#31
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Ok, everything works great so far. The only problem is that I am getting some kind of traceback error.
Code:
Traceback (most recent call last): File "Test2WithEyeAdjustment.py", line 185, in mytimer avatar = avatars[nextAvatar] IndexError: list index out of range Code:
def mytimer(num): global avatars if num == ANIMATION: #Calculate elapsed time since last update elapsed = viz.elapsed() #Update each active ball for bullet in bullets: if bullet.active: #Move the ball and check if it has collided with any objects MoveBullet(bullet,elapsed) elif num == START_AVATAR: global nextAvatar #Get the next available avatar and start it avatar = avatars[nextAvatar] #favatar = favatars[nextAvatar] walkAvatar(avatar) #walkAvatar(favatar) nextAvatar = (nextAvatar + 1) % NUM_AVATARS viz.starttimer(START_AVATAR,TIME_BETWEEN_AVATARS) #Create callbacks for timer events viz.callback(viz.TIMER_EVENT,mytimer) Code:
def shootBullet(): global nextBullet #find the next available ball to shoot bullet = bullets[nextBullet] nextBullet = (nextBullet + 1) % NUM_BULLETS #Calculate the vector of the ball based on the mouse position pos = viz.mousepos() bulletvector = viz.screentoworld(pos[0]+0.25,pos[1]) #Need to account for stereo bullet.vector = viz.Vector(bulletvector[3]-bulletvector[0],bulletvector[4]-bulletvector[1],bulletvector[5]-bulletvector[2]) bullet.vector.normalize() bullet.vector *= BULLET_SPEED #translate the bullet to the head position bullet.translate(viz.get(viz.HEAD_POS)) #make the bullet visible bullet.visible(viz.ON) #mark the bullet as active bullet.active = 1 def MoveBullet(bullet,elapsed): #get the bullet's current position pos = bullet.get(viz.POSITION) #calculate the balls future position based on it's velocity futurePos = pos + (bullet.vector * elapsed) #Check if bullet intersected with anything info = viz.intersect(pos,futurePos) if info.intersected: if info.object in avatars: #viz.starttimer(FREEZE_AVATAR,info.object.getduration(7)-0.1) WaitThenFreeze = vizact.sequence( vizact.waittime(info.object.getduration(7)-0.05), vizact.speed_node(0) ) info.object.execute(7) info.object.clear(viz.ALL) info.object.clear(viz.CURRENT_ACTION) info.object.add(WaitThenFreeze) #Add the action to the avatar RemoveAvatarAction = vizact.call(RemoveAvatar,info.object) info.object.add(RemoveAvatarAction) #Add action to remove avatar bullet.visible(0) bullet.active = 0 #Update balls positions bullet.translate(futurePos.get()) #Shoot a ball whenever left mousebutton is clicked vizact.onmousedown(viz.MOUSEBUTTON_LEFT,shootBullet) |
#32
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Hi,
That means you are trying to index into the avatar list with a value greater than the size of the list. Are you deleting items from the avatar list after you create it? If so then you need to change the way you increment to the next avatar: Code:
nextAvatar = (nextAvatar + 1) % len(avatars) |
#33
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I'm still getting the same error. I'm not sure what is causing it. When a bullet "hits" or intersects an avatar, the following code is called:
Code:
if info.intersected: if info.object in avatars: WaitThenFreeze = vizact.sequence( vizact.waittime(info.object.getduration(7)-0.005), vizact.speed_node(0) ) info.object.execute(7) info.object.clear(viz.ALL) info.object.clear(viz.CURRENT_ACTION) info.object.add(WaitThenFreeze) #Add the action to the avatar RemoveAvatarAction = vizact.call(RemoveAvatar,info.object) info.object.add(RemoveAvatarAction) #Add action to remove avatar Code:
def RemoveAvatar(avatar): avatar.visible(0) #Hide avatar avatar.speed(1) #Restore speed avatars.remove(avatar) #Remove from list dead_list.append(avatar) #Add to dead list I also tried: Code:
if len(avatars) != NUM_AVATARS: avatar = dead_list[nextAvatar] nextAvatar = nextAvatar + 1 % len(dead_list) else: avatar = avatars[nextAvatar] nextAvatar = (nextAvatar + 1) % len(avatars) walkAvatar(avatar) Last edited by betancourtb82; 03-21-2006 at 09:35 AM. |
#34
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New question, similar problem. I have now been told that the avatars must appear with different faces, based on an input. Here is what I have done so far:
Code:
#define a choice variable choice = viz.input("Please input the condition:") global facepic if choice == 1: facepic = 'biohead_talk.vzf' else: facepic = 'morph_head.vzf' #Create six avatars for i in range(NUM_AVATARS): newX = -10 * math.sin(theta * i) newZ = 10 * math.tan(theta * i) if newZ <=10: newZ = -15 else: newZ = 10 * math.tan(theta * i) #print i,"\t\t\t\t\t",newX,"\t",newZ male = viz.add('male.cfg') male.face(facepic) male.scale(1.25,1.25,1.25) male.translate(newX,-10,newZ) avPos = male.get(viz.POSITION) print 'original avatar position', avPos male.rotate(180,0,0) avatars.append(male) #Save avatar in list Here is the code for removing the avatars once shot: Code:
#Check if bullet intersected with anything info = viz.intersect(pos,futurePos) if info.intersected: print 'intersect point is',info.intersectPoint if info.object in avatars: WaitThenFreeze = vizact.sequence( vizact.waittime(info.object.getduration(7)-0.005), vizact.speed_node(0) ) info.object.execute(7) info.object.clear(viz.ALL) info.object.clear(viz.CURRENT_ACTION) info.object.add(WaitThenFreeze) #Add the action to the avatar RemoveAvatarAction = vizact.call(RemoveAvatar,info.object) info.object.add(RemoveAvatarAction) #Add action to remove avatar Thanks |
#35
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Try incrementing the to the next avatar before you access it:
Code:
nextAvatar = (nextAvatar + 1) % len(avatars) avatar = avatars[nextAvatar] |
#36
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Earilier in this forum, when we discussed the crosshair, you mentioned that we shouldn't be using objects that are attached to the screen when using stereo. I spoke to Mattias this weekend at the VR conference in Alexandria, VA and he mentioned that if we use a 3d object, we would probably be able to fix the problem of the bullets (mentioned in above posts) without having to change the IPD. Is this the case. Is there some way of making a "3d crosshair" that will accurately point to where the bullet would go? If so, do you have any ideas on how this can be implemented? I was thinking of making a vector that would match the vector of the bullet and place an icon (crosshair) at some point on the vector, in 3d, to show an aiming point. How does this idea sound? Can it be done? Please help.
Below is the code I have for the bullet so far. Code:
def shootBullet(): global nextBullet #find the next available ball to shoot bullet = bullets[nextBullet] nextBullet = (nextBullet + 1) % NUM_BULLETS #Calculate the vector of the ball based on the mouse position pos = viz.mousepos() bulletvector = viz.screentoworld(pos[0]+0.25,pos[1]) #Need to account for stereo bullet.vector = viz.Vector(bulletvector[3]-bulletvector[0],bulletvector[4]-bulletvector[1],bulletvector[5]-bulletvector[2]) bullet.vector.normalize() bullet.vector *= BULLET_SPEED #translate the bullet to the head position bullet.translate(viz.get(viz.HEAD_POS)) #make the bullet visible bullet.visible(viz.ON) #mark the bullet as active bullet.active = 1 def MoveBullet(bullet,elapsed): global avatarsHit #get the bullet's current position pos = bullet.get(viz.POSITION) #calculate the balls future position based on it's velocity futurePos = pos + (bullet.vector * elapsed) #Check if bullet intersected with anything info = viz.intersect(pos,futurePos) if info.intersected: avatarsHit = avatarsHit + 1 print 'Avatars hit: ', avatarsHit print 'intersect point is',info.intersectPoint if info.object in avatars: WaitThenFreeze = vizact.sequence( vizact.waittime(info.object.getduration(7)-0.005), vizact.speed_node(0) ) info.object.execute(7) info.object.clear(viz.ALL) info.object.clear(viz.CURRENT_ACTION) info.object.add(WaitThenFreeze) #Add the action to the avatar RemoveAvatarAction = vizact.call(RemoveAvatar,info.object) info.object.add(RemoveAvatarAction) #Add action to remove avatar bullet.visible(0) bullet.active = 0 #Update balls positions bullet.translate(futurePos.get()) |
#37
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Yes, this is how most people implement crosshairs for stereo viewing. Here is a sample script that will place a crosshair 0.1 meters in front of the user.
Code:
import viz viz.go(viz.STEREO) viz.add('tut_ground.wrl') viz.clearcolor(viz.GRAY) crosshair = viz.add(viz.TEXQUAD) crosshair.texture(viz.add('crosshair.png')) crosshair.scale(0.01,0.01,0.01) viz.mouse(viz.OFF) def ontimer(num): line = viz.screentoworld(viz.mousepos()) v = viz.Vector(viz.get(viz.HEAD_POS)) dir = viz.Vector(line[3:]) - viz.Vector(line[:3]) dir.normalize() dir *= 0.1 #Place crosshair 1/10th meter in front of user v += dir crosshair.translate(v.get()) crosshair.rotatequat(viz.get(viz.VIEW_QUAT)) viz.callback(viz.TIMER_EVENT,ontimer) viz.starttimer(0,0,viz.FOREVER) |
#38
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Ok, I implemented the crosshair as you said, however I'm still getting an offset between the bullet and the crosshair. Is there anyway to correct this now that I am using the "3d" version of the crosshair? I've attached a copy of the code.
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#39
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I tried your script but I didn't see any bullet. I've modified my previous code so that it shoots a bullet from the center of the viewpoint towards the direction of the crosshair. There will always be an apparent offset between the crosshair and the bullet due to binocular vision.
Code:
import viz viz.go(viz.STEREO) viz.add('tut_ground.wrl') viz.clearcolor(viz.GRAY) crosshair = viz.add(viz.TEXQUAD) crosshair.texture(viz.add('crosshair.png')) crosshair.scale(0.01,0.01,0.01) viz.mouse(viz.OFF) def ontimer(num): line = viz.screentoworld(viz.mousepos()) v = viz.Vector(viz.get(viz.HEAD_POS)) dir = viz.Vector(line[3:]) - viz.Vector(line[:3]) dir.normalize() dir *= 0.1 #Place crosshair 1/10th meter in front of user v += dir crosshair.translate(v.get()) crosshair.rotatequat(viz.get(viz.VIEW_QUAT)) viz.callback(viz.TIMER_EVENT,ontimer) viz.starttimer(0,0,viz.FOREVER) bullet = viz.add('white_ball.wrl') def shoot(): pos = viz.Vector(viz.get(viz.HEAD_POS)) dir = viz.Vector(crosshair.get(viz.POSITION)) - pos dir.normalize() dir *= 10 bullet.translate(pos.get()) bullet.goto((pos+dir).get(),3) vizact.onmousedown(viz.MOUSEBUTTON_LEFT,shoot) |
#40
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I apologize. I think I sent you something I was working on earlier but I corrected it. I still get the same behavior. Would you mind taking a look at this one and let me know if there is something wrong? Thanks
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#41
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In both calls to viz.screentoworld you are adding an offset to the x position. You don't need to do this when using a 3D cursor. Also, after adding the cursor you should disable collisions on it so the bullet does not hit it.
Code:
crosshair.disable(viz.COLLISION) |
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