#1
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Problem using mirror
Hello - I've been trying to use the mirror which was discussed in previous forum posts. Everything seemed to be working just fine when trying it out not on the HMD - But when i try it out with the helmet i get a very very weird bug -
the avatar linked to the viewpoint usually looks just dandy, but while moving it suddenly disappears for a second or two - this happens consistently in particular moving patterns. The avatar seems to vanish behind an invisible screen. I've put all my efforts to understand why this happens, but feel like i've run into a dead end. Would be very, very grateful, if you could help me out! Attached after this is the code (simplified to the minimum relevant to the mirror problem) it uses the bigroom.ive file used in the public speaking demo. There is a boolean variable TESTING at the beginning which decides if to run on the HMD or not - notice how running not on the HMD produces good results. The addMirror function was copy pasted from the one talked about in earlier forum posts.... Thanks alot dan THE CODE: #coding: UTF-8 import viztracker TESTING = False if TESTING : viz.go() else : print(3) head = viztracker.add() headlink = viz.link(head,viz.MainView) viz.eyeheight(0) headlink.postTrans([0,0,0.2]) viz.go(viz.HMD|viz.STEREO) def headLightOnMirror(): light = viz.addLight() light.setPosition(-4,1.8,1.2) light.position(0,0,1,0) def addMirror(mirror,mat=None): #If mirror matrix is not specifed, get matrix of mirror object if mat is None: mat = mirror.getMatrix() #Position of mirror pos = viz.Vector(mat.getPosition()) #Direction mirror is pointing dir = viz.Vector(mat.getForward()) dir.normalize() #Quaternion rotation of mirror quat = mat.getQuat() #Create render texture tex = viz.addRenderTexture() #Create render node for rendering reflection lens = viz.addRenderNode(size=[1024,1024]) lens.attachTexture(tex) lens.setInheritView(True,viz.POST_MULT) lens.disable(viz.CULL_FACE,op=viz.OP_SET_OVERRIDE) #Setup reflection matrix rot = viz.Matrix.quat(quat) invRot = rot.inverse() lens.setMatrix(viz.Matrix.translate(pos*-1.0)*invRot*viz.Matrix.scale(1,1,-1)*rot*viz.Matrix.translate(pos)) #Setup reflection clip plane plane = vizmat.Plane(pos=pos,normal=dir) dist = plane.distance([0,0,0]) lens.clipPlane([-dir[0],-dir[1],-dir[2],dist+0.001]) #Project reflection texture onto mirror mirror.texture(tex) mirror.texGen(viz.TEXGEN_PROJECT_EYE) myRoom = viz.add('../art/models/bigroom.IVE') #Apply mirror settings to mirror object mirrorsurface = viz.addTexQuad() mirrorsurface.scale(.3,.25,.6) mirrorsurface.setPosition(0,1.8,1.2) mirrorsurfacerotation = [0,0,0] #rotation around the Z,Y,X axes #changed from [90,0,0] mirrorsurface.rotate(mirrorsurfacerotation) m = viz.Matrix() m.setPosition(mirrorsurface.getPosition(viz.ABS_GL OBAL)) m.setEuler(mirrorsurfacerotation[0]-180,-mirrorsurfacerotation[1], mirrorsurfacerotation[2]) #Z,X,Y addMirror(mirrorsurface,m) female = viz.add('female.cfg') headLink = viz.link(viz.MainView,female) headLink.setPos([None,0,None]) headLightOnMirror() |
#2
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Please use the [code][/code] tags when posting code samples on the forum. It preserves the indentation, which is necessary for Python code.
I believe somebody else ran into this issue as well and I posted the fix for it. In case you cannot find it, here is the code again that should work in stereo mode. Code:
import viz viz.go(viz.STEREO) REFLECT_MASK = viz.LAST_MASK << 1 def addMirror(mirror,mat=None): #If mirror matrix is not specifed, get matrix of mirror object if mat is None: mat = mirror.getMatrix() #Position of mirror pos = viz.Vector(mat.getPosition()) #Direction mirror is pointing dir = viz.Vector(mat.getForward()) dir.normalize() #Quaternion rotation of mirror quat = mat.getQuat() for eye in (viz.RENDER_LEFT,viz.RENDER_RIGHT): #Create render texture tex = viz.addRenderTexture() #Create render node for rendering reflection lens = viz.addRenderNode(size=[1024,1024]) lens.setCullMask(REFLECT_MASK) lens.attachTexture(tex) lens.setInheritView(True,viz.POST_MULT) lens.disable(viz.CULL_FACE,op=viz.OP_OVERRIDE) lens.disable(eye) #Setup reflection matrix rot = viz.Matrix.quat(quat) invRot = rot.inverse() lens.setMatrix(viz.Matrix.translate(-pos)*invRot*viz.Matrix.scale(1,1,-1)*rot*viz.Matrix.translate(pos)) #Setup reflection clip plane s = -viz.sign(viz.Vector(dir) * viz.Vector(pos)) plane = vizmat.Plane(pos=pos,normal=dir) dist = plane.distance([0,0,0]) lens.clipPlane([-dir[0],-dir[1],-dir[2],s*dist+0.1]) #Project reflection texture onto mirror mirror.texture(tex) mirror.texGen(viz.TEXGEN_PROJECT_EYE) #Add gallery environment gallery = viz.add('gallery.ive') #Use existing painting as mirror and specify the matrix mirror = gallery.getChild('art04-FACES') m = viz.Matrix() m.setPosition(mirror.getPosition(viz.ABS_GLOBAL)) m.setEuler(180,0,0) #Apply mirror settings to mirror object addMirror(mirror,m) #Increase ambient lighting viz.MainView.getHeadLight().ambient(1,1,1) #Create a self avatar avatar = viz.add('vcc_female.cfg') #Link avatar body to viewpoint avatarLink = viz.link(viz.MainView,avatar) avatarLink.setPos([None,0,None]) #Keep avatar on floor avatarLink.setEuler([None,0,0]) #Only update avatar yaw avatar.setMask(viz.LEFT_MASK|viz.RIGHT_MASK,mode=viz.MASK_REMOVE) #Only draw avatar in mirror #Link avatar head to viewpoint head = avatar.getBone('Bip01 Head') head.lock() viz.link(viz.MainView,head,mask=viz.LINK_ORI) |
#3
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Hi.
I tried using the code you posted here, but now i have a problem - it uses functionality of the newest version of vizard, but as posted a while ago, the newest version of vizard does not work for us, because of intersense driver issues.... Would still be VERY happy for a fix with the driver issues, but in the meantime could you maybe post the same code using old vizard functionalities? ) the problem is in viz.matrix.translate function, in the add mirror method... thanks, dan |
#4
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Okay, mirror problem solved, as i changed the line that gave problems
with the line in the previous add mirror function. Intersense Driver problem still exists ofcourse though. |
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