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https://github.com/panda3d/panda3d.git
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delta pos; isRendering
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@ -68,7 +68,11 @@ class ControlManager:
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inputState.watch("jump", "alt-control", "alt-control-up")
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inputState.watch("jump", "alt-control", "alt-control-up")
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inputState.watch("jump", "shift-control", "shift-control-up")
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inputState.watch("jump", "shift-control", "shift-control-up")
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inputState.watch("shift", "shift", "shift-up")
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inputState.watch("slideLeft", "home", "home-up")
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inputState.watch("slideRight", "end", "end-up")
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inputState.watch("levitateUp", "page_up", "page_up-up")
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inputState.watch("levitateDown", "page_down", "page_down-up")
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inputState.watch("run", "shift", "shift-up")
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# FYI, ghost mode uses jump for slide.
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# FYI, ghost mode uses jump for slide.
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inputState.watch("slide", "slide-is-disabled", "slide-is-disabled")
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inputState.watch("slide", "slide-is-disabled", "slide-is-disabled")
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@ -77,13 +81,13 @@ class ControlManager:
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#inputState.watch("slideLeft", "control-arrow_left", "control-arrow_left-up")
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#inputState.watch("slideLeft", "control-arrow_left", "control-arrow_left-up")
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#inputState.watch("slideLeft", "alt-arrow_left", "alt-arrow_left-up")
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#inputState.watch("slideLeft", "alt-arrow_left", "alt-arrow_left-up")
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#inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
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#inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
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inputState.watch("slideLeft", "slide-is-disabled", "slide-is-disabled")
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#inputState.watch("slideLeft", "slide-is-disabled", "slide-is-disabled")
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#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
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#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
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#inputState.watch("slideRight", "control-arrow_right", "control-arrow_right-up")
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#inputState.watch("slideRight", "control-arrow_right", "control-arrow_right-up")
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#inputState.watch("slideRight", "alt-arrow_right", "alt-arrow_right-up")
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#inputState.watch("slideRight", "alt-arrow_right", "alt-arrow_right-up")
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#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
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#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
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inputState.watch("slideRight", "slide-is-disabled", "slide-is-disabled")
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#inputState.watch("slideRight", "slide-is-disabled", "slide-is-disabled")
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def add(self, controls, name="basic"):
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def add(self, controls, name="basic"):
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@ -223,8 +227,8 @@ class ControlManager:
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self.devControls.disableAvatarControls()
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self.devControls.disableAvatarControls()
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self.devControls.setCollisionsActive(0)
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self.devControls.setCollisionsActive(0)
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self.walkControls.setCollisionsActive(1)
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#self.walkControls.setCollisionsActive(1)
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self.walkControls.enableAvatarControls()
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#self.walkControls.enableAvatarControls()
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def deleteCollisions(self):
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def deleteCollisions(self):
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assert(self.debugPrint("deleteCollisions()"))
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assert(self.debugPrint("deleteCollisions()"))
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@ -75,18 +75,22 @@ class DevWalker(DirectObject.DirectObject):
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reverse = inputState.isSet("reverse")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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turnRight = inputState.isSet("turnRight")
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shift = inputState.isSet("shift")
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slideLeft = inputState.isSet("slideLeft")
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slideRight = inputState.isSet("slideRight")
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levitateUp = inputState.isSet("levitateUp")
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levitateDown = inputState.isSet("levitateDown")
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run = inputState.isSet("run") and 4.0 or 1.0
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# Determine what the speeds are based on the buttons:
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# Determine what the speeds are based on the buttons:
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self.speed=shift and (
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self.speed=(
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(forward and self.avatarControlForwardSpeed or
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(forward and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed))
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reverse and -self.avatarControlReverseSpeed))
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self.liftSpeed=not shift and (
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self.liftSpeed=(
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(forward and self.avatarControlForwardSpeed or
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(levitateUp and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed))
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levitateDown and -self.avatarControlReverseSpeed))
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self.slideSpeed=not shift and (
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self.slideSpeed=(
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(turnLeft and -self.avatarControlForwardSpeed) or
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(slideLeft and -self.avatarControlForwardSpeed) or
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(turnRight and self.avatarControlForwardSpeed))
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(slideRight and self.avatarControlForwardSpeed))
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self.rotationSpeed=shift and (
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self.rotationSpeed=(
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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(turnRight and -self.avatarControlRotateSpeed))
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@ -94,9 +98,9 @@ class DevWalker(DirectObject.DirectObject):
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if self.speed or self.liftSpeed or self.slideSpeed or self.rotationSpeed:
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if self.speed or self.liftSpeed or self.slideSpeed or self.rotationSpeed:
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# How far did we move based on the amount of time elapsed?
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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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dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
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distance = dt * self.speed
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distance = dt * self.speed * run
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lift = dt * self.liftSpeed
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lift = dt * self.liftSpeed * run
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slideDistance = dt * self.slideSpeed
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slideDistance = dt * self.slideSpeed * run
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rotation = dt * self.rotationSpeed
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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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# Take a step in the direction of our previous heading.
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@ -52,8 +52,12 @@ class GravityWalker(DirectObject.DirectObject):
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self.avatarControlReverseSpeed=0
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self.avatarControlReverseSpeed=0
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self.avatarControlRotateSpeed=0
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self.avatarControlRotateSpeed=0
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self.getAirborneHeight=None
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self.getAirborneHeight=None
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self.priorParent=Vec3(0)
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self.__oldPosDelta=Vec3(0)
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self.__oldPosDelta=Vec3(0)
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self.__oldDt=0
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self.__oldDt=0
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self.moving=0
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self.speed=0.0
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self.speed=0.0
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self.rotationSpeed=0.0
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self.rotationSpeed=0.0
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self.slideSpeed=0.0
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self.slideSpeed=0.0
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@ -213,8 +217,8 @@ class GravityWalker(DirectObject.DirectObject):
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self.setCollisionsActive(1)
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self.setCollisionsActive(1)
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def setAirborneHeightFunc(self, getAirborneHeight):
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def setAirborneHeightFunc(self, unused_parameter):
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self.getAirborneHeight = getAirborneHeight
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self.getAirborneHeight = self.lifter.getAirborneHeight
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def setAvatarPhysicsIndicator(self, indicator):
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def setAvatarPhysicsIndicator(self, indicator):
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"""
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"""
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@ -236,6 +240,8 @@ class GravityWalker(DirectObject.DirectObject):
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del self.pusher
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del self.pusher
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del self.event
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del self.event
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del self.lifter
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del self.lifter
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del self.getAirborneHeight
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def setCollisionsActive(self, active = 1):
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def setCollisionsActive(self, active = 1):
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assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
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assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
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@ -264,7 +270,10 @@ class GravityWalker(DirectObject.DirectObject):
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as floor, but are nearly vertical. This ray is
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as floor, but are nearly vertical. This ray is
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a hack to help deal with the cliff.
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a hack to help deal with the cliff.
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"""
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"""
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if self.lifter.isInOuterSpace():
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if (base.isRendering
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and self.collisionsActive
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and self.moving
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and self.lifter.isInOuterSpace()):
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temp = self.cRayNodePath.getZ()
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temp = self.cRayNodePath.getZ()
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self.cRayNodePath.setZ(14.0)
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self.cRayNodePath.setZ(14.0)
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self.oneTimeCollide()
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self.oneTimeCollide()
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@ -325,6 +334,9 @@ class GravityWalker(DirectObject.DirectObject):
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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(turnRight and -self.avatarControlRotateSpeed))
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if self.needToDeltaPos:
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self.setPriorParentVector()
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self.needToDeltaPos = 0
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if self.wantDebugIndicator:
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if self.wantDebugIndicator:
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onScreenDebug.add("airborneHeight", self.lifter.getAirborneHeight()) #*#
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onScreenDebug.add("airborneHeight", self.lifter.getAirborneHeight()) #*#
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onScreenDebug.add("falling", self.falling) #*#
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onScreenDebug.add("falling", self.falling) #*#
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@ -343,14 +355,15 @@ class GravityWalker(DirectObject.DirectObject):
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if self.lifter.isOnGround():
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if self.lifter.isOnGround():
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if self.isAirborne:
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if self.isAirborne:
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self.isAirborne = 0
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self.isAirborne = 0
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self.priorParent = Vec3(0)
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impact = self.lifter.getImpactVelocity()
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impact = self.lifter.getImpactVelocity()
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if impact < -30.0:
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if impact < -30.0:
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messenger.send("jumpHardLand")
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messenger.send("jumpHardLand")
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self.startJumpDelay(0.1)
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self.startJumpDelay(0.3)
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else:
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else:
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messenger.send("jumpLand")
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messenger.send("jumpLand")
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if impact < -5.0:
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if impact < -5.0:
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self.startJumpDelay(0.05)
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self.startJumpDelay(0.2)
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# else, ignore the little potholes.
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# else, ignore the little potholes.
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if jump and self.mayJump:
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if jump and self.mayJump:
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# ...the jump button is down and we're close
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# ...the jump button is down and we're close
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@ -363,10 +376,14 @@ class GravityWalker(DirectObject.DirectObject):
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# if self.lifter.getAirborneHeight() > 10000.0:
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# if self.lifter.getAirborneHeight() > 10000.0:
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# assert(0)
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# assert(0)
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self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
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# How far did we move based on the amount of time elapsed?
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self.__oldDt = ClockObject.getGlobalClock().getDt()
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dt=min(self.__oldDt, 0.1)
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# Check to see if we're moving at all:
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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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self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
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# How far did we move based on the amount of time elapsed?
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if self.moving:
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dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
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distance = dt * self.speed
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distance = dt * self.speed
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slideDistance = dt * self.slideSpeed
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slideDistance = dt * self.slideSpeed
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rotation = dt * self.rotationSpeed
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rotation = dt * self.rotationSpeed
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@ -374,11 +391,11 @@ class GravityWalker(DirectObject.DirectObject):
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# Take a step in the direction of our previous heading.
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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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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero():
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if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
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# rotMat is the rotation matrix corresponding to
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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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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step=rotMat.xform(self.vel) + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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@ -392,25 +409,22 @@ class GravityWalker(DirectObject.DirectObject):
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self.needToDeltaPos = 1
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self.needToDeltaPos = 1
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def setPriorParentVector(self):
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def setPriorParentVector(self):
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assert(self.debugPrint("doDeltaPos()"))
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assert(self.debugPrint("setPriorParentVector()"))
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print "self.__oldDt", self.__oldDt, "self.__oldPosDelta", self.__oldPosDelta
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if __debug__:
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if __debug__:
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onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
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onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
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onScreenDebug.add("self.__oldPosDelta",
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onScreenDebug.add("self.__oldPosDelta",
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self.__oldPosDelta.pPrintValues())
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self.__oldPosDelta.pPrintValues())
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velocity = self.__oldPosDelta*(1.0/self.__oldDt)
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velocity = self.__oldPosDelta*(1/self.__oldDt)*4.0 # *4.0 is a hack
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self.priorParent = Vec3(velocity)
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assert(self.debugPrint(" __oldPosDelta=%s"%(self.__oldPosDelta,)))
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self.priorParent.setZ(0.0) # The lifter handles the z value.
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assert(self.debugPrint(" velocity=%s"%(velocity,)))
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self.priorParent.setVector(Vec3(velocity))
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if __debug__:
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if __debug__:
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if self.wantDebugIndicator:
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if self.wantDebugIndicator:
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onScreenDebug.add("velocity", velocity.pPrintValues())
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onScreenDebug.add("priorParent", self.priorParent.pPrintValues())
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def reset(self):
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def reset(self):
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assert(self.debugPrint("reset()"))
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assert(self.debugPrint("reset()"))
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self.lifter.setVelocity(0.0)
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self.lifter.setVelocity(0.0)
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self.priorParent=Vec3(0.0)
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def enableAvatarControls(self):
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def enableAvatarControls(self):
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"""
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"""
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@ -348,6 +348,8 @@ class PhysicsWalker(DirectObject.DirectObject):
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del self.cSphereNodePath
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del self.cSphereNodePath
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del self.pusher
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del self.pusher
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del self.getAirborneHeight
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def setCollisionsActive(self, active = 1):
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def setCollisionsActive(self, active = 1):
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assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
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assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
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@ -410,9 +412,9 @@ class PhysicsWalker(DirectObject.DirectObject):
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reverse = inputState.isSet("reverse")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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turnRight = inputState.isSet("turnRight")
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slide = inputState.isSet("slide")
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slide = 0#inputState.isSet("slide")
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slideLeft = inputState.isSet("slideLeft")
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slideLeft = 0#inputState.isSet("slideLeft")
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slideRight = inputState.isSet("slideRight")
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slideRight = 0#inputState.isSet("slideRight")
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jump = inputState.isSet("jump")
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jump = inputState.isSet("jump")
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# Determine what the speeds are based on the buttons:
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# Determine what the speeds are based on the buttons:
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self.__speed=(forward and self.avatarControlForwardSpeed or
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self.__speed=(forward and self.avatarControlForwardSpeed or
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@ -67,6 +67,12 @@ class ShowBase(DirectObject.DirectObject):
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# the program by closing the main window.
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# the program by closing the main window.
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self.exitFunc = None
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self.exitFunc = None
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# There are times when we are not drawing anything new to the
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# screen, but we were grinding away on all the collision loops
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# and shadow stuff and actually rendering. This is to test
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# not doing some of that:
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self.isRendering = 0
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taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
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taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
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taskMgr.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
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taskMgr.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
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@ -831,34 +837,37 @@ class ShowBase(DirectObject.DirectObject):
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def shadowCollisionLoop(self, state):
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def shadowCollisionLoop(self, state):
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# run the collision traversal if we have a
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# run the collision traversal if we have a
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# CollisionTraverser set.
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# CollisionTraverser set.
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if self.shadowTrav:
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if self.isRendering:
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self.shadowTrav.traverse(self.render)
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if self.shadowTrav:
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self.shadowTrav.traverse(self.render)
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return Task.cont
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return Task.cont
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def collisionloop(self, state):
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def collisionloop(self, state):
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# run the collision traversal if we have a
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# run the collision traversal if we have a
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# CollisionTraverser set.
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# CollisionTraverser set.
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if self.cTrav:
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if self.isRendering:
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self.cTrav.traverse(self.render)
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if self.cTrav:
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if self.appTrav:
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self.cTrav.traverse(self.render)
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self.appTrav.traverse(self.render)
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if self.appTrav:
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self.appTrav.traverse(self.render)
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return Task.cont
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return Task.cont
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def igloop(self, state):
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def igloop(self, state):
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if __debug__:
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if self.isRendering:
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# We render the watch variables for the onScreenDebug as soon
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if __debug__:
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# as we reasonably can before the renderFrame().
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# We render the watch variables for the onScreenDebug as soon
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onScreenDebug.render()
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# as we reasonably can before the renderFrame().
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onScreenDebug.render()
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# Finally, render the frame.
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# Finally, render the frame.
|
||||||
self.graphicsEngine.renderFrame()
|
self.graphicsEngine.renderFrame()
|
||||||
if self.clusterSyncFlag:
|
if self.clusterSyncFlag:
|
||||||
self.graphicsEngine.syncFrame()
|
self.graphicsEngine.syncFrame()
|
||||||
|
|
||||||
if __debug__:
|
if __debug__:
|
||||||
# We clear the text buffer for the onScreenDebug as soon
|
# We clear the text buffer for the onScreenDebug as soon
|
||||||
# as we reasonably can after the renderFrame().
|
# as we reasonably can after the renderFrame().
|
||||||
onScreenDebug.clear()
|
onScreenDebug.clear()
|
||||||
|
|
||||||
if self.mainWinMinimized:
|
if self.mainWinMinimized:
|
||||||
# If the main window is minimized, slow down the app a bit
|
# If the main window is minimized, slow down the app a bit
|
||||||
@ -876,6 +885,10 @@ class ShowBase(DirectObject.DirectObject):
|
|||||||
throwNewFrame()
|
throwNewFrame()
|
||||||
return Task.cont
|
return Task.cont
|
||||||
|
|
||||||
|
def setRendering(self, isRendering):
|
||||||
|
self.isRendering = isRendering
|
||||||
|
print "** base.isRendering=%s **"%isRendering
|
||||||
|
|
||||||
def restart(self):
|
def restart(self):
|
||||||
self.shutdown()
|
self.shutdown()
|
||||||
# resetPrevTransform goes at the very beginning of the frame.
|
# resetPrevTransform goes at the very beginning of the frame.
|
||||||
|
Loading…
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Reference in New Issue
Block a user