#1
|
|||
|
|||
random walk in piazza environment
hi,
I would like to generate a random walk actions for the avatar in the piazza environment. I want the avatar to walk around the environment by itself (without pressing any key) and to perform some actions when it sees a red sphere. I have tried to write some code, but the avatar is moving around an oval. I am really stuck .. I don't know how to do it. this is the code: Code:
import viz import viztask import vizact viz.go() viz.add('ground.osgb') avatar = viz.addAvatar('vcc_male2.cfg',pos=[0,0,9]) avatar.state(1) walkLeft = vizact.walkTo([2.5,0,9]) walkRight = vizact.walkTo([-2.5,0,9]) walkActions = viz.cycle([walkLeft,walkRight]) waitSpaceBar = viztask.waitKeyDown(' ') waitLeft = viztask.waitActionEnd(avatar,walkLeft) waitRight = viztask.waitActionEnd(avatar,walkRight) waitActions = viz.cycle([waitLeft,waitRight]) def walkAndStopTask(): yield waitSpaceBar while True: condition = waitSpaceBar walkAction = walkActions.next() waitAction = waitActions.next() while condition == waitSpaceBar: avatar.runAction(walkAction) d = yield viztask.waitAny([waitSpaceBar,waitAction]) condition = d.condition if condition == waitSpaceBar: avatar.clearActions() yield waitSpaceBar viztask.schedule(walkAndStopTask()) your support is highly appreciated |
#2
|
|||
|
|||
I have posted the wrong code. so plz ignore it. below is the right code.
I managed to simulate an avatar walking randomly. however, I wanted the avatar to pick up the cellphone when he reaches the red sphere. I have the code for that but I did not know how to do it in a simulated way (without pressing any key) this is the code that I am working on: Code:
import viz import viznet import vizinfo import vizinput import viztask import vizact import vizshape import vizproximity import vizmat viz.go() viz.go() viz.MainView.setPosition([0,0.1,0]) viz.setMultiSample(4) #Increase the Field of View viz.MainWindow.fov(60) #avatarRoot = viz.addGroup() avatarRoot = viz.add('marker.wrl') cameraLookAtNode = viz.addGroup(parent=avatarRoot, pos=[0, 1.5, 0]) avatar = viz.add('vcc_male.cfg', parent=avatarRoot) #avatar.state(1) #viz.collision(viz.ON) piazza = viz.add('piazza.osgb') sphere = vizshape.addSphere(radius=0.2) sphere.setPosition(0,0,20) sphere.color(viz.RED) text = viz.addText('radiation source',parent=sphere) text.setPosition([-0.3,0.3,0]) text.setScale([0.2]*3) text.color(viz.RED) text.visible(viz.ON) text_2D = viz.addText('radiation source area', viz.SCREEN ) text_2D.setPosition(0,0,20) text_2D.color(viz.RED) t=text_2D.visible(viz.OFF) tex = viz.addTexture('logo.jpg') #maze = viz.add('tankmaze.wrl') #def onKeyDown(key): #if key == viz.iskeydown ('t' ): walk1=vizact.walkTo([4,0,0]) walk2=vizact.walkTo([4,0,3]) walk3=vizact.walkTo([7,0,4]) walk4=vizact.walkTo([8.5,0,17]) walk5=vizact.walkTo([10,0,22]) walk6=vizact.walkTo([3,0,23]) #walk=vizact.walkTo([0,0,15]) def changeState() : #Add the cellphone model cell = viz.addChild('phone.3ds') #Get the right hand bone of the avatar hand = avatar.getBone('Bip01 R Hand') #Link the cellphone to the hand CellLink = viz.link(hand,cell) #Tweek the cellphone link so it fits snuggly in the hand CellLink.preTrans( [0.06,-0.08,0.08] ) CellLink.preEuler( [0,0,180] ) #thick = vizact.method() walks=vizact.sequence(walk1,walk2, vizact.waittime(1),walk3, vizact.waittime(1),walk4, vizact.waittime(1),walk5,vizact.waittime(1),walk6) viz.collision(viz.ON) avatar.addAction(walks) #Make the avatar use the cellphone when the 'w' key is pressed #vizact.onkeydown('w',avatar.execute,15) #vizact.onkeydown('t',walk) #Register the callback which to call the 'onKeyDown' function. #viz.callback(viz.KEYDOWN_EVENT,onKeyDown) #Create proximity manager manager = vizproximity.Manager() #Add main viewpoint as proximity target target = vizproximity.Target(avatar) manager.addTarget(target) sensor = vizproximity.Sensor( vizproximity.CircleArea(5),source=sphere) manager.addSensor(sensor) def EnterProximity(e): text_2D.visible(viz.ON) quad = viz.addTexQuad() quad.setPosition([0,1,20]) quad.texture(tex) # The quad will now display the tree picture spin=vizact.sequence(vizact.waittime(1), vizact.spin(0,1,0,20)) vizact.addCallback quad.addAction(spin) def ExitProximity(e): text_2D.visible(viz.OFF) manager.onEnter(sensor,EnterProximity) manager.onExit(sensor,ExitProximity) |
#3
|
|||
|
|||
Simply add
Code:
avatar.execute(15) |
#4
|
|||
|
|||
thanks it worked.
I have another question. I replaced the avatar with the steve module and I added the move to action to the module, but I got this error: player_matrix.aaddAction(walks) AttributeError: 'Transform' object has no attribute 'addAction' how can I simulate the movement of the steve as I did with the avatar in the code provided above? thanks. |
#5
|
|||
|
|||
You cannot add an action to a matrix. You can add an action to an avatar. Look carefully how you named the 3D-model of steve, and add the action to that model. That should solve your problem.
And there was a type in your addaction command, it was spelled aaddaction. |
#6
|
|||
|
|||
thanks it worked. however, I want to c what the steve module sees infront of him (what he is looking at).
I want it to be in this way as reflected in the upper right view: this is the code: Code:
import viz import viznet import vizinfo import vizinput import viztask import vizact import vizshape import vizproximity import vizmat import steve viz.setMultiSample(4) viz.fov(60) viz.go() # Use the steve module to represent the other user. # You will actually have no representation of yourself on your own monitor. player_matrix = viz.Matrix() avatar = steve.Steve() avatar.setTracker(player_matrix) # Add the world maze = viz.addChild('piazza.osgb') #Use a prompt to ask the user the network name of the other computer. target_machine = vizinput.input('Enter the name of the other machine').upper() #Add a mailbox from which to send messages. This is your outbox. target_mailbox = viz.addNetwork(target_machine) def sendPosition(): #Retrieve current transform of viewpoint mat = viz.MainView.getMatrix() #Send position/rotation to target network object target_mailbox.send(action=updatePlayer, quat=mat.getQuat(), pos=mat.getPosition()) # Start a timer that sends out data over the network every frame vizact.ontimer(0,sendPosition) def updatePlayer(e): player_matrix.setPosition(e.pos) player_matrix.setQuat(e.quat) # Listens for any incomming messages def onNetwork(e): if e.sender.upper() == target_machine: e.action(e) # Register network to listen from incomming messages viz.callback(viz.NETWORK_EVENT, onNetwork) # Create a new window in the upper left corner UpperLeftWindow = viz.addWindow(pos=(0,1.0),size=(0.5,0.5)) UpperLeftWindow.visible(0,viz.SCREEN) #Create a new window in the upper right corner UpperRightWindow = viz.addWindow(pos=(0.5,1.0),size=(0.5,0.5)) UpperRightWindow.visible(0,viz.SCREEN) # Create a new viewpoint BirdView = viz.addView() #Attach the bird's eye view to the upper left window UpperLeftWindow.setView(BirdView) #Move the view above the center of the room BirdView.setPosition([0,25,0]) #Rotate the view so that it looks down BirdView.setEuler([0,90,0]) #Create another viewpoint RearView = viz.addView() #Attach the rear view to the upper right window UpperRightWindow.setView(RearView) #Increase the field-of-view for both windows UpperLeftWindow.fov(70) UpperRightWindow.fov(60) #Add an arrow marker to bird's eye view window to represent our current position/orientation arrow = viz.addTexQuad(parent=viz.ORTHO,scene=UpperLeftWindow,size=20) arrow.texture(viz.add('arrow.tif')) def UpdateViews(): #Get the current head orientation and position yaw,pitch,roll = player_matrix.getEuler() pos = player_matrix.getPosition() #Move the rear view to the current position RearView.setPosition(pos) #Rotate the rear view so that it faces behind us RearView.setEuler([yaw,0,0]) #Move arrow to our current location x,y,z = UpperLeftWindow.worldToScreen(pos,mode=viz.WINDOW_PIXELS) arrow.setPosition([x,y,0]) arrow.setEuler([0,0,-yaw]) vizact.ontimer(0,UpdateViews) # Turn on collision detection so we can't go through walls #viz.collision(viz.ON) walk1=vizact.moveTo([4,0,0]) walk2=vizact.moveTo([4,0,3]) walk3=vizact.moveTo([7,0,4]) walk4=vizact.moveTo([8.5,0,17]) walk5=vizact.moveTo([10,0,22]) walk6=vizact.moveTo([3,0,23]) walks=vizact.sequence(walk1,walk2, vizact.waittime(1),walk3, vizact.waittime(1),walk4, vizact.waittime(1),walk5,vizact.waittime(1),walk6) #avatar.addAction(walks) #avatar.addAction(vizact.walkTo([0,0,7])) btw, I commented the "add action" . thanx |
#7
|
|||
|
|||
Not sure if this will work, but you could try:
Code:
viz.link(player_matrix, RearView) |
#8
|
|||
|
|||
it did not work.
what is happening know is that the movement of the steve module is linked with the mainview. so, when I move the mouse, the representation of the steve module moves as well. basically what I want is to make the movement of Steve in a random way instead linking it with a mouse. this is done by the moveTo action. but, I want the user feel as if he is the one who is moving. I want the metal head cover to appear in the to right screen as it is the case for the mouse movement. I hope it is clear. thanx. |
Thread Tools | |
Display Modes | Rate This Thread |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
random coding | Saz | Vizard | 1 | 05-27-2010 05:44 PM |
random speed and associated coding | Saz | Vizard | 1 | 05-20-2010 04:03 AM |
Getting a mirror to work in any environment | Frank Verberne | Vizard | 5 | 03-27-2008 08:21 AM |
custom avatar random walk | krimble | Vizard | 2 | 03-20-2007 03:23 AM |
Random Seeds | Vygreif | Vizard | 1 | 04-27-2006 09:21 PM |