The whole point of wearing an HMD is that each eye gets a different view of the scene. This is what make the image look 3D. Setting IPD to zero will effectively disable stereo since both eyes will be receiving the same view of the scene.
Here is some sample code that will play the hit animation when the avatar is hit by a bullet. Replace the code with whatever action you need:
Code:
import viz
import vizmat
import math
viz.go(viz.STEREO)
#arrays
avatars = [] #for avatars
bullets = [] #for number of balls
#constants
NUM_BULLETS = 3 #number of balls in the array
nextBullet = 0 #index for the next ball in the array
BULLET_SPEED = 250 #speed in meters/secs of the bullet
ANIMATION = 1 #animation ID
NUM_AVATARS = 5 #the number of avatars
court = viz.add('terrain1.wrl')
court.scale(0.5,0.5,0.5)
court.rotate(0,1,0,-90)
court.translate(-5,0,-10)
court.appearance(viz.MODULATE)
court.disable(viz.LIGHT0)
#Set eye distance to 0 to show why the bullet goes to the left of the mouse
viz.ipd(0)
#Create six avatars
def startAvatar(location):
global court
for i in range(NUM_AVATARS):
newX = -math.cos(-2*i+15) * 2
newZ = math.sin(i^2+1) * 2
male = viz.add('male.cfg')
male.translate(newX,0,newZ)
male.rotate(180,0,0)
avatars.append(male) #Save avatar in list
startAvatar(court)
for x in range(0,NUM_BULLETS):
#create a bullet that is initially hidden
bullet = viz.add('ball.wrl')
bullet.scale(.1,.1,.1)
bullet.visible(viz.OFF)
bullet.disable(viz.COLLISION)
bullet.active = 0
#add the ball to the ball list
bullets.append(bullet)
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:
info.object.add(vizact.animation(7))
bullet.visible(0)
bullet.active = 0
#Update balls positions
bullet.translate(futurePos.get())
def mytimer(num):
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)
#Shoot a ball whenever left mousebutton is clicked
vizact.onmousedown(viz.MOUSEBUTTON_LEFT,shootBullet)
#Create callbacks for timer events
viz.callback(viz.TIMER_EVENT,mytimer)
#Start the animation timer, which animates the ball and checks for collisions
viz.starttimer(ANIMATION,0.01,-1)
#Move the head position back
viz.translate(viz.HEAD_POS,0,0,-10)
#Disable mouse navigation
viz.mouse(viz.OFF)