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Defining3DDisplays
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.
Layers can be drawn on a different location (x,y, and z) using the position
facet.
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;
}
}
}
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.
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.
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.
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.
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:
display RealBoids type:opengl{
...
}
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}{
...
}
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}{
...
}
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){
...
}
- Installation and Launching
- Workspace, Projects and Models
- Editing Models
- Running Experiments
- Running Headless
- Preferences
- Troubleshooting
- Introduction
- Manipulate basic Species
- Global Species
- Defining Advanced Species
- Defining GUI Experiment
- Exploring Models
- Optimizing Model Section
- Multi-Paradigm Modeling
- Manipulate OSM Data
- Diffusion
- Using Database
- Using FIPA ACL
- Using BDI with BEN
- Using Driving Skill
- Manipulate dates
- Manipulate lights
- Using comodel
- Save and restore Simulations
- Using network
- Headless mode
- Using Headless
- Writing Unit Tests
- Ensure model's reproducibility
- Going further with extensions
- Built-in Species
- Built-in Skills
- Built-in Architecture
- Statements
- Data Type
- File Type
- Expressions
- Exhaustive list of GAMA Keywords
- Installing the GIT version
- Developing Extensions
- Introduction to GAMA Java API
- Using GAMA flags
- Creating a release of GAMA
- Documentation generation