mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 02:42:49 -04:00
*** empty log message ***
This commit is contained in:
parent
85caa2fed2
commit
6aefeadd6c
@ -8,7 +8,7 @@ class Messenger:
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notify = None
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notify = None
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def __init__(self):
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def __init__(self):
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""" __init__(self)
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"""
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One dictionary does it all. It has the following structure:
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One dictionary does it all. It has the following structure:
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{event1 : {object1: [method, extraArgs, persistent],
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{event1 : {object1: [method, extraArgs, persistent],
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object2: [method, extraArgs, persistent]},
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object2: [method, extraArgs, persistent]},
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@ -36,7 +36,6 @@ class Messenger:
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If the persistent flag is set, it will continue to respond
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If the persistent flag is set, it will continue to respond
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to this event, otherwise it will respond only once.
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to this event, otherwise it will respond only once.
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"""
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"""
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if Messenger.notify.getDebug():
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if Messenger.notify.getDebug():
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Messenger.notify.debug('object: ' + `object`
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Messenger.notify.debug('object: ' + `object`
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+ '\n now accepting: ' + `event`
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+ '\n now accepting: ' + `event`
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@ -96,7 +95,7 @@ class Messenger:
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return 0
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return 0
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def whoAccepts(self, event):
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def whoAccepts(self, event):
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""" whoAccepts(self, event):
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"""
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Return objects accepting the given event
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Return objects accepting the given event
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"""
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"""
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return self.dict.get(event, None)
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return self.dict.get(event, None)
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@ -147,7 +146,7 @@ class Messenger:
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apply(method, (extraArgs + sentArgs))
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apply(method, (extraArgs + sentArgs))
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def clear(self):
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def clear(self):
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"""clear(self)
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"""
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Start fresh with a clear dict
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Start fresh with a clear dict
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"""
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"""
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self.dict.clear()
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self.dict.clear()
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292
direct/src/showbase/NonPhysicsWalker.py
Executable file
292
direct/src/showbase/NonPhysicsWalker.py
Executable file
@ -0,0 +1,292 @@
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"""NonPhysicsWalker.py is for avatars."""
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from ShowBaseGlobal import *
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import DirectNotifyGlobal
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import DirectObject
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class NonPhysicsWalker(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("NonPhysicsWalker")
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# special methods
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def __init__(self):
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DirectObject.DirectObject.__init__(self)
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self.forwardButton=0
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self.reverseButton=0
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self.jumpButton=0
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self.leftButton=0
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self.rightButton=0
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self.speed=0.0
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self.rotationSpeed=0.0
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self.vel=Vec3(0.0, 0.0, 0.0)
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self.stopThisFrame = 0
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self.fSlide = 0
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def setWalkSpeed(self, forward, jump, reverse, rotate):
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assert(self.debugPrint("setWalkSpeed()"))
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self.avatarControlForwardSpeed=forward
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#self.avatarControlJumpForce=jump
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self.avatarControlReverseSpeed=reverse
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self.avatarControlRotateSpeed=rotate
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def getSpeeds(self):
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#assert(self.debugPrint("getSpeeds()"))
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return (self.speed, self.rotationSpeed)
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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wallCollideMask, floorCollideMask,
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avatarRadius = 1.4, floorOffset = 1.0):
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"""
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Set up the avatar for collisions
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"""
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self.cTrav = collisionTraverser
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self.avatarNodePath = avatarNodePath
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# Set up the collision sphere
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# This is a sphere on the ground to detect barrier collisions
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self.cSphere = CollisionSphere(0.0, 0.0, 0.0, avatarRadius)
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self.cSphereNode = CollisionNode('cSphereNode')
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self.cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = avatarNodePath.attachNewNode(self.cSphereNode)
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self.cSphereBitMask = wallCollideMask
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self.cSphereNode.setFromCollideMask(self.cSphereBitMask)
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self.cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# Set up the collison ray
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# This is a ray cast from your head down to detect floor polygons
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# A toon is about 4.0 feet high, so start it there
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self.cRay = CollisionRay(0.0, 0.0, 4.0, 0.0, 0.0, -1.0)
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self.cRayNode = CollisionNode('cRayNode')
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self.cRayNode.addSolid(self.cRay)
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self.cRayNodePath = avatarNodePath.attachNewNode(self.cRayNode)
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self.cRayBitMask = floorCollideMask
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self.cRayNode.setFromCollideMask(self.cRayBitMask)
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self.cRayNode.setIntoCollideMask(BitMask32.allOff())
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# set up wall collision mechanism
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self.pusher = CollisionHandlerPusher()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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# set up floor collision mechanism
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self.lifter = CollisionHandlerFloor()
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self.lifter.setInPattern("on-floor")
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self.lifter.setOutPattern("off-floor")
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self.lifter.setOffset(floorOffset)
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# Limit our rate-of-fall with the lifter.
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# If this is too low, we actually "fall" off steep stairs
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# and float above them as we go down. I increased this
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# from 8.0 to 16.0 to prevent this
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self.lifter.setMaxVelocity(16.0)
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# activate the collider with the traverser and pusher
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self.collisionsOn()
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self.pusher.addColliderNode(self.cSphereNode, avatarNodePath.node())
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self.lifter.addColliderNode(self.cRayNode, avatarNodePath.node())
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def deleteCollisions(self):
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del self.cTrav
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del self.cSphere
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del self.cSphereNode
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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del self.cRay
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del self.cRayNode
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.pusher
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del self.lifter
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def collisionsOff(self):
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self.cTrav.removeCollider(self.cSphereNode)
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self.cTrav.removeCollider(self.cRayNode)
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# Now that we have disabled collisions, make one more pass
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# right now to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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def collisionsOn(self):
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self.cTrav.addCollider(self.cSphereNode, self.pusher)
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self.cTrav.addCollider(self.cRayNode, self.lifter)
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def oneTimeCollide(self):
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"""
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Makes one quick collision pass for the avatar, for instance as
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a one-time straighten-things-up operation after collisions
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have been disabled.
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"""
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tempCTrav = CollisionTraverser()
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tempCTrav.addCollider(self.cSphereNode, self.pusher)
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tempCTrav.addCollider(self.cRayNode, self.lifter)
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tempCTrav.traverse(render)
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def handleAvatarControls(self, task):
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"""
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Check on the arrow keys and update the avatar.
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"""
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# Determine what the speeds are based on the buttons:
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self.speed=(self.forwardButton and self.avatarControlForwardSpeed or
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self.reverseButton and -self.avatarControlReverseSpeed)
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# Should fSlide be renamed slideButton?
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self.slideSpeed=self.fSlide and (
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(self.leftButton and -self.avatarControlForwardSpeed) or
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(self.rightButton and self.avatarControlForwardSpeed))
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self.rotationSpeed=not self.fSlide and (
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(self.leftButton and self.avatarControlRotateSpeed) or
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(self.rightButton and -self.avatarControlRotateSpeed))
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# How far did we move based on the amount of time elapsed?
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dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
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# Check to see if we're moving at all:
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if self.speed or self.slideSpeed or self.rotationSpeed:
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if self.stopThisFrame:
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distance = 0.0
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slideDistance = 0.0
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rotation = 0.0
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self.stopThisFrame = 0
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else:
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distance = dt * self.speed
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slideDistance = dt * self.slideSpeed
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rotation = dt * self.rotationSpeed
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# Take a step in the direction of our previous heading.
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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero():
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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step=rotMat.xform(self.vel)
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self.avatarNodePath.setPos(Point3(self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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messenger.send("avatarMoving")
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else:
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self.vel.set(0.0, 0.0, 0.0)
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# Set collision sphere node:
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self.cSphereNode.setVelocity(self.vel)
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return Task.cont
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def enableAvatarControls(self):
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"""
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Activate the arrow keys, etc.
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"""
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self.accept("control-arrow_left", self.moveTurnLeft, [1])
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self.accept("control-arrow_left-up", self.moveTurnLeft, [0])
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self.accept("control-arrow_right", self.moveTurnRight, [1])
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self.accept("control-arrow_right-up", self.moveTurnRight, [0])
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self.accept("control-arrow_up", self.moveForward, [1])
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self.accept("control-arrow_up-up", self.moveForward, [0])
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self.accept("control-arrow_down", self.moveInReverse, [1])
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self.accept("control-arrow_down-up", self.moveInReverse, [0])
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self.accept("arrow_left", self.moveTurnLeft, [1])
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self.accept("arrow_left-up", self.moveTurnLeft, [0])
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self.accept("arrow_right", self.moveTurnRight, [1])
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self.accept("arrow_right-up", self.moveTurnRight, [0])
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self.accept("arrow_up", self.moveForward, [1])
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self.accept("arrow_up-up", self.moveForward, [0])
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self.accept("arrow_down", self.moveInReverse, [1])
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self.accept("arrow_down-up", self.moveInReverse, [0])
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taskName = "AvatarControls%s"%(id(self),)
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# remove any old
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taskMgr.remove(taskName)
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# spawn the new task
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taskMgr.add(self.handleAvatarControls, taskName)
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def disableAvatarControls(self):
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"""
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Ignore the arrow keys, etc.
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"""
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taskName = "AvatarControls%s"%(id(self),)
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taskMgr.remove(taskName)
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self.ignore("control")
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self.ignore("control-up")
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self.ignore("control-arrow_left")
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self.ignore("control-arrow_left-up")
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self.ignore("control-arrow_right")
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self.ignore("control-arrow_right-up")
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self.ignore("control-arrow_up")
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self.ignore("control-arrow_up-up")
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self.ignore("control-arrow_down")
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self.ignore("control-arrow_down-up")
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self.ignore("arrow_left")
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self.ignore("arrow_left-up")
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self.ignore("arrow_right")
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self.ignore("arrow_right-up")
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self.ignore("arrow_up")
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self.ignore("arrow_up-up")
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self.ignore("arrow_down")
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self.ignore("arrow_down-up")
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# reset state
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self.moveTurnLeft(0)
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self.moveTurnRight(0)
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self.moveForward(0)
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self.moveInReverse(0)
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self.moveJumpLeft(0)
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self.moveJumpRight(0)
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self.moveJumpForward(0)
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self.moveJumpInReverse(0)
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self.moveJump(0)
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def moveTurnLeft(self, isButtonDown):
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self.leftButton=isButtonDown
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def moveTurnRight(self, isButtonDown):
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self.rightButton=isButtonDown
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def moveForward(self, isButtonDown):
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self.forwardButton=isButtonDown
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def moveInReverse(self, isButtonDown):
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self.reverseButton=isButtonDown
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def moveJumpLeft(self, isButtonDown):
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self.jumpButton=isButtonDown
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self.leftButton=isButtonDown
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def moveJumpRight(self, isButtonDown):
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self.jumpButton=isButtonDown
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self.rightButton=isButtonDown
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def moveJumpForward(self, isButtonDown):
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self.jumpButton=isButtonDown
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self.forwardButton=isButtonDown
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def moveJumpInReverse(self, isButtonDown):
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self.jumpButton=isButtonDown
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self.reverseButton=isButtonDown
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def moveJump(self, isButtonDown):
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self.jumpButton=isButtonDown
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def toggleSlide(self):
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self.fSlide = not self.fSlide
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def enableSlideMode(self):
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self.accept("control-up", self.toggleSlide)
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def disableSlideMode(self):
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self.fSlide = 0
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self.ignore("control-up")
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def slideLeft(self, isButtonDown):
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self.slideLeftButton=isButtonDown
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def slideRight(self, isButtonDown):
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self.slideRightButton=isButtonDown
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if __debug__:
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def debugPrint(self, message):
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"""for debugging"""
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return self.notify.debug(
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str(id(self))+' '+message)
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2
direct/src/showbase/PhysicsRoller.py
Executable file
2
direct/src/showbase/PhysicsRoller.py
Executable file
@ -0,0 +1,2 @@
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"""PhysicsRoller is for wheels, soccer balls, billiard balls, and other things that roll."""
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434
direct/src/showbase/PhysicsWalker.py
Executable file
434
direct/src/showbase/PhysicsWalker.py
Executable file
@ -0,0 +1,434 @@
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"""PhysicsWalker.py is for avatars."""
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from ShowBaseGlobal import *
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import DirectNotifyGlobal
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import DirectObject
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import PhysicsManager
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import math
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class PhysicsWalker(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("PhysicsWalker")
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wantAvatarPhysicsIndicator = base.config.GetBool('want-avatar-physics-indicator', 1)
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# special methods
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def __init__(self, gravity = -32.1740, standableGround=0.707):
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assert(self.debugPrint("PhysicsWalker(gravity=%s, standableGround=%s)"%(
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gravity, standableGround)))
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DirectObject.DirectObject.__init__(self)
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self.__gravity=gravity
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self.__standableGround=standableGround
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self.physVelocityIndicator=None
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self.__old_contact=None
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self.__forwardButton=0
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self.__reverseButton=0
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self.__jumpButton=0
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self.__leftButton=0
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self.__rightButton=0
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self.__speed=0.0
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self.__rotationSpeed=0.0
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self.__slideSpeed=0.0
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||||||
|
self.__vel=Vec3(0.0)
|
||||||
|
self.__slideButton = 0
|
||||||
|
|
||||||
|
def setWalkSpeed(self, forward, jump, reverse, rotate):
|
||||||
|
assert(self.debugPrint("setWalkSpeed()"))
|
||||||
|
self.avatarControlForwardSpeed=forward
|
||||||
|
self.avatarControlJumpForce=jump
|
||||||
|
self.avatarControlReverseSpeed=reverse
|
||||||
|
self.avatarControlRotateSpeed=rotate
|
||||||
|
|
||||||
|
def getSpeeds(self):
|
||||||
|
#assert(self.debugPrint("getSpeeds()"))
|
||||||
|
return (self.__speed, self.__rotationSpeed)
|
||||||
|
|
||||||
|
def initializeCollisions(self, collisionTraverser, avatarNodePath,
|
||||||
|
wallBitmask, floorBitmask,
|
||||||
|
avatarRadius = 1.4, floorOffset = 1.0):
|
||||||
|
"""
|
||||||
|
Set up the avatar collisions
|
||||||
|
"""
|
||||||
|
assert(self.debugPrint("initializeCollisions()"))
|
||||||
|
self.cTrav = collisionTraverser
|
||||||
|
|
||||||
|
# Set up the collision sphere
|
||||||
|
# This is a sphere on the ground to detect barrier collisions
|
||||||
|
self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius, avatarRadius)
|
||||||
|
self.cSphereNode = CollisionNode('cSphereNode')
|
||||||
|
self.cSphereNode.addSolid(self.cSphere)
|
||||||
|
self.cSphereNodePath = avatarNodePath.attachNewNode(self.cSphereNode)
|
||||||
|
self.cSphereBitMask = wallBitmask|floorBitmask
|
||||||
|
|
||||||
|
self.cSphereNode.setFromCollideMask(self.cSphereBitMask)
|
||||||
|
self.cSphereNode.setIntoCollideMask(BitMask32.allOff())
|
||||||
|
|
||||||
|
# set up collision mechanism
|
||||||
|
self.pusher = PhysicsCollisionHandler()
|
||||||
|
self.pusher.setInPattern("enter%in")
|
||||||
|
self.pusher.setOutPattern("exit%in")
|
||||||
|
|
||||||
|
# Connect to Physics Manager:
|
||||||
|
self.actorNode=ActorNode("physicsActor")
|
||||||
|
self.actorNode.getPhysicsObject().setOriented(1)
|
||||||
|
self.actorNode.getPhysical(0).setViscosity(0.1)
|
||||||
|
physicsActor=NodePath(self.actorNode)
|
||||||
|
avatarNodePath.reparentTo(physicsActor)
|
||||||
|
avatarNodePath.assign(physicsActor)
|
||||||
|
self.phys=PhysicsManager.PhysicsManager()
|
||||||
|
|
||||||
|
fn=ForceNode("gravity")
|
||||||
|
fnp=NodePath(fn)
|
||||||
|
#fnp.reparentTo(physicsActor)
|
||||||
|
fnp.reparentTo(render)
|
||||||
|
gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
|
||||||
|
fn.addForce(gravity)
|
||||||
|
self.phys.addLinearForce(gravity)
|
||||||
|
|
||||||
|
fn=ForceNode("viscosity")
|
||||||
|
fnp=NodePath(fn)
|
||||||
|
#fnp.reparentTo(physicsActor)
|
||||||
|
fnp.reparentTo(render)
|
||||||
|
self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
|
||||||
|
#self.avatarViscosity.setCoef(0.9)
|
||||||
|
fn.addForce(self.avatarViscosity)
|
||||||
|
self.phys.addLinearForce(self.avatarViscosity)
|
||||||
|
|
||||||
|
self.phys.attachLinearIntegrator(LinearEulerIntegrator())
|
||||||
|
self.phys.attachPhysicalnode(physicsActor.node())
|
||||||
|
|
||||||
|
self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
|
||||||
|
fn=ForceNode("avatarControls")
|
||||||
|
fnp=NodePath(fn)
|
||||||
|
fnp.reparentTo(render)
|
||||||
|
fn.addForce(self.acForce)
|
||||||
|
self.phys.addLinearForce(self.acForce)
|
||||||
|
#self.phys.removeLinearForce(self.acForce)
|
||||||
|
#fnp.remove()
|
||||||
|
|
||||||
|
# activate the collider with the traverser and pusher
|
||||||
|
self.collisionsOn()
|
||||||
|
self.pusher.addColliderNode(self.cSphereNode, avatarNodePath.node())
|
||||||
|
|
||||||
|
self.avatarNodePath = avatarNodePath
|
||||||
|
|
||||||
|
def setAvatarPhysicsIndicator(self, indicator):
|
||||||
|
"""
|
||||||
|
indicator is a NodePath
|
||||||
|
"""
|
||||||
|
assert(self.debugPrint("setAvatarPhysicsIndicator()"))
|
||||||
|
self.cSphereNodePath.show()
|
||||||
|
if indicator:
|
||||||
|
# Indicator Node:
|
||||||
|
change=render.attachNewNode("change")
|
||||||
|
#change.setPos(Vec3(1.0, 1.0, 1.0))
|
||||||
|
#change.setHpr(0.0, 0.0, 0.0)
|
||||||
|
change.setScale(0.1)
|
||||||
|
#change.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
|
||||||
|
indicator.reparentTo(change)
|
||||||
|
|
||||||
|
indicatorNode=render.attachNewNode("physVelocityIndicator")
|
||||||
|
#indicatorNode.setScale(0.1)
|
||||||
|
#indicatorNode.setP(90.0)
|
||||||
|
indicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
|
||||||
|
indicatorNode.setColor(0.0, 0.0, 1.0, 1.0)
|
||||||
|
change.reparentTo(indicatorNode)
|
||||||
|
|
||||||
|
self.physVelocityIndicator=indicatorNode
|
||||||
|
# Contact Node:
|
||||||
|
contactIndicatorNode=render.attachNewNode("physContactIndicator")
|
||||||
|
contactIndicatorNode.setScale(0.25)
|
||||||
|
contactIndicatorNode.setP(90.0)
|
||||||
|
contactIndicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
|
||||||
|
contactIndicatorNode.setColor(1.0, 0.0, 0.0, 1.0)
|
||||||
|
indicator.instanceTo(contactIndicatorNode)
|
||||||
|
self.physContactIndicator=contactIndicatorNode
|
||||||
|
else:
|
||||||
|
print "failed load of physics indicator"
|
||||||
|
|
||||||
|
def avatarPhysicsIndicator(self, task):
|
||||||
|
#assert(self.debugPrint("avatarPhysicsIndicator()"))
|
||||||
|
# Velosity:
|
||||||
|
self.physVelocityIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
|
||||||
|
physObject=self.actorNode.getPhysicsObject()
|
||||||
|
a=physObject.getVelocity()
|
||||||
|
self.physVelocityIndicator.setScale(math.sqrt(a.length()))
|
||||||
|
a+=self.physVelocityIndicator.getPos()
|
||||||
|
self.physVelocityIndicator.lookAt(Point3(a))
|
||||||
|
# Contact:
|
||||||
|
contact=self.actorNode.getContactVector()
|
||||||
|
if contact==Vec3.zero():
|
||||||
|
self.physContactIndicator.hide()
|
||||||
|
else:
|
||||||
|
self.physContactIndicator.show()
|
||||||
|
self.physContactIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
|
||||||
|
#contact=self.actorNode.getContactVector()
|
||||||
|
point=Point3(contact+self.physContactIndicator.getPos())
|
||||||
|
self.physContactIndicator.lookAt(point)
|
||||||
|
return Task.cont
|
||||||
|
|
||||||
|
def deleteCollisions(self):
|
||||||
|
assert(self.debugPrint("deleteCollisions()"))
|
||||||
|
del self.cTrav
|
||||||
|
|
||||||
|
del self.cSphere
|
||||||
|
del self.cSphereNode
|
||||||
|
self.cSphereNodePath.removeNode()
|
||||||
|
del self.cSphereNodePath
|
||||||
|
|
||||||
|
del self.pusher
|
||||||
|
|
||||||
|
def collisionsOff(self):
|
||||||
|
assert(self.debugPrint("collisionsOff()"))
|
||||||
|
self.cTrav.removeCollider(self.cSphereNode)
|
||||||
|
# Now that we have disabled collisions, make one more pass
|
||||||
|
# right now to ensure we aren't standing in a wall.
|
||||||
|
self.oneTimeCollide()
|
||||||
|
|
||||||
|
def collisionsOn(self):
|
||||||
|
assert(self.debugPrint("collisionsOn()"))
|
||||||
|
self.cTrav.addCollider(self.cSphereNode, self.pusher)
|
||||||
|
|
||||||
|
def oneTimeCollide(self):
|
||||||
|
"""
|
||||||
|
Makes one quick collision pass for the avatar, for instance as
|
||||||
|
a one-time straighten-things-up operation after collisions
|
||||||
|
have been disabled.
|
||||||
|
"""
|
||||||
|
assert(self.debugPrint("oneTimeCollide()"))
|
||||||
|
tempCTrav = CollisionTraverser()
|
||||||
|
tempCTrav.addCollider(self.cSphereNode, self.pusher)
|
||||||
|
tempCTrav.traverse(render)
|
||||||
|
|
||||||
|
def handleAvatarControls(self, task):
|
||||||
|
"""
|
||||||
|
Check on the arrow keys and update the avatar.
|
||||||
|
"""
|
||||||
|
#assert(self.debugPrint("handleAvatarControls(task=%s)"%(task,)))
|
||||||
|
physObject=self.actorNode.getPhysicsObject()
|
||||||
|
rotAvatarToPhys=Mat3.rotateMatNormaxis(-self.avatarNodePath.getH(), Vec3.up())
|
||||||
|
#rotPhysToAvatar=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
||||||
|
contact=self.actorNode.getContactVector()
|
||||||
|
|
||||||
|
# hack fix for falling through the floor:
|
||||||
|
if contact==Vec3.zero() and self.avatarNodePath.getZ()<-50.0:
|
||||||
|
# reset:
|
||||||
|
self.setPos(Vec3(0.0, 0.0, 20.0))
|
||||||
|
|
||||||
|
# Determine what the speeds are based on the buttons:
|
||||||
|
self.__speed=(self.__forwardButton and self.avatarControlForwardSpeed or
|
||||||
|
self.__reverseButton and -self.avatarControlReverseSpeed)
|
||||||
|
self.__slideSpeed=self.__slideButton and (
|
||||||
|
(self.__leftButton and -self.avatarControlForwardSpeed) or
|
||||||
|
(self.__rightButton and self.avatarControlForwardSpeed))
|
||||||
|
self.__rotationSpeed=not self.__slideButton and (
|
||||||
|
(self.__leftButton and self.avatarControlRotateSpeed) or
|
||||||
|
(self.__rightButton and -self.avatarControlRotateSpeed))
|
||||||
|
# How far did we move based on the amount of time elapsed?
|
||||||
|
dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
|
||||||
|
|
||||||
|
if contact!=Vec3.zero():
|
||||||
|
contactLength = contact.length()
|
||||||
|
contact.normalize()
|
||||||
|
angle=contact.dot(Vec3.up())
|
||||||
|
if angle>self.__standableGround:
|
||||||
|
# ...avatar is on standable ground.
|
||||||
|
if self.__old_contact==Vec3.zero():
|
||||||
|
jumpTime = 0.0
|
||||||
|
print "contactLength", contactLength
|
||||||
|
if contactLength>14.0:
|
||||||
|
# ...avatar was airborne.
|
||||||
|
messenger.send("jumpHardLand")
|
||||||
|
else:
|
||||||
|
messenger.send("jumpLand")
|
||||||
|
if self.__jumpButton:
|
||||||
|
self.__jumpButton=0
|
||||||
|
messenger.send("jumpStart")
|
||||||
|
jump=Vec3(contact+Vec3.up())
|
||||||
|
#jump=Vec3(rotAvatarToPhys.xform(jump))
|
||||||
|
jump.normalize()
|
||||||
|
jump*=self.avatarControlJumpForce
|
||||||
|
physObject.addImpulse(Vec3(jump))
|
||||||
|
if contact!=self.__old_contact:
|
||||||
|
# We must copy the vector to preserve it:
|
||||||
|
self.__old_contact=Vec3(contact)
|
||||||
|
self.phys.doPhysics(dt)
|
||||||
|
# Check to see if we're moving at all:
|
||||||
|
if self.__speed or self.__slideSpeed or self.__rotationSpeed:
|
||||||
|
distance = dt * self.__speed
|
||||||
|
slideDistance = dt * self.__slideSpeed
|
||||||
|
rotation = dt * self.__rotationSpeed
|
||||||
|
|
||||||
|
#debugTempH=self.avatarNodePath.getH()
|
||||||
|
assert self.avatarNodePath.getPos()==physObject.getPosition()
|
||||||
|
assert self.avatarNodePath.getHpr()==physObject.getOrientation().getHpr()
|
||||||
|
|
||||||
|
# update pos:
|
||||||
|
# Take a step in the direction of our previous heading.
|
||||||
|
self.__vel=Vec3(Vec3.forward() * distance +
|
||||||
|
Vec3.right() * slideDistance)
|
||||||
|
# rotMat is the rotation matrix corresponding to
|
||||||
|
# our previous heading.
|
||||||
|
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
||||||
|
step=rotMat.xform(self.__vel)
|
||||||
|
physObject.setPosition(Point3(
|
||||||
|
physObject.getPosition()+step))
|
||||||
|
# update hpr:
|
||||||
|
o=physObject.getOrientation()
|
||||||
|
r=LOrientationf()
|
||||||
|
r.setHpr(Vec3(rotation, 0.0, 0.0))
|
||||||
|
physObject.setOrientation(o*r)
|
||||||
|
# sync the change:
|
||||||
|
self.actorNode.updateTransform()
|
||||||
|
|
||||||
|
assert self.avatarNodePath.getHpr()==physObject.getOrientation().getHpr()
|
||||||
|
assert self.avatarNodePath.getPos()==physObject.getPosition()
|
||||||
|
#assert self.avatarNodePath.getH()==debugTempH-rotation
|
||||||
|
messenger.send("avatarMoving")
|
||||||
|
else:
|
||||||
|
self.__vel.set(0.0, 0.0, 0.0)
|
||||||
|
# Clear the contact vector so we can tell if we contact something next frame:
|
||||||
|
self.actorNode.setContactVector(Vec3.zero())
|
||||||
|
# Set collision sphere node:
|
||||||
|
v=physObject.getImplicitVelocity()
|
||||||
|
v=rotAvatarToPhys.xform(v)
|
||||||
|
self.cSphereNode.setVelocity(Vec3(v))
|
||||||
|
return Task.cont
|
||||||
|
|
||||||
|
def resetPhys(self):
|
||||||
|
assert(self.debugPrint("resetPhys()"))
|
||||||
|
self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
|
||||||
|
self.actorNode.setContactVector(Vec3.zero())
|
||||||
|
self.cSphereNode.setVelocity(Vec3(0.0))
|
||||||
|
|
||||||
|
def enableAvatarControls(self):
|
||||||
|
"""
|
||||||
|
Activate the arrow keys, etc.
|
||||||
|
"""
|
||||||
|
assert(self.debugPrint("enableAvatarControls()"))
|
||||||
|
self.accept("control", self.moveJump, [1])
|
||||||
|
self.accept("control-up", self.moveJump, [0])
|
||||||
|
self.accept("control-arrow_left", self.moveJumpLeft, [1])
|
||||||
|
self.accept("control-arrow_left-up", self.moveJumpLeft, [0])
|
||||||
|
self.accept("control-arrow_right", self.moveJumpRight, [1])
|
||||||
|
self.accept("control-arrow_right-up", self.moveJumpRight, [0])
|
||||||
|
self.accept("control-arrow_up", self.moveJumpForward, [1])
|
||||||
|
self.accept("control-arrow_up-up", self.moveJumpForward, [0])
|
||||||
|
self.accept("control-arrow_down", self.moveJumpInReverse, [1])
|
||||||
|
self.accept("control-arrow_down-up", self.moveJumpInReverse, [0])
|
||||||
|
|
||||||
|
self.accept("arrow_left", self.moveTurnLeft, [1])
|
||||||
|
self.accept("arrow_left-up", self.moveTurnLeft, [0])
|
||||||
|
self.accept("arrow_right", self.moveTurnRight, [1])
|
||||||
|
self.accept("arrow_right-up", self.moveTurnRight, [0])
|
||||||
|
self.accept("arrow_up", self.moveForward, [1])
|
||||||
|
self.accept("arrow_up-up", self.moveForward, [0])
|
||||||
|
self.accept("arrow_down", self.moveInReverse, [1])
|
||||||
|
self.accept("arrow_down-up", self.moveInReverse, [0])
|
||||||
|
|
||||||
|
if 1:
|
||||||
|
self.accept("f3", self.resetPhys) # for debugging only.
|
||||||
|
|
||||||
|
taskName = "AvatarControls%s"%(id(self),)
|
||||||
|
# remove any old
|
||||||
|
taskMgr.remove(taskName)
|
||||||
|
# spawn the new task
|
||||||
|
taskMgr.add(self.handleAvatarControls, taskName)
|
||||||
|
if self.physVelocityIndicator:
|
||||||
|
taskMgr.add(self.avatarPhysicsIndicator, "AvatarControlsIndicator%s"%(id(self),), 47)
|
||||||
|
|
||||||
|
def disableAvatarControls(self):
|
||||||
|
"""
|
||||||
|
Ignore the arrow keys, etc.
|
||||||
|
"""
|
||||||
|
assert(self.debugPrint("disableAvatarControls()"))
|
||||||
|
taskName = "AvatarControls%s"%(id(self),)
|
||||||
|
taskMgr.remove(taskName)
|
||||||
|
|
||||||
|
taskName = "AvatarControlsIndicator%s"%(id(self),)
|
||||||
|
taskMgr.remove(taskName)
|
||||||
|
|
||||||
|
self.ignore("control")
|
||||||
|
self.ignore("control-up")
|
||||||
|
self.ignore("control-arrow_left")
|
||||||
|
self.ignore("control-arrow_left-up")
|
||||||
|
self.ignore("control-arrow_right")
|
||||||
|
self.ignore("control-arrow_right-up")
|
||||||
|
self.ignore("control-arrow_up")
|
||||||
|
self.ignore("control-arrow_up-up")
|
||||||
|
self.ignore("control-arrow_down")
|
||||||
|
self.ignore("control-arrow_down-up")
|
||||||
|
|
||||||
|
self.ignore("arrow_left")
|
||||||
|
self.ignore("arrow_left-up")
|
||||||
|
self.ignore("arrow_right")
|
||||||
|
self.ignore("arrow_right-up")
|
||||||
|
self.ignore("arrow_up")
|
||||||
|
self.ignore("arrow_up-up")
|
||||||
|
self.ignore("arrow_down")
|
||||||
|
self.ignore("arrow_down-up")
|
||||||
|
|
||||||
|
self.ignore("f3")
|
||||||
|
|
||||||
|
# reset state
|
||||||
|
self.moveTurnLeft(0)
|
||||||
|
self.moveTurnRight(0)
|
||||||
|
self.moveForward(0)
|
||||||
|
self.moveInReverse(0)
|
||||||
|
self.moveJumpLeft(0)
|
||||||
|
self.moveJumpRight(0)
|
||||||
|
self.moveJumpForward(0)
|
||||||
|
self.moveJumpInReverse(0)
|
||||||
|
self.moveJump(0)
|
||||||
|
self.moveSlide(0)
|
||||||
|
|
||||||
|
def moveTurnLeft(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveTurnLeft(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__leftButton=isButtonDown
|
||||||
|
|
||||||
|
def moveTurnRight(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveTurnRight(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__rightButton=isButtonDown
|
||||||
|
|
||||||
|
def moveForward(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveForward(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__forwardButton=isButtonDown
|
||||||
|
|
||||||
|
def moveInReverse(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveInReverse(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__reverseButton=isButtonDown
|
||||||
|
|
||||||
|
def moveJumpLeft(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveJumpLeft(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__jumpButton=isButtonDown
|
||||||
|
self.__leftButton=isButtonDown
|
||||||
|
|
||||||
|
def moveJumpRight(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveJumpRight(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__jumpButton=isButtonDown
|
||||||
|
self.__rightButton=isButtonDown
|
||||||
|
|
||||||
|
def moveJumpForward(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveJumpForward(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__jumpButton=isButtonDown
|
||||||
|
self.__forwardButton=isButtonDown
|
||||||
|
|
||||||
|
def moveJumpInReverse(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveJumpInReverse(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__jumpButton=isButtonDown
|
||||||
|
self.__reverseButton=isButtonDown
|
||||||
|
|
||||||
|
def moveJump(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveJump()"))
|
||||||
|
self.__jumpButton=isButtonDown
|
||||||
|
|
||||||
|
def moveSlide(self, isButtonDown):
|
||||||
|
assert(self.debugPrint("moveSlide(isButtonDown=%s)"%(isButtonDown,)))
|
||||||
|
self.__slideButton=isButtonDown
|
||||||
|
|
||||||
|
if __debug__:
|
||||||
|
def debugPrint(self, message):
|
||||||
|
"""for debugging"""
|
||||||
|
return self.notify.debug(
|
||||||
|
str(id(self))+' '+message)
|
Loading…
x
Reference in New Issue
Block a user