(5-self.level)),self.bulletThrower, "zombieTask_bulletThrower")
        self.taskMgr.doMethodLater(0.5,self.bulletKiller, "zombieTask_bulletKiller")
        
        self.prev=True
        
        if self.old_anim2==None:
            self.old_anim2='breathe'
        if self.old_anim2 not in ['run','walk4']:
            self.old_anim2='breathe'
        self.anim_queue = [(self.pandaActor,True,'unready_to_shoot'),(self.pandaActor,False,self.old_anim2)]
        return Task.done
        
    def movePandaTask(self,task):
        
        if self.paused:
            return Task.cont
        tempos = self.pandaActor.getPos()
        speed = 0.1
        if self.run_:
            speed+=0.3*self.level
        self.rightspeed = -(self.r-self.l)*speed
        self.forwardspeed = -(self.f-self.b)*speed
        if (self.r-self.l)<>0 and (self.f-self.b)<>0:
            #print self.forwardspeed
            #print self.rightspeed
            #sys.exit(0)
            self.rightspeed *= 0.7
            self.forwardspeed *= 0.7
        self.pandaActor.setPos(self.pandaActor,self.rightspeed, self.forwardspeed,0)
        return Task.again
    def spinCameraTask(self, task):
        if self.paused:
           
            return Task.cont
        if self.render.getRelativePoint(self.pandaActorPhysicsP,self.pandaActor.getPos())[2] < -10:
            self.pandaAN.getPhysicsObject().setVelocity(0,0,30)
            #self.pandaActor.setPos(self.pandaActorPhysicsP.getRelativePoint(self.render,Point3(10,10,100)))
        self.prev_time=task.time
        
            
            
        #play queued animations:
        for x in self.move_anim_queue+self.anim_queue:
            if x[0].getCurrentAnim()==None:
                if x[1]:
                    x[0].play(x[2])
                else:
                    x[0].loop(x[2])
                if x in self.move_anim_queue:
                    self.move_anim_queue.remove(x)
                elif x in self.anim_queue:
                    self.anim_queue.remove(x)
                    
        
        #Do other stuff
        if self.mouseWatcherNode.hasMouse():
            x=base.mouseWatcherNode.getMouseX()
            y=base.mouseWatcherNode.getMouseY()
            if self.prev_pos==None:
                self.prev_pos = (x,y)
            xx = self.prev_pos[0] - x
            yy = self.prev_pos[1] + y
            self.prev_pos = (xx,yy)
            
            self.pandaActor.setHpr(self.pandaActor,-20*(pi/2.0)*x,0,0)
            
            #self.camera.setHpr(self.pandaActor, 20*(pi/2.0)*x, 20*(pi/2.0)*yy, 0)
            if self.is_firstP:
                self.camera.lookAt(self.pandaActor)
                self.camera.setPos(self.pandaActor,0,0,4)
                self.camera.setHpr(self.camera,180,0,0)
                
            else:
                self.camera.setPos(self.pandaActor,0,8,5)
                self.camera.lookAt(self.pandaActor)
                if self.mirror:
                    self.camera.setY(-self.camera.getY())
                    self.camera.lookAt(self.pandaActor)
            self.camera.setHpr(self.camera,0,20*(pi/2.0)*yy,0)
        self.center_mouse()
        
        #zombie collisions
        return Task.cont
    
    #User Actions:
    def meelee(self):
        #Make actor stomp here. or something
        #Load animation
        self.zombieland.meelee()
        self.anim_queue += [(self.pandaActor,True,self.pandaActor.getCurrentAnim())]
        self.pandaActor.play('kick')
        #pass
    def ranged_start(self):
        #put animation here
        self.old_anim = self.pandaActor.getCurrentAnim()
        if self.old_anim not in  ['shooting','unready_to_shoot','ready_to_shoot'] :
            self.old_anim2 = self.old_anim
        if self.old_anim not in ['ready_to_shoot','shooting','unready_to_shoot']:
            self.pandaActor.play('ready_to_shoot')
        
        self.taskMgr.add(self.bulletThrower, "zombieTask_bulletThrower")
    def ranged_stop(self,task=None):
        if self.paused:
            return Task.cont
        #stop animation here
        if self.pandaActor.getCurrentAnim()<>'shooting' and task==None:
            self.pandaActor.play('shooting')
            self.taskMgr.remove("zombieTask_bulletThrower")
            self.taskMgr.doMethodLater(0.5,self.ranged_stop,'zombieTask_rangedStop')
            return Task.done
        self.taskMgr.remove("zombieTask_bulletThrower")
        return Task.done