I think I'm not doing a very good job of communicating what we are trying to do. I spoke to another person that works here in the lab and he said that he remembered hearing that this software was used for military shooting simulations. Our application is similar. I'm thinking that if the military does it, the "gun" should be relatively accurate. For some reason ours isn't. I've attached the entire prototyped code for your reference. Any suggestions? If after looking at this code you still think it's impossible to get proper accuracy, then I'll move on and try something else. As I mentioned before, it works w/o stereo mode, but not with.
Thanks
Code:
import viz
import vizmat
import math
import time
viz.go(viz.STEREO)
#arrays
avatars = [] #for avatars
collidables = [] #for collidable objects
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)
#Add a crosshair
crosshair = viz.add(viz.TEXQUAD,viz.SCREEN)
crosshair.texture(viz.add('crosshair.tif'))
#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)
def onmousedown(button):
if button == viz.MOUSEBUTTON_LEFT:
node = viz.pick() #Get object that was clicked
if node in avatars: #Check if object is one of the avatars
node.execute(7) #Execute the "shot" animation
#Create action to wait for the animation duration then freeeze the avatar
WaitThenFreeze = vizact.sequence( vizact.waittime(node.getduration(7)-.1), vizact.speed_node(0) )
node.add(WaitThenFreeze) #Add the action to the avatar
viz.callback(viz.MOUSEDOWN_EVENT,onmousedown)
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)
#add a shadow, To be removed once final program is completed
bullet.shadow = viz.add('shadow.wrl')
bullet.shadow.alpha(0.7)
bullet.shadow.visible(viz.OFF)
#Enable collisions with the ball based on a sphere shape
bullet.collidesphere(0.25)
bullet.isTarget = 0
collidables.append(bullet)
#keep track of the last object the ball hit
bullet.lastHit = 0
#add the ball to the ball list
bullets.append(bullet)
bullet.active = 0
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
bulletvector = viz.screentoworld(viz.mousepos())
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 and it's shadow visible
bullet.visible(viz.ON)
bullet.shadow.visible(viz.ON)
#mark the bullet as active
bullet.active = 1
def MoveBullet(bullet,elapsed):
hitObject = 0
#check if bullet is colliding with an object
for object in collidables:
#perform the collision check with the object
info = bullet.collidingwith(object,1)
if info.intersected:
#set the bullets new vector to the reflection vector
bullet.vector = viz.Vector(vizmat.ReflectionVector(bullet.vector,info.normalVector))
#create a vector of the normal of the collision
normal = viz.Vector(info.normalVector)
#Check dot product of velocity and normal
if bullet.vector * normal <0:
bullet.vector*= -1
#calculate the rotation vector of the ball
bullet.rotvector = bullet.vector * rotRight
#if object.isTarget and ball.lastHit != object:
hitObject = object
#play ball bounce sound
viz.playsound('bounce.wav')
break
#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)
bullet.translate(futurePos.get())
#rotate the bullet along it's rotation vector
#bullet.rotate(bullet.rotvector[0],bullet.rotvector[1],ball.rotvector[2],90*elapsed,viz.RELATIVE_WORLD)
#Update the bullet's shadow
bullet.shadow.translate(futurePos.x,0,futurePos.z)
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)
#Update the crosshair position
crosshair.translate(viz.mousepos()+[0])
#
# elif num == START_DUCK:
# global nextDuck
# #Get the next available duck and start it
# duck = ducks[nextDuck]
# beginDuck(duck)
# nextDuck = (nextDuck + 1) % NUM_DUCKS
# viz.starttimer(START_DUCK,TIME_BETWEEN_DUCKS)
#
#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 a timer which starts the next available duck
#viz.starttimer(START_DUCK,0.01)
#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)