Exemplo n.º 1
0
        self.window.resize(800,600)
        # Get OpenGL 4.1 context
        glformat = QGLFormat()
        glformat.setVersion(4, 1)
        glformat.setProfile(QGLFormat.CoreProfile)
        glformat.setDoubleBuffer(False)
        self.glwidget = MyGlWidget(renderer, glformat, self)
        self.window.setCentralWidget(self.glwidget)
        self.window.show()
        
    def __enter__(self):
        "setup for RAII using 'with' keyword"
        return self

    def __exit__(self, type_arg, value, traceback):
        "cleanup for RAII using 'with' keyword"
        self.glwidget.disposeGL()

    def run_loop(self):
        retval = self.exec_()
        sys.exit(retval)


if __name__ == "__main__":
    from openvr.gl_renderer import OpenVrGlRenderer
    from openvr.color_cube_actor import ColorCubeActor
    actor = ColorCubeActor()
    renderer = OpenVrGlRenderer(actor)
    with QtPysideApp(renderer, "PySide OpenVR color cube") as qtPysideApp:
        qtPysideApp.run_loop()
Exemplo n.º 2
0
#!/bin/env python

# file hello_glfw.py

from openvr.glframework.glfw_app import GlfwApp
from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor
from openvr.tracked_devices_actor import TrackedDevicesActor

"""
Minimal glfw programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""


if __name__ == "__main__":
    renderer = OpenVrGlRenderer(multisample=2)
    renderer.append(ColorCubeActor())
    controllers = TrackedDevicesActor(renderer.poses)
    controllers.show_controllers_only = False
    renderer.append(controllers)
    with GlfwApp(renderer, "glfw OpenVR color cube") as glfwApp:
        glfwApp.run_loop()
Exemplo n.º 3
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#!/bin/env python

# file qt_pyside_app.py

import sys

from openvr.glframework.qt_pyside_app import QtPysideApp


"""
Toy PySide application for use with "hello world" examples demonstrating pyopenvr
"""


if __name__ == "__main__":
    from openvr.gl_renderer import OpenVrGlRenderer
    from openvr.color_cube_actor import ColorCubeActor
    from openvr.tracked_devices_actor import TrackedDevicesActor
    renderer = OpenVrGlRenderer()
    renderer.append(ColorCubeActor())
    renderer.append(TrackedDevicesActor(renderer.poses))
    with QtPysideApp(renderer, "PySide OpenVR color cube") as qtPysideApp:
        qtPysideApp.run_loop()
Exemplo n.º 4
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#!/bin/env python

# file hello_glfw.py

from openvr.glframework.glfw_app import GlfwApp
from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor
from openvr.tracked_devices_actor import TrackedDevicesActor

"""
Minimal glfw programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""


if __name__ == "__main__":
    renderer = OpenVrGlRenderer(multisample=2)
    renderer.do_mirror = True
    renderer.append(ColorCubeActor())
    controllers = TrackedDevicesActor(renderer.poses)
    controllers.show_controllers_only = False
    renderer.append(controllers)
    with GlfwApp(renderer, "glfw OpenVR color cube") as glfwApp:
        glfwApp.run_loop()
Exemplo n.º 5
0
#!/bin/env python

# file hello_cyglfw3.py

import OpenGL
OpenGL.ERROR_CHECKING = False
OpenGL.ERROR_LOGGING = False
OpenGL.ERROR_ON_COPY = True

from openvr.glframework.cyglfw3_app import CyGLFW3App
from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor

"""
Minimal glfw programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""


if __name__ == "__main__":
    actor = ColorCubeActor()
    renderer = OpenVrGlRenderer(actor)
    renderer.do_mirror = True
    with CyGLFW3App(renderer, "glfw OpenVR color cube") as app:
        app.run_loop()
Exemplo n.º 6
0
                self.translation_history.popleft()

        return result


if __name__ == "__main__":
    obj = ObjMesh(open("root_997.obj", 'r'))
    # invert up/down, so brain is dorsal-up
    obj.model_matrix *= (
        (1, 0, 0, 0),
        (0, -1, 0, 0),
        (0, 0, -1, 0),
        (-0.5, 1.5, 0.5, 1),
    )
    # obj = ObjMesh(open("AIv6b_699.obj", 'r'))
    renderer = OpenVrGlRenderer(multisample=2)
    renderer.append(SkyActor())
    # renderer.append(ColorCubeActor())
    controllers = TrackedDevicesActor(renderer.poses)
    controllers.show_controllers_only = True
    renderer.append(controllers)
    renderer.append(obj)
    renderer.append(FloorActor())
    interactor = SpatialInteractor()
    with GlfwApp(renderer, "mouse brain") as glfwApp:
        while not glfw.window_should_close(glfwApp.window):
            glfwApp.render_scene()
            # Update controller drag state when buttons are pushed
            interactor.update_controller_states()
            # update_scene_geometry(interactor)
Exemplo n.º 7
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#!/bin/env python

# file hello_glut_controllers.py

from openvr.glframework.glut_app import GlutApp
from openvr.gl_renderer import OpenVrGlRenderer
from openvr.tracked_devices_actor import TrackedDevicesActor
from openvr.color_cube_actor import ColorCubeActor

"""
Minimal glut programming example showing a colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""

if __name__ == "__main__":
    renderer = OpenVrGlRenderer(multisample=4)
    renderer.append(ColorCubeActor())
    controllers = TrackedDevicesActor(renderer.poses)
    controllers.show_controllers_only = False
    renderer.append(controllers)
    with GlutApp(renderer, "Controller test") as glutApp:
        glutApp.run_loop()
#!/bin/env python

# file hello_glfw.py

import OpenGL
OpenGL.ERROR_CHECKING = False
OpenGL.ERROR_LOGGING = False
OpenGL.ERROR_ON_COPY = True

from openvr.glframework.cyglfw3_app import CyGLFW3App
from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor
from openvr.tracked_devices_actor import TrackedDevicesActor
"""
Minimal glfw programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""

if __name__ == "__main__":
    renderer = OpenVrGlRenderer(multisample=2)
    renderer.do_mirror = True
    renderer.append(ColorCubeActor())
    controllers = TrackedDevicesActor(renderer.poses)
    controllers.show_controllers_only = False
    renderer.append(controllers)
    with CyGLFW3App(renderer, "glfw OpenVR color cube") as app:
        app.run_loop()
Exemplo n.º 9
0
		self.program = 0
		glDeleteVertexArrays(1, (self.vao,))
		self.vao = 0

################################################################################################################################
#							Main Code							       #		
################################################################################################################################

if __name__ == "__main__":

	# Create a socket and have it listening at the following port
	context = zmq.Context()
	socket = context.socket(zmq.REP)
	socket.bind("tcp://*:5555")
	
	#  Wait for data from client - in this case the vertex data needed to render the models onto the Vive
	message = socket.recv()

	# Set up the Blender scene needed to be rendered on the display
	actor = Actor([float(a) for a in message.decode("utf-8").split()])
	renderer = OpenVrGlRenderer(actor)
	
	# Show the positions of the Vive controllers within the headset
	controllers = TrackedDevicesActor(renderer.poses)
	controllers.show_controllers_only = False
	renderer.append(controllers)
	
	# Render
	glutApp = GlutApp(renderer, b"glut OpenVR color cube")
	glutApp.run_loop()
Exemplo n.º 10
0
#!/bin/env python

# file hello_sdl2.py


from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor
from openvr.glframework.sdl_app import SdlApp


"""
Minimal sdl programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""


if __name__ == "__main__":
	renderer = OpenVrGlRenderer(multisample=2)
	renderer.append(ColorCubeActor())
	with SdlApp(renderer, "sdl2 OpenVR color cube") as app:
		app.run_loop()
Exemplo n.º 11
0
#!/bin/env python

# file hello_wx.py

from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor
from openvr.glframework.wx_app import WxApp


"""
Minimal wxPython programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""


if __name__ == "__main__":
	# Show a blue OpenGL window
	actor = ColorCubeActor()
	renderer0 = OpenVrGlRenderer(actor, (800,600))
	with WxApp(renderer0, "wx OpenVR color cube") as app:
		app.run_loop()
Exemplo n.º 12
0
#!/bin/env python

# file hello_sdl2.py


from openvr.gl_renderer import OpenVrGlRenderer
from openvr.color_cube_actor import ColorCubeActor
from openvr.glframework.sdl_app import SdlApp


"""
Minimal sdl programming example which colored OpenGL cube scene that can be closed by pressing ESCAPE.
"""


if __name__ == "__main__":
	renderer = OpenVrGlRenderer(multisample=2)
	renderer.append(ColorCubeActor())
	with SdlApp(renderer, "sdl2 OpenVR color cube") as app:
		app.run_loop()
Exemplo n.º 13
0
            self.translation_history.append( (translation, time_stamp,) )
            while len(self.translation_history) > self.max_history_size:
                self.translation_history.popleft()
        
        return result

if __name__ == "__main__":
    obj = ObjMesh(open("root_997.obj", 'r'))
    # invert up/down, so brain is dorsal-up
    obj.model_matrix *= ((1,0,0,0),
                         (0,-1,0,0),
                         (0,0,-1,0),
                         (-0.5,1.5,0.5,1),
                         )
    # obj = ObjMesh(open("AIv6b_699.obj", 'r'))
    renderer = OpenVrGlRenderer(multisample=2)
    renderer.append(SkyActor())
    # renderer.append(ColorCubeActor())
    controllers = TrackedDevicesActor(renderer.poses)
    controllers.show_controllers_only = True
    renderer.append(controllers)
    renderer.append(obj)
    renderer.append(FloorActor())
    interactor = SpatialInteractor()
    with GlfwApp(renderer, "mouse brain") as glfwApp:
        while not glfw.window_should_close(glfwApp.window):
            glfwApp.render_scene()
            # Update controller drag state when buttons are pushed
            interactor.update_controller_states()
            # update_scene_geometry(interactor)