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Defining3DDisplays

benoitgaudou edited this page Aug 22, 2019 · 28 revisions

Defining 3D Displays

Table of contents

OpenGL display

The use an OpenGL display, we have to define the attribute type of the display with type:opengl in the chosen display of your model (or use the preferences->display windows to use it by default):

output {
    display DisplayName type: opengl {
        species mySpecies;
    }
}

The OpenGL display shares most of the features that the java2D offers and that are described here.

Using 3D display offers much more options to draw and show a simulation. A layer can be positioned and scaled in a 3D world. It is possible to superpose layers on different z value and display different information on the model at different positions on the screen.

position

Layers can be drawn on a different location (x,y, and z) using the position facet.

size

Layers can be drawn with a different size (x,y, and z) using the size facet.

Here is an example of a display using all the previous facet (experiment to add to the model Incremental Model 5 with a new aspect for the building species). You can also dynamically change those value by modifying the sidebar in the display.

// Incremental Model 05.gaml

species building {
    float height <- 10#m + rnd(10) #m;
    aspect default {
	draw shape color: #grey  depth: height;
    }
    aspect infection {
	draw shape color: (people overlapping self) one_matches(each.is_infected)? #red : #green  depth: height;
    }	
}

experiment main_experiment type:gui{
    output {
	display map_3D type: opengl {
  	    species road ;
	    species road size: {0.3,0.3,0.3};			
	    species building transparency: 0.5;
	    species building aspect: infection size: {0.3,0.3} position: {0.7,0.0,0.0};
	    species people aspect:sphere3D;				
	}
    }
}

Illustration of the position and size facets on a 3D display.

Camera

GAMA platform provides 2 ways of controlling the camera: Arcball Camera and FreeFly Camera, that can be activated from the Preferences window or from the display sidebar.

Demonstration of the various camera possibilities of the GAMA Platform.

Dynamic camera

Users have the possibility to set dynamically the parameters of the camera (observer). The basic camera properties are its position, the direction in which is pointing, and its orientation. Those 3 parameters can be set dynamically at each iteration of the simulation.

Camera position

The facet camera_pos (expecting a 3D point) places the camera at the given position. The default camera position is {world.width/2, world.height/2, world.maxDim * 1.5} to place the camera at the middle of the environment at an altitude that enables to see the entire environment.

Camera direction (Look Position)

The facet camera_look_pos (expecting a 3D point) points the camera toward the given position. The default look position is {world.width/2, world.height/2, 0} to look at the center of the environment.

Camera orientation (Up Vector)

The camera camera_up_vector (expecting a 3D point) sets the up vector of the camera. The up vector direction in your scene is the up direction on your display screen. The default value is {0,1,0}.

Here are some examples that can be done using those 3 parameters. You can test it by running the following model:

Default view

display RealBoids   type:opengl{
...		
}

First person view

You can set the position as a first person shooter video game using:

display FirstPerson  type:opengl 
camera_pos:{boids(1).location.x,-boids(1).location.y,10} 
camera_look_pos:{cos(boids(1).heading)*world.shape.width,-sin(boids(1).heading)*world.shape.height,0} 
camera_up_vector:{0.0,0.0,1.0}{
...
}

Third Person view

You can follow an agent during a simulation by positioning the camera above it using:

display ThirdPerson  type:opengl camera_pos:{boids(1).location.x,-boids(1).location.y,250}  camera_look_pos:{boids(1).location.x,-boids(1).location.y,boids(1).location.z}{
...
} 

Lighting

In a 3D scene once can define light sources. The way how light sources and 3D object interact is called lighting. Lighting is an important factor to render realistic scenes.

In a real world, the color that we see depend on the interaction between color material surfaces, the light sources and the position of the viewer. There are four kinds of lighting called ambient, diffuse, specular and emissive.

Gama handle ambient and diffuse light.

  • ambient_light: Allows to define the value of the ambient light either using an int (ambient_light:(125)) or a rgb color ((ambient_light:rgb(255,255,255)). default is rgb(125,125,125).
  • diffuse_light: Allows to define the value of the diffuse light either using an int (diffuse_light:(125)) or a rgb color ((diffuse_light:rgb(255,255,255)). default is rgb(125,125,125).
  • diffuse_light_pos: Allows to define the position of the diffuse light either using an point (diffuse_light_pos:{x,y,z}). default is {world.shape.width/2,world.shape.height/2,world.shape.width*2}.
  • is_light_on: Allows to enable/disable the light. Default is true.
  • draw_diffuse_light: Allows to enable/disable the drawing of the diffuse light. Default is false")),

Here is an example using all the available facet to define a diffuse light that rotate around the world.

display View1  type:opengl draw_diffuse_light:true ambient_light:(0) diffuse_light:(255) diffuse_light_pos:{50+ 150*sin(time*2),50,150*cos(time*2){
...
}
  1. What's new (Changelog)
  1. Installation and Launching
    1. Installation
    2. Launching GAMA
    3. Updating GAMA
    4. Installing Plugins
  2. Workspace, Projects and Models
    1. Navigating in the Workspace
    2. Changing Workspace
    3. Importing Models
  3. Editing Models
    1. GAML Editor (Generalities)
    2. GAML Editor Tools
    3. Validation of Models
  4. Running Experiments
    1. Launching Experiments
    2. Experiments User interface
    3. Controls of experiments
    4. Parameters view
    5. Inspectors and monitors
    6. Displays
    7. Batch Specific UI
    8. Errors View
  5. Running Headless
    1. Headless Batch
    2. Headless Server
    3. Headless Legacy
  6. Preferences
  7. Troubleshooting
  1. Introduction
    1. Start with GAML
    2. Organization of a Model
    3. Basic programming concepts in GAML
  2. Manipulate basic Species
  3. Global Species
    1. Regular Species
    2. Defining Actions and Behaviors
    3. Interaction between Agents
    4. Attaching Skills
    5. Inheritance
  4. Defining Advanced Species
    1. Grid Species
    2. Graph Species
    3. Mirror Species
    4. Multi-Level Architecture
  5. Defining GUI Experiment
    1. Defining Parameters
    2. Defining Displays Generalities
    3. Defining 3D Displays
    4. Defining Charts
    5. Defining Monitors and Inspectors
    6. Defining Export files
    7. Defining User Interaction
  6. Exploring Models
    1. Run Several Simulations
    2. Batch Experiments
    3. Exploration Methods
  7. Optimizing Model Section
    1. Runtime Concepts
    2. Optimizing Models
  8. Multi-Paradigm Modeling
    1. Control Architecture
    2. Defining Differential Equations
  1. Manipulate OSM Data
  2. Diffusion
  3. Using Database
  4. Using FIPA ACL
  5. Using BDI with BEN
  6. Using Driving Skill
  7. Manipulate dates
  8. Manipulate lights
  9. Using comodel
  10. Save and restore Simulations
  11. Using network
  12. Headless mode
  13. Using Headless
  14. Writing Unit Tests
  15. Ensure model's reproducibility
  16. Going further with extensions
    1. Calling R
    2. Using Graphical Editor
    3. Using Git from GAMA
  1. Built-in Species
  2. Built-in Skills
  3. Built-in Architecture
  4. Statements
  5. Data Type
  6. File Type
  7. Expressions
    1. Literals
    2. Units and Constants
    3. Pseudo Variables
    4. Variables And Attributes
    5. Operators [A-A]
    6. Operators [B-C]
    7. Operators [D-H]
    8. Operators [I-M]
    9. Operators [N-R]
    10. Operators [S-Z]
  8. Exhaustive list of GAMA Keywords
  1. Installing the GIT version
  2. Developing Extensions
    1. Developing Plugins
    2. Developing Skills
    3. Developing Statements
    4. Developing Operators
    5. Developing Types
    6. Developing Species
    7. Developing Control Architectures
    8. Index of annotations
  3. Introduction to GAMA Java API
    1. Architecture of GAMA
    2. IScope
  4. Using GAMA flags
  5. Creating a release of GAMA
  6. Documentation generation

  1. Predator Prey
  2. Road Traffic
  3. 3D Tutorial
  4. Incremental Model
  5. Luneray's flu
  6. BDI Agents

  1. Team
  2. Projects using GAMA
  3. Scientific References
  4. Training Sessions

Resources

  1. Videos
  2. Conferences
  3. Code Examples
  4. Pedagogical materials
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