Poodletooth-iLand/toontown/parties/PartyCogUtils.py

133 lines
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Python
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2015-11-14 13:28:53 -06:00
import math
from pandac.PandaModules import NodePath, Point3
import PartyGlobals
inverse_e = 1.0 / math.e
def getCogDistanceUnitsFromCenter(distance):
return int(round(distance * (PartyGlobals.CogActivityArenaLength / 2.0)))
class CameraManager:
nextID = 0
def __init__(self, cameraNP):
self.cameraNP = cameraNP
self.id = CameraManager.nextID
CameraManager.nextID += 1
self.otherNP = render
self.lookAtNP = NodePath('CameraManager%d.lookAtNP' % self.id)
self.lookAtEnabled = False
self.targetPos = Point3(0.0, 0.0, 0.0)
self.targetLookAtPos = Point3(0.0, 1.0, 0.0)
self.enabled = False
self.rate = 10.0
def destroy(self):
if self.enabled:
self.setEnabled(False)
self.lookAtNP.removeNode()
del self.lookAtNP
del self.targetPos
del self.targetLookAtPos
del self.otherNP
def setEnabled(self, enabled):
if enabled != self.enabled:
if enabled:
taskMgr.add(self.updateTask, 'CameraManager%d.update' % self.id)
else:
taskMgr.remove('CameraManager%d.update' % self.id)
self.enabled = enabled
def setTargetPos(self, p):
self.targetPos = p
def setPos(self, p):
self.targetPos = p
self.cameraNP.setPos(self.otherNP, p)
def setTargetLookAtPos(self, p):
self.lookAtEnabled = True
self.targetLookAtPos = p
def setLookAtPos(self, p):
self.lookAtEnabled = True
self.targetLookAtPos = p
self.lookAtNP.setPos(p)
def setHpr(self, hpr):
self.lookAtEnabled = False
self.cameraNP.setHpr(self.otherNP, hpr)
def updateTask(self, task):
newCameraPos = self.rateInterpolate(self.cameraNP.getPos(self.otherNP), self.targetPos)
self.cameraNP.setPos(self.otherNP, newCameraPos)
if self.lookAtEnabled:
newLookAtPos = self.rateInterpolate(self.lookAtNP.getPos(self.otherNP), self.targetLookAtPos)
self.lookAtNP.setPos(self.otherNP, newLookAtPos)
self.cameraNP.lookAt(self.lookAtNP)
return task.cont
def rateInterpolate(self, currentPos, targetPos):
dt = globalClock.getDt()
vec = currentPos - targetPos
return targetPos + vec * inverse_e ** (dt * self.rate)
class StrafingControl:
def __init__(self, player):
self.player = player
self.defaultOffset = Point3(1.0, -7.5, self.player.toon.getHeight() + 1.0)
def destroy(self):
self.player = None
del self.player
self.defaultOffset = None
del self.defaultOffset
return
def update(self):
self.player.tempNP.setPos(self.player.locator, self.player.toon.getPos() + self.defaultOffset)
self.player.cameraManager.setTargetPos(self.player.tempNP.getPos(render))
self.player.tempNP.setPos(self.player.locator, self.player.toon.getPos() + self.defaultOffset + Point3(0, 20, 0))
self.player.cameraManager.setTargetLookAtPos(self.player.tempNP.getPos(render))
if not self.player._aimMode and self.player.input.throwPiePressed:
self.toggleAim()
if self.player._aimMode and not self.player.input.throwPiePressed and (self.player.input.upPressed or self.player.input.downPressed or self.player.input.leftPressed or self.player.input.rightPressed):
self.toggleAim()
if not self.player._aimMode:
if not (self.player.input.upPressed or self.player.input.downPressed or self.player.input.leftPressed or self.player.input.rightPressed):
self.player.faceForward()
return
if self.player.input.throwPiePressed:
self.player.gui.updatePiePowerMeter(self.player.getPieThrowingPower(globalClock.getFrameTime()))
def toggleAim(self):
self.player._aimMode = not self.player._aimMode
if not self.player._aimMode:
self.player.orthoWalking = True
self.player.orthoWalk.start()
self.player._rotation = 0.0
self.player._prevRotation = 0.0
self.player.gui.hidePiePowerMeter()
self.player.toon.setH(0.0)
else:
self.player.orthoWalk.stop()
self.player.orthoWalking = False
self.player.toon.setH(0.0)
self.player.gui.showPiePowerMeter()
def enable(self):
self.player._aimMode = False
camera.wrtReparentTo(self.player.locator)
self.player.cameraManager.setEnabled(True)
activityView = self.player.activity.view
pos = activityView.teamCamPosLocators[self.player.team].getPos(render)
aim = activityView.teamCamAimLocators[self.player.team].getPos(render)
self.player.cameraManager.setPos(pos)
self.player.cameraManager.setLookAtPos(aim)
self.player.tempNP.reparentTo(self.player.locator)
self.player.tempNP.setPos(self.player.locator, self.player.toon.getPos() + self.defaultOffset)
self.player.cameraManager.setTargetPos(self.player.tempNP.getPos(render))