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  #1  
Old 08-14-2014, 04:10 AM
Majestic12 Majestic12 is offline
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Join Date: Apr 2014
Posts: 10
VizTouch Help!

Hello!

First of all I would like to say thank you for a wonderful software. I have had hours of fun creating various virtual environments.

I have just recently purchased a touch-screen and started exploring the VizTouch module and I have a little issue, maybe you can help!

I have a cube that I want to look around using setEuler. I disabled the regular mouse navigation but I can't seem to figure out how to determine which way I want to rotate. In terms of touch I want this:

Code:
def begin(e):
#Begin touch

def move(e):
#On move, determine which direction it is moving and rotate the around the 
cube appropriately. As long as the touch persists, keep rotating slowly. 

def end(e):
#End touch

viztouch.onTouchDown(begin)

viztouch.onTouchMove(move)

viztouch.onTouchUp(end)
I tried to do a similar thing with the gestures, but it turned out fairly clunky. I had to do flicks repeatedly and each time would move the view a fixed distance:

Code:
def gesturemethod(typen):
	
if (typen == 'left'):
     #cube.setEuler...
elif (typen == 'right'):
     #cube.setEuler...
elif (typen == 'up'):
     #cube.serEuler...
elif (typen == 'down'):
     #cube.setEuler...

viztouch.onGestureFlick(viztouch.FLICK_UP,gesturemethod, 'up')

viztouch.onGestureFlick(viztouch.FLICK_DOWN,gesturemethod, 'down')

viztouch.onGestureFlick(viztouch.FLICK_RIGHT,gesturemethod, 'right')

viztouch.onGestureFlick(viztouch.FLICK_LEFT,gesturemethod, 'left')
I would like to do a smooth solution with the touch one but I can't seem to figure out how to do it smoothly. I would be appreciative of any help I can get in this! How do I determine which way a touch is moving and then set the euler accordingly?

Thanks!!
M12
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  #2  
Old 08-14-2014, 05:39 AM
Majestic12 Majestic12 is offline
Member
 
Join Date: Apr 2014
Posts: 10
Oh, and to add, Flicks Up or Down don't seem to trigger for me. I only got them to trigger twice (I used prints to test this). Left and Right work just fine.
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  #3  
Old 08-15-2014, 02:02 PM
Jeff Jeff is offline
WorldViz Team Member
 
Join Date: Aug 2008
Posts: 2,448
The following example rotates different cubes using viztouch move events. In order to activate move on a cube the first touch event must intersect with it's geometry:

Code:
import viz
import vizshape
import viztouch

viz.go()

dojo = viz.addChild('dojo.osgb')
redCube = vizshape.addCube(pos=[-1,1.8,6],color=viz.RED)
blueCube = vizshape.addCube(pos=[1,1.8,6],color=viz.BLUE)

viztouch.setMode(viztouch.MODE_TOUCH)

class ShapeSpinner(object):

	def __init__(self, model):
		
		self.model = model
		self.last_pos = []
		
		self.touchDown_event = viztouch.onTouchDown(self.beginTouch)	
		self.touchMove_event = viztouch.onTouchMove(self.moveTouch)
		self.touchUp_event = viztouch.onTouchUp(self.endTouch)
		self.touchMove_event.setEnabled(viz.OFF)

	def beginTouch(self, e):
		
		pos = e.pos.normalized
		
		#If begin touch intersects model enable movement
		if  viz.pick(pos=pos) == self.model:
			self.touchMove_event.setEnabled(viz.ON)
			self.last_pos = pos
		
	def moveTouch(self,e):

		pos = e.pos.normalized
		
		if pos[0] > self.last_pos[0]:
			self.model.setEuler([-0.4,0.0,0],viz.REL_LOCAL)
		elif pos[0] < self.last_pos[0]:
			self.model.setEuler([0.4,0.0,0],viz.REL_LOCAL)
			
		self.last_pos = pos
		
	def endTouch(self,e):
		
		self.touchMove_event.setEnabled(viz.OFF)
		
		
ShapeSpinner(redCube)
ShapeSpinner(blueCube)
	
viz.mouse(viz.OFF)
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