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Hello, I am using the ideas from
http://vizworkshop.com/articles/walkthrough_app with the intent of making a moving collide capsule to move the camera with. The code looks like this: Code:
import viz
class UserSkeleton(viz.EventClass):
def __init__(self, eye_height, HeadObjectName, move_speed, turn_speed):
viz.EventClass.__init__(self)
self.TurnSpeed = turn_speed
self.MoveSpeed = move_speed
print "Move speed: " + str(move_speed)
self.CollideCapsule = viz.addGroup()
self.CollideCapsule.setPosition(0,1,0)
self.Feet = viz.addGroup(self.CollideCapsule)
self.ChestAndCalibration = viz.addGroup(self.Feet)
self.ChestAndCalibration.setPosition([0,0,0])
self.HeadNode = viz.addGroup(self.ChestAndCalibration)
self.HeadNode.setPosition([0, eye_height-1.2, 0])
self.EyeNode = viz.addGroup(self.HeadNode)
self.EyeNode.setPosition([0,.08,.1])
self.ball = viz.add('ball.wrl')
self.ball.setScale([.1,.1,.1])
print "HeadNode position: " + str(self.HeadNode.getPosition(viz.ABS_GLOBAL))
self.HeadObject = viz.add('biohead_talk.vzf')
self.HeadObject.alpha(.5)
#self.physicShape = self.CollideCapsule.collideCapsule(euler=[0,90,0], radius=.36, length=1, friction=.00000001, hardness=.0000001, bounce=0)
self.physicShape = self.CollideCapsule.collideCapsule(euler=[0,90,0], radius=.36, length=1, friction=.1, hardness=.0000001, bounce=0)
#self.physicShape = self.CollideCapsule.collideBox([.25, 1, .25])
self.velMotor = self.CollideCapsule.addVelocity(velocity=[0,0,0], maxForce=100, gravity=False)
self.mouseDx = 0
self.mouseDy = 0
self.callback(viz.MOUSE_MOVE_EVENT, self.onMouseMove)
vizact.onupdate(viz.PRIORITY_PHYSICS-1, self.updatePrePhysics)
vizact.onupdate(viz.PRIORITY_PHYSICS+1, self.updatePostPhysics)
def updatePrePhysics(self):
throttle = vizmat.Vector([0,0,0])
## rotation Control for feet
yawChange = self.mouseDx * self.TurnSpeed
# move distance
throttleChange = self.mouseDy * self.MoveSpeed
#print "move speed: " + str(throttleChange) + " Move speed: " + str(self.MoveSpeed) + " Dy: " + str(self.mouseDy)
#discard old mouse movement and start collecting new mouse input
self.mouseDx = 0
self.mouseDy = 0
feetEuler = self.Feet.getEuler(viz.ABS_GLOBAL)
feetEuler[0] = feetEuler[0] + yawChange
feetEuler[1] = 0 #no pitch
feetEuler[2] = 0 #no roll
self.Feet.setEuler(feetEuler, viz.ABS_GLOBAL)
## Translate Control
throttle.set([0,0,throttleChange])
#throttle.normalize() #<--direction
if throttle.length(): #if throttle not zero
#move forward in direction of head
newVel = vizmat.Transform()
newVel.setTrans(throttle)
newVel.postEuler(self.Feet.getEuler(viz.ABS_GLOBAL))
self.velMotor.setVelocity(newVel.getTrans())
else:
self.velMotor.setVelocity([0, 0, 0])
def updatePostPhysics(self):
self.CollideCapsule.setEuler([0, 0, 0])
self.HeadObject.setPosition(self.HeadNode.getPosition(viz.ABS_GLOBAL), viz.ABS_GLOBAL)
self.HeadObject.setEuler(self.HeadNode.getEuler(viz.ABS_GLOBAL), viz.ABS_GLOBAL)
viz.MainView.setPosition(self.EyeNode.getPosition(viz.ABS_GLOBAL), viz.ABS_GLOBAL)
viz.MainView.setEuler(self.EyeNode.getEuler(viz.ABS_GLOBAL))
#self.ball.setPosition(self.EyeNode.getPosition(viz.ABS_GLOBAL), viz.ABS_GLOBAL)
#self.ball.setEuler(self.EyeNode.getEuler(viz.ABS_GLOBAL), viz.ABS_GLOBAL)
#print "Head position: " + str(self.HeadObject.getPosition(viz.ABS_GLOBAL))
#print "Capsule position: " + str(self.CollideCapsule.getPosition(viz.ABS_GLOBAL))
#print "Feet position: " + str(self.Feet.getPosition(viz.ABS_GLOBAL))
#print "HeadNode euler: " + str(self.HeadNode.getEuler(viz.ABS_GLOBAL))
#print "EyeNode euler: " + str(self.EyeNode.getEuler(viz.ABS_GLOBAL))
#print "MainView euler: " + str(viz.MainView.getEuler())
#viz.MainView.lookat(self.HeadNode.getPosition(viz.ABS_GLOBAL))
def onMouseMove(self, e):
#fuction called twice, once for movement on x axis, once for y axis
self.mouseDx = self.mouseDx + e.dx
self.mouseDy = self.mouseDy + e.dy
def setPosition(self, xyz):
self.feet.setPosition(xyz)
def setEuler(self, euler):
self.head.setEuler(euler)
if __name__ == '__main__':
viz.go()
#viz.move([0, 0, -2])
viz.phys.enable()
viz.stepsize(1)
#viz.phys.setGravity([0,1,0])
#t = viz.add('tankmaze.wrl')
t = viz.add( 'playground.wrl' )
t.setPosition([-10,0,10])
#t = viz.add('C:/AXE/Resource/Rooms/apartment-small3.IVE')
#t.setScale([.01, .01, .01])
t.collideMesh(bounce=0, hardness=1, friction=0)
user = UserSkeleton(1.82, 'biohead_talk.vzf', .4, .1)
def mykeyboard(key):
if key == ' ':
print "Adding thruster: "
user.CollideCapsule.addThruster(mode=viz.ABSOLUTE_LOCAL,force=[0,-20,0])
if key == '1':
print "Position: " + str(user.HeadNode.getPosition(viz.ABS_GLOBAL))
print "Adding thruster: "
viz.callback(viz.KEYBOARD_EVENT,mykeyboard)
It does almost exactly what I want, save for one thing - there are couches in the environment, and the capsule seems to tend to 'climb' up them. Is there any good solution to this using the above method? Or is there some nicer, cleaner method? Thanks, Christian |
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