Poodletooth-iLand/otp/avatar/PositionExaminer.py

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Python
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2015-11-14 13:28:53 -06:00
from panda3d.core import *
from direct.showbase.DirectObject import DirectObject
from otp.otpbase import OTPGlobals
class PositionExaminer(DirectObject, NodePath):
def __init__(self):
try:
self.__initialized
return
except:
self.__initialized = 1
NodePath.__init__(self, hidden.attachNewNode('PositionExaminer'))
self.cRay = CollisionRay(0.0, 0.0, 6.0, 0.0, 0.0, -1.0)
self.cRayNode = CollisionNode('cRayNode')
self.cRayNode.addSolid(self.cRay)
self.cRayNodePath = self.attachNewNode(self.cRayNode)
self.cRayNodePath.hide()
self.cRayBitMask = OTPGlobals.FloorBitmask
self.cRayNode.setFromCollideMask(self.cRayBitMask)
self.cRayNode.setIntoCollideMask(BitMask32.allOff())
self.cSphere = CollisionSphere(0.0, 0.0, 0.0, 1.5)
self.cSphereNode = CollisionNode('cSphereNode')
self.cSphereNode.addSolid(self.cSphere)
self.cSphereNodePath = self.attachNewNode(self.cSphereNode)
self.cSphereNodePath.hide()
self.cSphereBitMask = OTPGlobals.WallBitmask
self.cSphereNode.setFromCollideMask(self.cSphereBitMask)
self.cSphereNode.setIntoCollideMask(BitMask32.allOff())
self.ccLine = CollisionSegment(0.0, 0.0, 0.0, 1.0, 0.0, 0.0)
self.ccLineNode = CollisionNode('ccLineNode')
self.ccLineNode.addSolid(self.ccLine)
self.ccLineNodePath = self.attachNewNode(self.ccLineNode)
self.ccLineNodePath.hide()
self.ccLineBitMask = OTPGlobals.CameraBitmask
self.ccLineNode.setFromCollideMask(self.ccLineBitMask)
self.ccLineNode.setIntoCollideMask(BitMask32.allOff())
self.cRayTrav = CollisionTraverser('PositionExaminer.cRayTrav')
self.cRayTrav.setRespectPrevTransform(False)
self.cRayQueue = CollisionHandlerQueue()
self.cRayTrav.addCollider(self.cRayNodePath, self.cRayQueue)
self.cSphereTrav = CollisionTraverser('PositionExaminer.cSphereTrav')
self.cSphereTrav.setRespectPrevTransform(False)
self.cSphereQueue = CollisionHandlerQueue()
self.cSphereTrav.addCollider(self.cSphereNodePath, self.cSphereQueue)
self.ccLineTrav = CollisionTraverser('PositionExaminer.ccLineTrav')
self.ccLineTrav.setRespectPrevTransform(False)
self.ccLineQueue = CollisionHandlerQueue()
self.ccLineTrav.addCollider(self.ccLineNodePath, self.ccLineQueue)
def delete(self):
del self.cRay
del self.cRayNode
self.cRayNodePath.removeNode()
del self.cRayNodePath
del self.cSphere
del self.cSphereNode
self.cSphereNodePath.removeNode()
del self.cSphereNodePath
del self.ccLine
del self.ccLineNode
self.ccLineNodePath.removeNode()
del self.ccLineNodePath
del self.cRayTrav
del self.cRayQueue
del self.cSphereTrav
del self.cSphereQueue
del self.ccLineTrav
del self.ccLineQueue
def consider(self, node, pos, eyeHeight):
self.reparentTo(node)
self.setPos(pos)
result = None
self.cRayTrav.traverse(render)
if self.cRayQueue.getNumEntries() != 0:
self.cRayQueue.sortEntries()
floorPoint = self.cRayQueue.getEntry(0).getSurfacePoint(self.cRayNodePath)
if abs(floorPoint[2]) <= 4.0:
pos += floorPoint
self.setPos(pos)
self.cSphereTrav.traverse(render)
if self.cSphereQueue.getNumEntries() == 0:
self.ccLine.setPointA(0, 0, eyeHeight)
self.ccLine.setPointB(-pos[0], -pos[1], eyeHeight)
self.ccLineTrav.traverse(render)
if self.ccLineQueue.getNumEntries() == 0:
result = pos
self.reparentTo(hidden)
self.cRayQueue.clearEntries()
self.cSphereQueue.clearEntries()
self.ccLineQueue.clearEntries()
return result