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andrewjworz
08-30-2011, 03:40 AM
I am wondering if there is anyway to activate collision detection with the infinite terrain generator (InfiniteTerrain.dlc). Given below is a simple example of code, and if you copy/paste and run it in vizard you will see that the ball falls straight through the infinite plane without colliding with it. Anyone Have any suggestions?

import viz

viz.go()
#Turn on the physics engine
viz.phys.enable()

viz.MainView.setPosition([0,180,0])
viz.MainView.setEuler( [0,40,0] )

viz.MainView.getHeadLight().disable()
#add sun-like directional light
l = viz.addLight()
l.position(0, 1, -.2, 0) #sets light direction

terrain = viz.add('InfiniteTerrain.dlc',1,'300',6,7,15000,0. 001)
grass = viz.addTexture('gb_noise.jpg')
terrain.texture(grass)
terrain.collideMesh()

ball = viz.add('ball.wrl')
ball.collideBox(density=5)
ball.setScale([50,50,50])
ball.setPosition([0,100,100])[/COLOR]

andrewjworz
08-30-2011, 04:13 AM
Also, I am trying to have the view point "walk" along the surface of the terrain generated by the InfiniteTerrain.dlc at a fixed height (let's say, the height of an avatar). I would like to move in the x and z directions with the arrows on the keyboard, while the viewpoint adjusts to the proper height about the terrain. Does anyone have any idea how to do this? Given below is the viewpoint controls that I have been using.

# Viewpoint keyboard controls
#%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%

## Turn off built-in mouse navigation
#viz.mouse(viz.OFF)
## Hide mouse cursor
#viz.mouse.setVisible(False)

MOVE_SPEED = 19
TURN_SPEED = 60

male = viz.addAvatar( 'vcc_male.cfg' )
male.scale([10,10,10])
#male.collideCapsule()

viz.MainView.setPosition(0,terrainmaker.terrainfun c(0,0)+17,0)
viz.MainView.setEuler([0,0,0])
## Extract the main viewpoint
view = viz.MainView

## Make function which calls back for keyboard event
pos_init = view.getPosition()

def updatemale():
if viz.key.isDown('d'):
view.move([0,-MOVE_SPEED*viz.elapsed(),0],viz.BODY_ORI)
if viz.key.isDown('f'):
view.move([0,MOVE_SPEED*viz.elapsed(),0],viz.BODY_ORI)
if viz.key.isDown(viz.KEY_UP):
male.state(2)
view.move([0,0,MOVE_SPEED*viz.elapsed()],viz.BODY_ORI)
if viz.key.isDown(viz.KEY_RIGHT):
view.setEuler([TURN_SPEED*viz.elapsed(),0,0],viz.BODY_ORI,viz.REL_PARENT)
elif viz.key.isDown(viz.KEY_LEFT):
view.setEuler([-TURN_SPEED*viz.elapsed(),0,0],viz.BODY_ORI,viz.REL_PARENT)

elif viz.key.isDown(viz.KEY_DOWN):
male.state(2)
view.move([0,0,-MOVE_SPEED*viz.elapsed()],viz.BODY_ORI)
if viz.key.isDown(viz.KEY_RIGHT):
view.setEuler([TURN_SPEED*viz.elapsed(),0,0],viz.BODY_ORI,viz.REL_PARENT)
elif viz.key.isDown(viz.KEY_LEFT):
view.setEuler([-TURN_SPEED*viz.elapsed(),0,0],viz.BODY_ORI,viz.REL_PARENT)

elif viz.key.isDown(viz.KEY_RIGHT):
view.setEuler([TURN_SPEED*viz.elapsed(),0,0],viz.BODY_ORI,viz.REL_PARENT)
if viz.key.isDown(viz.KEY_UP):
male.state(2)
view.move([0,0,MOVE_SPEED*viz.elapsed()],viz.BODY_ORI)
elif viz.key.isDown(viz.KEY_DOWN):
male.state(2)
view.move([0,0,-MOVE_SPEED*viz.elapsed()],viz.BODY_ORI)
elif viz.key.isDown(viz.KEY_LEFT):
view.setEuler([-TURN_SPEED*viz.elapsed(),0,0],viz.BODY_ORI,viz.REL_PARENT)
if viz.key.isDown(viz.KEY_UP):
male.state(2)
view.move([0,0,MOVE_SPEED*viz.elapsed()],viz.BODY_ORI)
elif viz.key.isDown(viz.KEY_DOWN):
male.state(2)
view.move([0,0,-MOVE_SPEED*viz.elapsed()],viz.BODY_ORI)

# Attach the male to the viewpoint BODY_ORI
male.setPosition(view.getPosition())
male.setEuler(view.getEuler(viz.BODY_ORI))
male.setPosition([0,0,25],viz.REL_LOCAL) #[0.35,-1.7,-0.13]

nige777
08-30-2011, 05:19 AM
Hi Andrew,

The walkTo function accepts an object (node) as the 'y' argument allowing the avatar to follow it precisely - as explained in this post:

http://forum.worldviz.com/showthread.php?t=1587&highlight=walkTo