mirror of
https://github.com/panda3d/panda3d.git
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switching walkers to use inputState
This commit is contained in:
parent
1ddbac215a
commit
f86733e241
@ -1,5 +1,10 @@
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"""instantiate global Messenger object"""
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import Messenger
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import InputState
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messenger = Messenger.Messenger()
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# inputState is an optional add-on for the messenger, and
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# that is why it is created here (See Also: InputState.py):
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inputState = InputState.InputState()
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@ -26,16 +26,16 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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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.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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#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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@ -62,24 +62,24 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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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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cSphereNode = CollisionNode('cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = avatarNodePath.attachNewNode(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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cSphereNode.setFromCollideMask(self.cSphereBitMask)
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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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cRayNode = CollisionNode('cRayNode')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = avatarNodePath.attachNewNode(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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cRayNode.setFromCollideMask(self.cRayBitMask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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# set up wall collision mechanism
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self.pusher = CollisionHandlerPusher()
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@ -111,12 +111,10 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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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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@ -125,8 +123,8 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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def collisionsOff(self):
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assert(self.debugPrint("collisionsOff"))
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self.cTrav.removeCollider(self.cSphereNode)
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self.cTrav.removeCollider(self.cRayNode)
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self.cTrav.removeCollider(self.cSphereNodePath)
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self.cTrav.removeCollider(self.cRayNodePath)
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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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@ -134,8 +132,8 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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def collisionsOn(self):
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assert(self.debugPrint("collisionsOn"))
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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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self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cRayNodePath, self.lifter)
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def oneTimeCollide(self):
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"""
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@ -144,24 +142,31 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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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.addCollider(self.cSphereNodePath, self.pusher)
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tempCTrav.addCollider(self.cRayNodePath, 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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# get the button states:
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forward = inputState.isSet("forward")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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slide = inputState.isSet("slide")
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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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self.speed=(self.forwardButton and self.avatarControlForwardSpeed or
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self.reverseButton and -self.avatarControlReverseSpeed)
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self.speed=(forward and self.avatarControlForwardSpeed or
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reverse 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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self.slideSpeed=slide and (
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(turnLeft and -self.avatarControlForwardSpeed) or
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(turnRight and self.avatarControlForwardSpeed))
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self.rotationSpeed=not slide and (
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight 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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@ -197,23 +202,23 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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"""
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assert(self.debugPrint("enableAvatarControls"))
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print id(self), "NPW.enableAvatarControls()"
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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("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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#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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self.collisionsOn()
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@ -228,89 +233,89 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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Ignore the arrow keys, etc.
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"""
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assert(self.debugPrint("disableAvatarControls"))
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print id(self), "NPW.enableAvatarControls()"
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print id(self), "NPW.disableAvatarControls()"
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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("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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#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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self.collisionsOff()
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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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#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 moveTurnLeft(self, isButtonDown):
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# self.leftButton=isButtonDown
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#
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#def moveTurnRight(self, isButtonDown):
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# self.rightButton=isButtonDown
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#
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#def moveForward(self, isButtonDown):
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# self.forwardButton=isButtonDown
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def moveTurnRight(self, isButtonDown):
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self.rightButton=isButtonDown
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#def moveInReverse(self, isButtonDown):
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# self.reverseButton=isButtonDown
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#
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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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#
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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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#
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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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#
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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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#
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#def moveJump(self, isButtonDown):
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# self.jumpButton=isButtonDown
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#
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#def toggleSlide(self):
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# self.fSlide = not self.fSlide
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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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#def enableSlideMode(self):
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# self.accept("control-up", self.toggleSlide)
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#
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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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#
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#def slideLeft(self, isButtonDown):
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# self.slideLeftButton=isButtonDown
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#
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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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@ -46,16 +46,16 @@ class PhysicsWalker(DirectObject.DirectObject):
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self.__oldContact=None
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self.__oldPosDelta=Vec3(0)
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self.__oldDt=0
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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.__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)
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self.__slideButton = 0
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#self.__slideButton = 0
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self.isAirborne = 0
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self.highMark = 0
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@ -129,13 +129,13 @@ class PhysicsWalker(DirectObject.DirectObject):
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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, avatarRadius, 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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cSphereNode = CollisionNode('cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
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self.cSphereBitMask = wallBitmask|floorBitmask
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self.cSphereNode.setFromCollideMask(self.cSphereBitMask)
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self.cSphereNode.setIntoCollideMask(BitMask32.allOff())
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cSphereNode.setFromCollideMask(self.cSphereBitMask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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self.pusher = PhysicsCollisionHandler()
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@ -192,7 +192,7 @@ class PhysicsWalker(DirectObject.DirectObject):
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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.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
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self.avatarNodePath = avatarNodePath
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@ -259,7 +259,6 @@ class PhysicsWalker(DirectObject.DirectObject):
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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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@ -267,14 +266,14 @@ class PhysicsWalker(DirectObject.DirectObject):
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def collisionsOff(self):
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assert(self.debugPrint("collisionsOff()"))
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self.cTrav.removeCollider(self.cSphereNode)
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self.cTrav.removeCollider(self.cSphereNodePath)
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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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assert(self.debugPrint("collisionsOn()"))
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self.cTrav.addCollider(self.cSphereNode, self.pusher)
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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):
|
||||
|
Loading…
x
Reference in New Issue
Block a user