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  #1  
Old 09-13-2006, 09:14 AM
Gladsomebeast Gladsomebeast is offline
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Join Date: Mar 2005
Location: Isla Vizta, CA
Posts: 397
Of course, the visual geometry should be the collide mesh. You can visualize the bounding boxes around the avatars with this code:

Code:
import viz
import vizact

viz.go()
viz.clearcolor(viz.SKYBLUE)

box = viz.add( 'box.wrl' )
box.alpha( .2 )
box.color( viz.RED )

def drawborder( obj ):	
	savedEuler = obj.get( viz.EULER )
	obj.rotate( 0, 0, 0 )
	bb = obj.get( viz.BOUNDING_BOX )
	obj.rotate( savedEuler )
	box.translate( bb[3:6] )
	box.rotate( obj.get( viz.EULER ) )
	box.scale( bb[0:3] )

male = viz.add( 'male.cfg' )
male.add( vizact.goto( 0, 0, 10, 10 ) )
male.add( vizact.spin( 0, 1, 0, 45, viz.FOREVER ), 1 )

def onTimer(num):
	drawborder( male )

viz.callback(viz.TIMER_EVENT,onTimer)
viz.starttimer( 0, 0, viz.FOREVER )
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  #2  
Old 09-13-2006, 01:32 PM
Gladsomebeast Gladsomebeast is offline
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Location: Isla Vizta, CA
Posts: 397
I have experimented with your script and model. There seems to be invisible physics shapes in your model.

Instead of calling collideMesh on the child objects I just called it on the root "mall" node. This seems to work well. Would this be a solution for you?

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()

mall = viz.add( 'test.ive' )
mall.collideMesh()
mall.disable( viz.DYNAMICS )

# 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 = [[20,30,2]] # 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 = 10 + 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 == mall:
		print "avatar-object collision"
		e.obj1.endAction(pool=0)
		
viz.callback( viz.COLLIDE_BEGIN_EVENT, onCollide )
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  #3  
Old 09-13-2006, 02:17 PM
JvdBosch JvdBosch is offline
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Join Date: Sep 2006
Posts: 36
OK, importing the scene this way works, but importing it as a stage doesn't. Now I know... I'll play with it some more tomorrow at 'work'. Thanks a lot for your help!!!

BTW:Is this a bug, or a feature? Yesterday I also tried adding a collidemesh to the scene, but then it was a stage object and not a viz.add object (node3d?). That didn't work, this does.
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  #4  
Old 09-13-2006, 02:26 PM
Gladsomebeast Gladsomebeast is offline
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Location: Isla Vizta, CA
Posts: 397
The key difference between the code is that I do mall.collideMesh() instead of calling collideMesh() on children of the mall.

I had your problem with applying collideMesh() to children even when I added the mall via script.
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  #5  
Old 09-14-2006, 03:35 AM
JvdBosch JvdBosch is offline
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Posts: 36
OK, so the problem is calling a collidemesh on a child. Knowing this I tried to detach the children I need to collide with from the mall object with Object.parent(viz.WORLD), but they just disappear. Apparently viz.World is not the current scene. How do I detach children from this node and attach them to the main scene? I tried viz.SCENE and viz.HEAD and viz.MAIN_SCENE, but none work)
I don't want to collide with the whole mall object, because it's rather large and I just need to collide with 14 objects to have the avatars walking in the right places.

The sky for example is a child of the main scene (it's added with viz.add), but when I request the parent of the sky with sky.getParents() it's empty... So how to attach a child to the main?
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  #6  
Old 09-14-2006, 06:38 AM
JvdBosch JvdBosch is offline
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Join Date: Sep 2006
Posts: 36
Update:

I encountered something strange: I cannot extract a list of children from my .ive file, although I can acces the children by name.

So:

ObjectsinMall = mall.getChildren() is an empty list,
but
tub = mall.getChild('Layer:Bak") is a valid object
And when I open the Properties of the stage, or .ive object, I see all the children.... Strange....

Does an .ive file not support this? Or is there something else I am overlooking?
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