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  #1  
Old 09-12-2006, 11:43 AM
JvdBosch JvdBosch is offline
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Join Date: Sep 2006
Posts: 36
This seems to work, I'll try backing up a few steps and recreate this code in my model.
I added male.disable(viz.DYNAMICS), because else the avatar looks very blurry (drawing error or so?)
AlsoI added gravity and a mousedriven walkto to see how it works.
I'll try to incorporate it into my model tomorrow.

But if anyone has anymore bright ideas how to detect collision with low cpu usage, please share!

Here's the changed code:

Code:
import viz

viz.go()
viz.MainView.setPosition( 0, 2, -5 )
viz.phys.enable()
viz.phys.setGravity(0,-10,0)
viz.setMouseOverride()

ground = viz.add( 'tut_ground.wrl' )
ground.collidePlane()

logo = viz.add('logo.wrl')
logo.collideMesh()
logo.disable( viz.DYNAMICS )

ball = viz.add('ball.wrl')
g=ball.collideSphere()

male = viz.add( 'male.cfg' )
male.translate( 0, 1, 4 )
male.collideBox()
male.disable(viz.DYNAMICS)

male.addAction( vizact.walkto( 0, 0, 0 ) )
male.enable( viz.COLLIDE_NOTIFY )

def onCollide(e):
	if e.obj2 == logo:
		print 'logo collide'
	elif e.obj2 == ground:
		print 'ground collide'
	elif e.obj2 == ball:
		print 'ball collide'

viz.callback( viz.COLLIDE_BEGIN_EVENT, onCollide )

def onmousedown(button):
  if button == viz.MOUSEBUTTON_LEFT:
    info = viz.pick(1)
    if info.valid and info.object == ground:
      walk = vizact.walkto(info.point[0],0,info.point[2])
      male.runAction(walk)
	
viz.callback(viz.MOUSEDOWN_EVENT,onmousedown)
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  #2  
Old 09-13-2006, 02:35 AM
JvdBosch JvdBosch is offline
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Join Date: Sep 2006
Posts: 36
I'm going mad....

I added a collidemesh to the scene objects, but I'm not sure that that went correctly, because I have a lot of objects with the same name and Vizard does not have a wildcard option to search all the children within a scene, based upon their name...
But with one object I'm sure about that there's only one (the edge of the scene, named 'Layer:Bak'), the &^%& avatars just walk through, without generating a collision event....
And sometimes they generate a collision event, where there are no objects...
I'm at a loss...

Any bright ideas about what I am doing wrong?
I'm using Vizard R3 Beta 2 (maybe that helps)

LINK TO IVE FILE
Code:
import viz
import random
viz.go()

# Set physicss
viz.phys.enable()
viz.phys.setGravity( 0, 0, 0 )

# Set start position
viz.MainView.setPosition([20,2.7,20])
viz.clip(0.1,10000)
viz.fov(70)
viz.eyeheight(1.6)
viz.stepsize(0.3)

# add sky
env = viz.add(viz.ENVIRONMENT_MAP,'temp0000.jpg')
sky = viz.add('skydome.dlc')
sky.texture(env)

# disable headlight
viz.disable(viz.LIGHT0)

# add our light
light=viz.addLight()
light.position(0,20,0)
light.intensity(1)
light.ambient(.5,.5,.5)
light.enable()

# Set collision parameters for scene objects
MallNames = ['Layer:Obstacle','Layer:Bak','Layer:VolBlokGevel','Layer:lm1','Layer:lm2','Layer:lm3','Layer:lm4','Layer:lm5','Layer:lm6','Layer:lm7','Layer:lm8','Layer:lm9','Layer:lm10']
MallObjects= []
for i in range(0,len(MallNames)):
	Bigobj = mall.getchild(MallNames[i])
	Bigobj.collideMesh()
	Bigobj.disable(viz.DYNAMICS)
	MallObjects.append(Bigobj) #APPEND AND COLLIDEMESH OBJECTS FROM SCENE

# place avatars
avatars = []
#spawn = [[120,29,1],[60,67,1],[68,60,5],[109,70,5],[52,45,9],[105,21,9],[81,69,13],[92,13,13],[36,45,17],[91,38,17],[98,43,21],[71,85,21],[61,29,25],[61,74,25],[103,62,25],[112,91,25],[43,8,29],[76,63,29],[89,22,33],[74,85,33],[71,67,37],[117,36,37]]
spawn = [[20,30,1]] # TEST LOCATION
for i in range(0,10): #number of avatars
	mf = random.choice([0, 1]) # Random Male/Female
	location = random.choice(spawn)	# Random pick spawn position
	rotation = random.choice([0,45,90,135,180,225,270,315]) #Random starting rotation
	avatarspeed = 0.5 + random.random() # random speed
	if mf==1: 
		avatar = viz.add('male.cfg')
	else:
		avatar = viz.add('female.cfg')
	avatar.translate(location[0]+2*random.random()-1,location[2],location[1]+2*random.random()-1) #SPAWN
	avatar.rotate(0,1,0,rotation) #ROTATE
	avatar.speed(avatarspeed) # Set speed
	vector = avatar.get(viz.LOOK) # Get directional vector
	avatar.collideBox()	#Physics
	avatar.disable(viz.DYNAMICS) #Physics
	avatar.enable(viz.COLLIDE_NOTIFY) #Physics
	avatar.addAction( vizact.walkto(location[0] + vector[0]*60,location[2],location[1] +vector[2]*60) ) #START WALKING
	avatars.append(avatar) #append avatar to array

# Collision-routine
def onCollide(e):
	if e.obj2 in avatars:
		print "avatar-avatar collision"
	if e.obj2 in MallObjects:
		print "avatar-object collision"
		e.obj1.endAction(pool=0)
		
viz.callback( viz.COLLIDE_BEGIN_EVENT, onCollide )

Last edited by JvdBosch; 09-13-2006 at 07:31 AM.
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