switching walkers to use inputState

This commit is contained in:
Dave Schuyler 2003-11-07 08:31:37 +00:00
parent 1ddbac215a
commit f86733e241
3 changed files with 359 additions and 342 deletions

View File

@ -1,5 +1,10 @@
"""instantiate global Messenger object"""
import Messenger
import InputState
messenger = Messenger.Messenger()
# inputState is an optional add-on for the messenger, and
# that is why it is created here (See Also: InputState.py):
inputState = InputState.InputState()

View File

@ -26,16 +26,16 @@ class NonPhysicsWalker(DirectObject.DirectObject):
# special methods
def __init__(self):
DirectObject.DirectObject.__init__(self)
self.forwardButton=0
self.reverseButton=0
self.jumpButton=0
self.leftButton=0
self.rightButton=0
#self.forwardButton=0
#self.reverseButton=0
#self.jumpButton=0
#self.leftButton=0
#self.rightButton=0
self.speed=0.0
self.rotationSpeed=0.0
self.vel=Vec3(0.0, 0.0, 0.0)
self.stopThisFrame = 0
self.fSlide = 0
#self.fSlide = 0
def setWalkSpeed(self, forward, jump, reverse, rotate):
assert(self.debugPrint("setWalkSpeed()"))
@ -62,24 +62,24 @@ class NonPhysicsWalker(DirectObject.DirectObject):
# Set up the collision sphere
# This is a sphere on the ground to detect barrier collisions
self.cSphere = CollisionSphere(0.0, 0.0, 0.0, avatarRadius)
self.cSphereNode = CollisionNode('cSphereNode')
self.cSphereNode.addSolid(self.cSphere)
self.cSphereNodePath = avatarNodePath.attachNewNode(self.cSphereNode)
cSphereNode = CollisionNode('cSphereNode')
cSphereNode.addSolid(self.cSphere)
self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
self.cSphereBitMask = wallCollideMask
self.cSphereNode.setFromCollideMask(self.cSphereBitMask)
self.cSphereNode.setIntoCollideMask(BitMask32.allOff())
cSphereNode.setFromCollideMask(self.cSphereBitMask)
cSphereNode.setIntoCollideMask(BitMask32.allOff())
# Set up the collison ray
# This is a ray cast from your head down to detect floor polygons
# A toon is about 4.0 feet high, so start it there
self.cRay = CollisionRay(0.0, 0.0, 4.0, 0.0, 0.0, -1.0)
self.cRayNode = CollisionNode('cRayNode')
self.cRayNode.addSolid(self.cRay)
self.cRayNodePath = avatarNodePath.attachNewNode(self.cRayNode)
cRayNode = CollisionNode('cRayNode')
cRayNode.addSolid(self.cRay)
self.cRayNodePath = avatarNodePath.attachNewNode(cRayNode)
self.cRayBitMask = floorCollideMask
self.cRayNode.setFromCollideMask(self.cRayBitMask)
self.cRayNode.setIntoCollideMask(BitMask32.allOff())
cRayNode.setFromCollideMask(self.cRayBitMask)
cRayNode.setIntoCollideMask(BitMask32.allOff())
# set up wall collision mechanism
self.pusher = CollisionHandlerPusher()
@ -111,12 +111,10 @@ class NonPhysicsWalker(DirectObject.DirectObject):
del self.cTrav
del self.cSphere
del self.cSphereNode
self.cSphereNodePath.removeNode()
del self.cSphereNodePath
del self.cRay
del self.cRayNode
self.cRayNodePath.removeNode()
del self.cRayNodePath
@ -125,8 +123,8 @@ class NonPhysicsWalker(DirectObject.DirectObject):
def collisionsOff(self):
assert(self.debugPrint("collisionsOff"))
self.cTrav.removeCollider(self.cSphereNode)
self.cTrav.removeCollider(self.cRayNode)
self.cTrav.removeCollider(self.cSphereNodePath)
self.cTrav.removeCollider(self.cRayNodePath)
# Now that we have disabled collisions, make one more pass
# right now to ensure we aren't standing in a wall.
@ -134,8 +132,8 @@ class NonPhysicsWalker(DirectObject.DirectObject):
def collisionsOn(self):
assert(self.debugPrint("collisionsOn"))
self.cTrav.addCollider(self.cSphereNode, self.pusher)
self.cTrav.addCollider(self.cRayNode, self.lifter)
self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
self.cTrav.addCollider(self.cRayNodePath, self.lifter)
def oneTimeCollide(self):
"""
@ -144,24 +142,31 @@ class NonPhysicsWalker(DirectObject.DirectObject):
have been disabled.
"""
tempCTrav = CollisionTraverser()
tempCTrav.addCollider(self.cSphereNode, self.pusher)
tempCTrav.addCollider(self.cRayNode, self.lifter)
tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
tempCTrav.addCollider(self.cRayNodePath, self.lifter)
tempCTrav.traverse(render)
def handleAvatarControls(self, task):
"""
Check on the arrow keys and update the avatar.
"""
# get the button states:
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = inputState.isSet("slide")
#jump = inputState.isSet("jump")
# Determine what the speeds are based on the buttons:
self.speed=(self.forwardButton and self.avatarControlForwardSpeed or
self.reverseButton and -self.avatarControlReverseSpeed)
self.speed=(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed)
# Should fSlide be renamed slideButton?
self.slideSpeed=self.fSlide and (
(self.leftButton and -self.avatarControlForwardSpeed) or
(self.rightButton and self.avatarControlForwardSpeed))
self.rotationSpeed=not self.fSlide and (
(self.leftButton and self.avatarControlRotateSpeed) or
(self.rightButton and -self.avatarControlRotateSpeed))
self.slideSpeed=slide and (
(turnLeft and -self.avatarControlForwardSpeed) or
(turnRight and self.avatarControlForwardSpeed))
self.rotationSpeed=not slide and (
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
# How far did we move based on the amount of time elapsed?
dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
# Check to see if we're moving at all:
@ -197,23 +202,23 @@ class NonPhysicsWalker(DirectObject.DirectObject):
"""
assert(self.debugPrint("enableAvatarControls"))
print id(self), "NPW.enableAvatarControls()"
self.accept("control-arrow_left", self.moveTurnLeft, [1])
self.accept("control-arrow_left-up", self.moveTurnLeft, [0])
self.accept("control-arrow_right", self.moveTurnRight, [1])
self.accept("control-arrow_right-up", self.moveTurnRight, [0])
self.accept("control-arrow_up", self.moveForward, [1])
self.accept("control-arrow_up-up", self.moveForward, [0])
self.accept("control-arrow_down", self.moveInReverse, [1])
self.accept("control-arrow_down-up", self.moveInReverse, [0])
#self.accept("control-arrow_left", self.moveTurnLeft, [1])
#self.accept("control-arrow_left-up", self.moveTurnLeft, [0])
#self.accept("control-arrow_right", self.moveTurnRight, [1])
#self.accept("control-arrow_right-up", self.moveTurnRight, [0])
#self.accept("control-arrow_up", self.moveForward, [1])
#self.accept("control-arrow_up-up", self.moveForward, [0])
#self.accept("control-arrow_down", self.moveInReverse, [1])
#self.accept("control-arrow_down-up", self.moveInReverse, [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])
#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])
self.collisionsOn()
@ -228,89 +233,89 @@ class NonPhysicsWalker(DirectObject.DirectObject):
Ignore the arrow keys, etc.
"""
assert(self.debugPrint("disableAvatarControls"))
print id(self), "NPW.enableAvatarControls()"
print id(self), "NPW.disableAvatarControls()"
taskName = "AvatarControls%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("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.collisionsOff()
# 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.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)
def moveTurnLeft(self, isButtonDown):
self.leftButton=isButtonDown
#def moveTurnLeft(self, isButtonDown):
# self.leftButton=isButtonDown
#
#def moveTurnRight(self, isButtonDown):
# self.rightButton=isButtonDown
#
#def moveForward(self, isButtonDown):
# self.forwardButton=isButtonDown
def moveTurnRight(self, isButtonDown):
self.rightButton=isButtonDown
#def moveInReverse(self, isButtonDown):
# self.reverseButton=isButtonDown
#
#def moveJumpLeft(self, isButtonDown):
# self.jumpButton=isButtonDown
# self.leftButton=isButtonDown
#
#def moveJumpRight(self, isButtonDown):
# self.jumpButton=isButtonDown
# self.rightButton=isButtonDown
#
#def moveJumpForward(self, isButtonDown):
# self.jumpButton=isButtonDown
# self.forwardButton=isButtonDown
#
#def moveJumpInReverse(self, isButtonDown):
# self.jumpButton=isButtonDown
# self.reverseButton=isButtonDown
#
#def moveJump(self, isButtonDown):
# self.jumpButton=isButtonDown
#
#def toggleSlide(self):
# self.fSlide = not self.fSlide
def moveForward(self, isButtonDown):
self.forwardButton=isButtonDown
def moveInReverse(self, isButtonDown):
self.reverseButton=isButtonDown
def moveJumpLeft(self, isButtonDown):
self.jumpButton=isButtonDown
self.leftButton=isButtonDown
def moveJumpRight(self, isButtonDown):
self.jumpButton=isButtonDown
self.rightButton=isButtonDown
def moveJumpForward(self, isButtonDown):
self.jumpButton=isButtonDown
self.forwardButton=isButtonDown
def moveJumpInReverse(self, isButtonDown):
self.jumpButton=isButtonDown
self.reverseButton=isButtonDown
def moveJump(self, isButtonDown):
self.jumpButton=isButtonDown
def toggleSlide(self):
self.fSlide = not self.fSlide
def enableSlideMode(self):
self.accept("control-up", self.toggleSlide)
def disableSlideMode(self):
self.fSlide = 0
self.ignore("control-up")
def slideLeft(self, isButtonDown):
self.slideLeftButton=isButtonDown
def slideRight(self, isButtonDown):
self.slideRightButton=isButtonDown
#def enableSlideMode(self):
# self.accept("control-up", self.toggleSlide)
#
#def disableSlideMode(self):
# self.fSlide = 0
# self.ignore("control-up")
#
#def slideLeft(self, isButtonDown):
# self.slideLeftButton=isButtonDown
#
#def slideRight(self, isButtonDown):
# self.slideRightButton=isButtonDown
if __debug__:
def debugPrint(self, message):

View File

@ -46,16 +46,16 @@ class PhysicsWalker(DirectObject.DirectObject):
self.__oldContact=None
self.__oldPosDelta=Vec3(0)
self.__oldDt=0
self.__forwardButton=0
self.__reverseButton=0
self.__jumpButton=0
self.__leftButton=0
self.__rightButton=0
#self.__forwardButton=0
#self.__reverseButton=0
#self.__jumpButton=0
#self.__leftButton=0
#self.__rightButton=0
self.__speed=0.0
self.__rotationSpeed=0.0
self.__slideSpeed=0.0
self.__vel=Vec3(0.0)
self.__slideButton = 0
#self.__slideButton = 0
self.isAirborne = 0
self.highMark = 0
@ -129,13 +129,13 @@ class PhysicsWalker(DirectObject.DirectObject):
# 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)
cSphereNode = CollisionNode('cSphereNode')
cSphereNode.addSolid(self.cSphere)
self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
self.cSphereBitMask = wallBitmask|floorBitmask
self.cSphereNode.setFromCollideMask(self.cSphereBitMask)
self.cSphereNode.setIntoCollideMask(BitMask32.allOff())
cSphereNode.setFromCollideMask(self.cSphereBitMask)
cSphereNode.setIntoCollideMask(BitMask32.allOff())
# set up collision mechanism
self.pusher = PhysicsCollisionHandler()
@ -192,7 +192,7 @@ class PhysicsWalker(DirectObject.DirectObject):
# activate the collider with the traverser and pusher
self.collisionsOn()
self.pusher.addColliderNode(self.cSphereNode, avatarNodePath.node())
self.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
self.avatarNodePath = avatarNodePath
@ -259,7 +259,6 @@ class PhysicsWalker(DirectObject.DirectObject):
del self.cTrav
del self.cSphere
del self.cSphereNode
self.cSphereNodePath.removeNode()
del self.cSphereNodePath
@ -267,14 +266,14 @@ class PhysicsWalker(DirectObject.DirectObject):
def collisionsOff(self):
assert(self.debugPrint("collisionsOff()"))
self.cTrav.removeCollider(self.cSphereNode)
self.cTrav.removeCollider(self.cSphereNodePath)
# 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)
self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
def oneTimeCollide(self):
"""
@ -284,7 +283,7 @@ class PhysicsWalker(DirectObject.DirectObject):
"""
assert(self.debugPrint("oneTimeCollide()"))
tempCTrav = CollisionTraverser()
tempCTrav.addCollider(self.cSphereNode, self.pusher)
tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
tempCTrav.traverse(render)
def handleAvatarControls(self, task):
@ -309,15 +308,22 @@ class PhysicsWalker(DirectObject.DirectObject):
self.avatarNodePath.setZ(50.0)
self.resetPhys()
# get the button states:
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = inputState.isSet("slide")
jump = inputState.isSet("jump")
# 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))
self.__speed=(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed)
self.__slideSpeed=slide and (
(turnLeft and -self.avatarControlForwardSpeed) or
(turnRight and self.avatarControlForwardSpeed))
self.__rotationSpeed=not slide and (
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
# How far did we move based on the amount of time elapsed?
dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
@ -432,15 +438,15 @@ class PhysicsWalker(DirectObject.DirectObject):
messenger.send("jumpLand")
self.priorParent.setVector(Vec3.zero())
self.isAirborne = 0
elif self.__jumpButton:
elif jump:
#print "jump"
self.__jumpButton=0
#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))
jumpVec=Vec3(contact+Vec3.up())
#jumpVec=Vec3(rotAvatarToPhys.xform(jumpVec))
jumpVec.normalize()
jumpVec*=self.avatarControlJumpForce
physObject.addImpulse(Vec3(jumpVec))
self.isAirborne = 1 # Avoid double impulse before fully airborne.
onScreenDebug.add("isAirborne", "%d"%(self.isAirborne,))
else:
@ -459,9 +465,9 @@ class PhysicsWalker(DirectObject.DirectObject):
messenger.send("jumpHardLand")
else:
messenger.send("jumpLand")
elif self.__jumpButton:
elif jump:
self.jumpCount+=1
self.__jumpButton=0
#self.__jumpButton=0
messenger.send("jumpStart")
jump=Vec3(contact+Vec3.up())
#jump=Vec3(rotAvatarToPhys.xform(jump))
@ -524,103 +530,104 @@ class PhysicsWalker(DirectObject.DirectObject):
self.actorNode.setContactVector(Vec3.zero())
return Task.cont
def handleAvatarControls_wip(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.avatarNodePath.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)
doPhysics=1
if not contact.almostEqual(Vec3.zero()):
contactLength = contact.length()
contact.normalize()
angle=contact.dot(Vec3.up())
if angle>self.__standableGround:
# ...avatar is on standable ground.
#print "standableGround"
if self.__oldContact==Vec3.zero():
if contactLength>self.__hardLandingForce:
# ...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))
else:
physObject.setVelocity(Vec3(0.0))
self.__vel.set(0.0, 0.0, 0.0)
doPhysics=0
if contact!=self.__oldContact:
# We must copy the vector to preserve it:
self.__oldContact=Vec3(contact)
#print "doPhysics", doPhysics
#print "contact", contact
if doPhysics:
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.getHpr().almostEqual(physObject.getOrientation().getHpr(), 0.0001)
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
# 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().almostEqual(physObject.getOrientation().getHpr(), 0.0001)
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
#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())
return Task.cont
#def handleAvatarControls_wip(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.avatarNodePath.setPos(Vec3(0.0, 0.0, 20.0))
#
# # Determine what the speeds are based on the buttons:
# buttons = inputState.state
# self.__speed=(buttons["forward"] 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 (
# (inputState.isSet("turnLeft") 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)
#
# doPhysics=1
# if not contact.almostEqual(Vec3.zero()):
# contactLength = contact.length()
# contact.normalize()
# angle=contact.dot(Vec3.up())
# if angle>self.__standableGround:
# # ...avatar is on standable ground.
# #print "standableGround"
# if self.__oldContact==Vec3.zero():
# if contactLength>self.__hardLandingForce:
# # ...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))
# else:
# physObject.setVelocity(Vec3(0.0))
# self.__vel.set(0.0, 0.0, 0.0)
# doPhysics=0
# if contact!=self.__oldContact:
# # We must copy the vector to preserve it:
# self.__oldContact=Vec3(contact)
# #print "doPhysics", doPhysics
# #print "contact", contact
# if doPhysics:
# 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.getHpr().almostEqual(physObject.getOrientation().getHpr(), 0.0001)
# assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
#
# # 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().almostEqual(physObject.getOrientation().getHpr(), 0.0001)
# assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
# #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())
# return Task.cont
def doDeltaPos(self):
assert(self.debugPrint("doDeltaPos()"))
@ -648,11 +655,11 @@ class PhysicsWalker(DirectObject.DirectObject):
self.highMark = 0
self.actorNode.setContactVector(Vec3.zero())
def getForwardButton(self):
return self.__forwardButton
#def getForwardButton(self):
# return self.__forwardButton
def getReverseButton(self):
return self.__reverseButton
#def getReverseButton(self):
# return self.__reverseButton
def enableAvatarControls(self):
"""
@ -660,25 +667,25 @@ class PhysicsWalker(DirectObject.DirectObject):
"""
assert(self.debugPrint("enableAvatarControls()"))
print id(self), "PW.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])
#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])
self.collisionsOn()
@ -706,25 +713,25 @@ class PhysicsWalker(DirectObject.DirectObject):
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("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.collisionsOff()
@ -733,60 +740,60 @@ class PhysicsWalker(DirectObject.DirectObject):
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)
#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 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 moveTurnRight(self, isButtonDown):
assert(self.debugPrint("moveTurnRight(isButtonDown=%s)"%(isButtonDown,)))
self.__rightButton=isButtonDown
#def moveJumpRight(self, isButtonDown):
# assert(self.debugPrint("moveJumpRight(isButtonDown=%s)"%(isButtonDown,)))
# self.__jumpButton=isButtonDown
# self.__rightButton=isButtonDown
def moveForward(self, isButtonDown):
assert(self.debugPrint("moveForward(isButtonDown=%s)"%(isButtonDown,)))
self.__forwardButton=isButtonDown
#def moveJumpForward(self, isButtonDown):
# assert(self.debugPrint("moveJumpForward(isButtonDown=%s)"%(isButtonDown,)))
# self.__jumpButton=isButtonDown
# self.__forwardButton=isButtonDown
def moveInReverse(self, isButtonDown):
assert(self.debugPrint("moveInReverse(isButtonDown=%s)"%(isButtonDown,)))
self.__reverseButton=isButtonDown
#def moveJumpInReverse(self, isButtonDown):
# assert(self.debugPrint("moveJumpInReverse(isButtonDown=%s)"%(isButtonDown,)))
# self.__jumpButton=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
#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):