delta pos; isRendering

This commit is contained in:
Dave Schuyler 2003-12-12 10:50:58 +00:00
parent ef9e7478fc
commit 8813ea4921
5 changed files with 94 additions and 57 deletions

View File

@ -68,7 +68,11 @@ class ControlManager:
inputState.watch("jump", "alt-control", "alt-control-up")
inputState.watch("jump", "shift-control", "shift-control-up")
inputState.watch("shift", "shift", "shift-up")
inputState.watch("slideLeft", "home", "home-up")
inputState.watch("slideRight", "end", "end-up")
inputState.watch("levitateUp", "page_up", "page_up-up")
inputState.watch("levitateDown", "page_down", "page_down-up")
inputState.watch("run", "shift", "shift-up")
# FYI, ghost mode uses jump for slide.
inputState.watch("slide", "slide-is-disabled", "slide-is-disabled")
@ -77,13 +81,13 @@ class ControlManager:
#inputState.watch("slideLeft", "control-arrow_left", "control-arrow_left-up")
#inputState.watch("slideLeft", "alt-arrow_left", "alt-arrow_left-up")
#inputState.watch("slideLeft", "shift-arrow_left", "shift-arrow_left-up")
inputState.watch("slideLeft", "slide-is-disabled", "slide-is-disabled")
#inputState.watch("slideLeft", "slide-is-disabled", "slide-is-disabled")
#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
#inputState.watch("slideRight", "control-arrow_right", "control-arrow_right-up")
#inputState.watch("slideRight", "alt-arrow_right", "alt-arrow_right-up")
#inputState.watch("slideRight", "shift-arrow_right", "shift-arrow_right-up")
inputState.watch("slideRight", "slide-is-disabled", "slide-is-disabled")
#inputState.watch("slideRight", "slide-is-disabled", "slide-is-disabled")
def add(self, controls, name="basic"):
@ -223,8 +227,8 @@ class ControlManager:
self.devControls.disableAvatarControls()
self.devControls.setCollisionsActive(0)
self.walkControls.setCollisionsActive(1)
self.walkControls.enableAvatarControls()
#self.walkControls.setCollisionsActive(1)
#self.walkControls.enableAvatarControls()
def deleteCollisions(self):
assert(self.debugPrint("deleteCollisions()"))

View File

@ -75,18 +75,22 @@ class DevWalker(DirectObject.DirectObject):
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
shift = inputState.isSet("shift")
slideLeft = inputState.isSet("slideLeft")
slideRight = inputState.isSet("slideRight")
levitateUp = inputState.isSet("levitateUp")
levitateDown = inputState.isSet("levitateDown")
run = inputState.isSet("run") and 4.0 or 1.0
# Determine what the speeds are based on the buttons:
self.speed=shift and (
self.speed=(
(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed))
self.liftSpeed=not shift and (
(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed))
self.slideSpeed=not shift and (
(turnLeft and -self.avatarControlForwardSpeed) or
(turnRight and self.avatarControlForwardSpeed))
self.rotationSpeed=shift and (
self.liftSpeed=(
(levitateUp and self.avatarControlForwardSpeed or
levitateDown and -self.avatarControlReverseSpeed))
self.slideSpeed=(
(slideLeft and -self.avatarControlForwardSpeed) or
(slideRight and self.avatarControlForwardSpeed))
self.rotationSpeed=(
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
@ -94,9 +98,9 @@ class DevWalker(DirectObject.DirectObject):
if self.speed or self.liftSpeed or self.slideSpeed or self.rotationSpeed:
# How far did we move based on the amount of time elapsed?
dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
distance = dt * self.speed
lift = dt * self.liftSpeed
slideDistance = dt * self.slideSpeed
distance = dt * self.speed * run
lift = dt * self.liftSpeed * run
slideDistance = dt * self.slideSpeed * run
rotation = dt * self.rotationSpeed
# Take a step in the direction of our previous heading.

View File

@ -52,8 +52,12 @@ class GravityWalker(DirectObject.DirectObject):
self.avatarControlReverseSpeed=0
self.avatarControlRotateSpeed=0
self.getAirborneHeight=None
self.priorParent=Vec3(0)
self.__oldPosDelta=Vec3(0)
self.__oldDt=0
self.moving=0
self.speed=0.0
self.rotationSpeed=0.0
self.slideSpeed=0.0
@ -213,8 +217,8 @@ class GravityWalker(DirectObject.DirectObject):
self.setCollisionsActive(1)
def setAirborneHeightFunc(self, getAirborneHeight):
self.getAirborneHeight = getAirborneHeight
def setAirborneHeightFunc(self, unused_parameter):
self.getAirborneHeight = self.lifter.getAirborneHeight
def setAvatarPhysicsIndicator(self, indicator):
"""
@ -237,6 +241,8 @@ class GravityWalker(DirectObject.DirectObject):
del self.event
del self.lifter
del self.getAirborneHeight
def setCollisionsActive(self, active = 1):
assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
if self.collisionsActive != active:
@ -264,7 +270,10 @@ class GravityWalker(DirectObject.DirectObject):
as floor, but are nearly vertical. This ray is
a hack to help deal with the cliff.
"""
if self.lifter.isInOuterSpace():
if (base.isRendering
and self.collisionsActive
and self.moving
and self.lifter.isInOuterSpace()):
temp = self.cRayNodePath.getZ()
self.cRayNodePath.setZ(14.0)
self.oneTimeCollide()
@ -325,6 +334,9 @@ class GravityWalker(DirectObject.DirectObject):
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
if self.needToDeltaPos:
self.setPriorParentVector()
self.needToDeltaPos = 0
if self.wantDebugIndicator:
onScreenDebug.add("airborneHeight", self.lifter.getAirborneHeight()) #*#
onScreenDebug.add("falling", self.falling) #*#
@ -343,14 +355,15 @@ class GravityWalker(DirectObject.DirectObject):
if self.lifter.isOnGround():
if self.isAirborne:
self.isAirborne = 0
self.priorParent = Vec3(0)
impact = self.lifter.getImpactVelocity()
if impact < -30.0:
messenger.send("jumpHardLand")
self.startJumpDelay(0.1)
self.startJumpDelay(0.3)
else:
messenger.send("jumpLand")
if impact < -5.0:
self.startJumpDelay(0.05)
self.startJumpDelay(0.2)
# else, ignore the little potholes.
if jump and self.mayJump:
# ...the jump button is down and we're close
@ -363,10 +376,14 @@ class GravityWalker(DirectObject.DirectObject):
# if self.lifter.getAirborneHeight() > 10000.0:
# assert(0)
# Check to see if we're moving at all:
if self.speed or self.slideSpeed or self.rotationSpeed:
self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
# How far did we move based on the amount of time elapsed?
dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
self.__oldDt = ClockObject.getGlobalClock().getDt()
dt=min(self.__oldDt, 0.1)
# Check to see if we're moving at all:
self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
if self.moving:
distance = dt * self.speed
slideDistance = dt * self.slideSpeed
rotation = dt * self.rotationSpeed
@ -374,11 +391,11 @@ class GravityWalker(DirectObject.DirectObject):
# Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance +
Vec3.right() * slideDistance)
if self.vel != Vec3.zero():
if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=rotMat.xform(self.vel)
step=rotMat.xform(self.vel) + (self.priorParent * dt)
self.avatarNodePath.setFluidPos(Point3(
self.avatarNodePath.getPos()+step))
self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
@ -392,25 +409,22 @@ class GravityWalker(DirectObject.DirectObject):
self.needToDeltaPos = 1
def setPriorParentVector(self):
assert(self.debugPrint("doDeltaPos()"))
print "self.__oldDt", self.__oldDt, "self.__oldPosDelta", self.__oldPosDelta
assert(self.debugPrint("setPriorParentVector()"))
if __debug__:
onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
onScreenDebug.add("self.__oldPosDelta",
self.__oldPosDelta.pPrintValues())
velocity = self.__oldPosDelta*(1/self.__oldDt)*4.0 # *4.0 is a hack
assert(self.debugPrint(" __oldPosDelta=%s"%(self.__oldPosDelta,)))
assert(self.debugPrint(" velocity=%s"%(velocity,)))
self.priorParent.setVector(Vec3(velocity))
velocity = self.__oldPosDelta*(1.0/self.__oldDt)
self.priorParent = Vec3(velocity)
self.priorParent.setZ(0.0) # The lifter handles the z value.
if __debug__:
if self.wantDebugIndicator:
onScreenDebug.add("velocity", velocity.pPrintValues())
onScreenDebug.add("priorParent", self.priorParent.pPrintValues())
def reset(self):
assert(self.debugPrint("reset()"))
self.lifter.setVelocity(0.0)
self.priorParent=Vec3(0.0)
def enableAvatarControls(self):
"""

View File

@ -349,6 +349,8 @@ class PhysicsWalker(DirectObject.DirectObject):
del self.pusher
del self.getAirborneHeight
def setCollisionsActive(self, active = 1):
assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
if self.collisionsActive != active:
@ -410,9 +412,9 @@ class PhysicsWalker(DirectObject.DirectObject):
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = inputState.isSet("slide")
slideLeft = inputState.isSet("slideLeft")
slideRight = inputState.isSet("slideRight")
slide = 0#inputState.isSet("slide")
slideLeft = 0#inputState.isSet("slideLeft")
slideRight = 0#inputState.isSet("slideRight")
jump = inputState.isSet("jump")
# Determine what the speeds are based on the buttons:
self.__speed=(forward and self.avatarControlForwardSpeed or

View File

@ -67,6 +67,12 @@ class ShowBase(DirectObject.DirectObject):
# the program by closing the main window.
self.exitFunc = None
# There are times when we are not drawing anything new to the
# screen, but we were grinding away on all the collision loops
# and shadow stuff and actually rendering. This is to test
# not doing some of that:
self.isRendering = 0
taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
taskMgr.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
@ -831,6 +837,7 @@ class ShowBase(DirectObject.DirectObject):
def shadowCollisionLoop(self, state):
# run the collision traversal if we have a
# CollisionTraverser set.
if self.isRendering:
if self.shadowTrav:
self.shadowTrav.traverse(self.render)
return Task.cont
@ -838,6 +845,7 @@ class ShowBase(DirectObject.DirectObject):
def collisionloop(self, state):
# run the collision traversal if we have a
# CollisionTraverser set.
if self.isRendering:
if self.cTrav:
self.cTrav.traverse(self.render)
if self.appTrav:
@ -845,6 +853,7 @@ class ShowBase(DirectObject.DirectObject):
return Task.cont
def igloop(self, state):
if self.isRendering:
if __debug__:
# We render the watch variables for the onScreenDebug as soon
# as we reasonably can before the renderFrame().
@ -876,6 +885,10 @@ class ShowBase(DirectObject.DirectObject):
throwNewFrame()
return Task.cont
def setRendering(self, isRendering):
self.isRendering = isRendering
print "** base.isRendering=%s **"%isRendering
def restart(self):
self.shutdown()
# resetPrevTransform goes at the very beginning of the frame.