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Forum: Vizard 09-13-2006, 09:51 AM
Replies: 21
Views: 25,617
Posted By pbeeson
Any way I can get my hands on the fixed code. For...

Any way I can get my hands on the fixed code. For "testing" purposes.
Forum: Vizard 09-13-2006, 09:44 AM
Replies: 1
Views: 8,678
Posted By pbeeson
Cleaning up viz.director calls

I use viz.director to basically spawn a thread to receive xmlrpc calls to remotely control my Vizard avatar. I started using viz.director for two reasons. 1) in Vizard 2.5 if I used python threads,...
Forum: Vizard 09-13-2006, 09:38 AM
Replies: 3
Views: 10,587
Posted By pbeeson
Any way I can get the "fixed" version?

Any way I can get the "fixed" version?
Forum: Vizard 09-13-2006, 08:31 AM
Replies: 3
Views: 10,587
Posted By pbeeson
Runtime errors

We can only use version 3 for about 5-10 minutes before Windows gives a runtime error and kills Vizard. This is the same code that runs perfectly in Vizard 2.5 for hours at a time. Are runtime...
Forum: Vizard 09-12-2006, 08:34 PM
Replies: 21
Views: 25,617
Posted By pbeeson
Here is code that works with the Test.wrl I...

Here is code that works with the Test.wrl I posted earlier. The view is at an angle to the hallway, so a line straight ahead should intersect the wall which is 4.3 meters away. But, this particular...
Forum: Vizard 09-12-2006, 04:28 PM
Replies: 21
Views: 25,617
Posted By pbeeson
Oddly, increasing the thickness of the wall made...

Oddly, increasing the thickness of the wall made more rays NOT intersect the wall, while decreasing the thickness of the wall made more rays intersect the wall. By setting the wall thickness to 0,...
Forum: Vizard 09-12-2006, 04:19 PM
Replies: 21
Views: 25,617
Posted By pbeeson
I don't care if it is invisible. All I know is...

I don't care if it is invisible. All I know is that by doing avatar.visible(viz.OFF), in version 2.53, viz.intersect() would never return an intersection with the avatar, but viz.collidingwith()...
Forum: Vizard 09-12-2006, 04:03 PM
Replies: 21
Views: 25,617
Posted By pbeeson
No. The thickness of the "wall" is only 0.01,...

No. The thickness of the "wall" is only 0.01, maybe that has something to do with it. I'll try increasing the thickness, and see if that makes a difference.
Forum: Vizard 09-12-2006, 04:00 PM
Replies: 21
Views: 25,617
Posted By pbeeson
It doesn't help me even when I get the update. ...

It doesn't help me even when I get the update. In 2.53, I could have a body that represented the "viewer". That body could be not visible, so that intersect() would not see it, but collidingwith()...
Forum: Vizard 09-12-2006, 12:19 PM
Replies: 21
Views: 25,617
Posted By pbeeson
Yes, collidemesh() is used. It's not all the...

Yes, collidemesh() is used. It's not all the scans, just a few of them.
Forum: Vizard 09-12-2006, 09:37 AM
Replies: 12
Views: 18,980
Posted By pbeeson
I know that collidemesh doesn't work with the...

I know that collidemesh doesn't work with the physics dynamics, so I have to ddisable viz.DYNAMICS. I don't know if that helps you or not. Check out these recent threads, which may be of some help...
Forum: Vizard 09-12-2006, 07:25 AM
Replies: 21
Views: 25,617
Posted By pbeeson
Pertaining to point 3 from above posting. ...

Pertaining to point 3 from above posting.

Notice that in the left image, some of the rays cast from the "robot" I have in Vizard (shown as a rectangle) go through the wall (white line in grey...
Forum: Vizard 09-11-2006, 08:30 PM
Replies: 21
Views: 25,617
Posted By pbeeson
I noticed in version 3 that...

I noticed in version 3 that viz.phys.intersectLine() is much faster than viz.intersect(), but viz.phys.intersectLine seems to have some problems:

1) It returns intersections for non-visible...
Forum: Vizard 09-11-2006, 08:26 PM
Replies: 14
Views: 17,379
Posted By pbeeson
It looks like viz.phys.intersectLine is faster...

It looks like viz.phys.intersectLine is faster than the old viz.intersect. But, the old intersect would ignore objects that were not visible.

1) Is there any way to tell viz.phys.intersectLine...
Forum: Vizard 09-11-2006, 07:55 PM
Replies: 14
Views: 17,379
Posted By pbeeson
Problem demonstration

EXAMPLE of bug with v3.0 and collidingwith()


import viz

CHANGE_STATE_TIMER = 0
SET_COLLIDE_SHAPE_TIMER = 1
CHECK_COLLIDE=2

viz.go()
Forum: Vizard 09-11-2006, 07:36 PM
Replies: 14
Views: 17,379
Posted By pbeeson
Unhappy So, in desparation, I installed version 3.0, and...

So, in desparation, I installed version 3.0, and as I suspected, enough has changed to make it appear infeasible to port my code in 1 day (I am on a bit of a time crunch here).

Mainly,...
Forum: Vizard 09-11-2006, 06:44 PM
Replies: 14
Views: 17,379
Posted By pbeeson
Although I plan to switch to Vizard 3.0 at some...

Although I plan to switch to Vizard 3.0 at some point, given that I need to gather and analyze data for a grant proposal due next week, I'm sticking with version 2.5 for now. So, any help you can...
Forum: Vizard 09-11-2006, 03:38 PM
Replies: 14
Views: 17,379
Posted By pbeeson
I'm not using version 3.0. Thus, I don't have...

I'm not using version 3.0. Thus, I don't have collideNone(). Can you provide me help with version 2.5? I've switched to using collidebox instead of collide mesh for the time being to get around...
Forum: Vizard 09-11-2006, 03:16 PM
Replies: 21
Views: 25,617
Posted By pbeeson
I am getting 80ms with just my "indoor"...

I am getting 80ms with just my "indoor" environment, which is pretty simple. Maybe I should try to separate the walls from the ceiling and floor and add them both to vizard since I never care about...
Forum: Vizard 09-11-2006, 02:36 PM
Replies: 21
Views: 25,617
Posted By pbeeson
Strange. I was putting the viewpoint inside of...

Strange. I was putting the viewpoint inside of an avatar and using that avatar as the body to detect for collisions. I was doing the 180 line intersections because I was simulating a laser range...
Forum: Vizard 09-11-2006, 01:53 PM
Replies: 14
Views: 17,379
Posted By pbeeson
There is no collideNone() function. Plus,...

There is no collideNone() function.

Plus, even if I wait 10 frames, occasionally, I still run into an avatar as if its arms were outstreched even though I waited 10 frames before calling...
Forum: Vizard 09-11-2006, 01:46 PM
Replies: 21
Views: 25,617
Posted By pbeeson
slow intersect call

I am having serious slowdowns in my Vizard script. I tracked it down to the fact that I am calling viz.intersect 180 times in a single callback. The 180 iteration loop takes around 0.15 seconds to...
Forum: Vizard 09-08-2006, 12:25 PM
Replies: 14
Views: 17,379
Posted By pbeeson
Collidemesh with Avatars

It seems as if the mesh that collidemesh uses for the Male and Female avatars is the default pose (with their arms outstretched). This is true even is the avatars are in another state (e.g....
Forum: Vizard 08-31-2006, 09:06 AM
Replies: 3
Views: 9,295
Posted By pbeeson
Update: By forcing myself to viz.director...

Update:

By forcing myself to viz.director instead of my own threading class, I was able to bypass this problem (plus I don't have to worry about making sure the other thread ends properly).
Forum: Vizard 08-30-2006, 06:14 PM
Replies: 9
Views: 13,473
Posted By pbeeson
Thumbs up This is perfect. Works great. Thanks for all...

This is perfect. Works great. Thanks for all your help.
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