![]()  | 
	
| 
		 
			 
			#1  
			
			
			
			
			
		 
		
	 | 
|||
		
		
  | 
|||
| 
		
	
		
		
			
			 
				
				How do I get the Cave viewpoint location?
			 
			
			
			Hello, 
		
		
		
		
		
		
		
		
	
	I have another question about CAVE collision. I am using cView = vizcave.CaveView(...) for the view point. I have one last collision problem. When going backward down a hill/stairs, the view point likes to get trapped underneath the hill/stairs. I think I can correct for it if I can get cView's Y value, but cView.getPosition() returns the joystick position or [0,0,0]. What is the call/mask needed to get the cView position? I can't set the viz.eyeheight() any higher since I am already having trouble with colliding with the tops of doorways (which are at 2m).  | 
| 
		 
			 
			#2  
			
			
			
			
			
		 
		
	 | 
|||
		
		
  | 
|||
| 
		
	
		
		
		
		 
			
			One more item. I am getting a collision error from vizard, that I have no idea how to handle. It only happens when moving quickly through a opening vizAvatar door. It is: 
		
		
		
		
		
		
		
		
	
	Code: 
	File "<string>", line 1
    viz.VizIntersect([1,23.610281,0.621243,-17.971189,-0.876875,-0.000000,0.480718,399,-1.#QNAN0,''])
                                                                                                    ^
SyntaxError: unexpected EOF while parsing
 | 
| 
		 
			 
			#3  
			
			
			
			
			
		 
		
	 | 
|||
		
		
  | 
|||
| 
		
	
		
		
		
		 
			
			The following code showed the cave view position updates when added to the example script in Vizard's CAVE documentation: 
		
		
		
		
		
		
		
		
	
	Code: 
	def printPosition(): print cave_origin.getPosition() vizact.ontimer(1,printPosition)  | 
| 
		 
			 
			#4  
			
			
			
			
			
		 
		
	 | 
|||
		
		
  | 
|||
| 
		
	
		
		
		
		 
			
			I have not. Doing so made the view spin or froze the view point. 
		
		
		
		
		
		
		
		
	
	The bigger problem right now is the intersection error. How do I catch it so it does not crash the program?  | 
| 
		 
			 
			#5  
			
			
			
			
			
		 
		
	 | 
|||
		
		
  | 
|||
| 
		
	
		
		
		
		 
			
			I forgot...I am assuming that cave-origin is the cave's view point returned by vizcave.CaveView(...). That works correct until I collide with a wall, then it keeps going while the viewpoint stays still. 
		
		
		
		
		
		
		
		
	
	I have not linked it other than giving it a tracker.  | 
| 
		 
			 
			#6  
			
			
			
			
			
		 
		
	 | 
|||
		
		
  | 
|||
| 
		
	
		
		
		
		 
			
			Update on collision error. I happens when hitting a vizAvatar even when going slow and have it running on the HMD, but not all vizAvatar. It went away (I hope) after I removed the collision event handler. That is a problem since I need it for the CAVE.
		 
		
		
		
		
		
		
		
		
	
	 | 
![]()  | 
	
	
		
  | 
	
		
  | 
			 
			Similar Threads
		 | 
	||||
| Thread | Thread Starter | Forum | Replies | Last Post | 
| Intermittent orthographic stereo projection problems | AySz88 | Vizard | 10 | 02-17-2012 01:50 PM | 
| [New here] Cave joy navigation | esuna114 | Vizard | 2 | 06-11-2010 05:36 PM | 
| Flipped floor in a CAVE | shivanangel | Vizard | 1 | 03-10-2010 11:12 AM | 
| Gps input for viewpoint location? | realvision | Vizard | 3 | 03-19-2008 01:37 PM | 
| VRML Viewpoint error | bstankie | Vizard | 1 | 03-11-2003 03:10 PM |