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nlfrnassimi 03-17-2009 02:01 AM

View
 
This is the same code as hotspot. I thought I have solved the view problem but it seems that there is a problem. I want to connect the camera to the character's head making a first point of view camera. But the problem is that I can't place the camera beside character's head. Please help me:(

Code:

import viz

viz.go()

viz.clearcolor(0.5,0.5,1)
 
MOVE_SPEED = 5 # how fast the viewpoint move
TURN_SPEED = 60 # how fast the view point rotate

viz.add('tut_ground.wrl')
char = viz.add('vcc_male.cfg')
char.state(1)

intro = viz.add('front.3Ds')
intro.translate(0,0,100)
intro.visible(viz.OFF)

view = viz.MainView
view.setPosition(0,1.7,0)
car = viz.add('mini.osgx')
car.setPosition(5,0,10)

def mytimer(num):
        if viz.iskeydown(viz.KEY_DOWN):
                view.move(0,0,-MOVE_SPEED*viz.elapsed(),viz.BODY_ORI)
        elif viz.iskeydown(viz.KEY_UP):
                view.move(0,0,MOVE_SPEED*viz.elapsed(),viz.BODY_ORI)
        elif viz.iskeydown(viz.KEY_RIGHT):
                view.rotate(0,1,0,TURN_SPEED*viz.elapsed(),viz.BODY_ORI,viz.REL_PARENT)
        elif viz.iskeydown(viz.KEY_LEFT):
                view.rotate(0,1,0,-TURN_SPEED*viz.elapsed(),viz.BODY_ORI,viz.REL_PARENT)
        updatechar()               
viz.callback(viz.TIMER_EVENT,mytimer)

viz.starttimer(0,0.01,viz.FOREVER)

def updatechar():

#translate the character to the position of the viewpoint
  char.translate(view.get(viz.HEAD_POS))
#rotate the character to the same orientation as the BODY_ORI.
  char.rotate(view.get(viz.BODY_AXISANGLE))
#move the character beside the view.
  char.translate(1,0,0,viz.REL_LOCAL) #viz.REL_LOCAL. This tells vizard to translate the car relative to its local coordinate system (i.e. relative to the direction the car is facing).


def mousemove(e):
        #gets the Euler angle rotation of the HEAD_ORI
        euler = view.get(viz.HEAD_EULER)
        #adding the x movement of the mouse to the current yaw(we multiply the x movement by 0.1.  This is to decrease the sensitivity of the movement)
        euler[0] += e.dx*0.1
        #adds the y movement of the mouse to the current pitch. We need to negate the value since a positive pitch value means rotating down, but moving the mouse down means having a negative y movement.
        euler[1] += -e.dy*0.1
        #clamping the pitch value between -90 and 90, since we don't want to let the user look down or up so much that they end up upside down.
        euler[1] = viz.clamp(euler[1],-90.0,90.0)
        #rotating the HEAD_ORI of the viewpoint by the new euler angle rotation
        view.rotate(euler,viz.HEAD_ORI)
       
viz.callback(viz.MOUSE_MOVE_EVENT,mousemove)
#Turn off built in  mouse
viz.setMouseOverride()
#Hide cursor
viz.cursor(viz.OFF)

def mousedown(button):
        if button == viz.MOUSEBUTTON_LEFT:
                view.reset(viz.HEAD_ORI)

        elif button == viz.MOUSEBUTTON_RIGHT:
                view.reset(viz.BODY_ORI|viz.HEAD_POS)
        updatechar()

viz.callback(viz.MOUSEBUTTON_EVENT,mousedown)



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