Poodletooth-iLand/dependencies/panda/direct/controls/ObserverWalker.py

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2015-03-03 16:10:12 -06:00
"""
ObserverWalker.py is for avatars.
A walker control such as this one provides:
- creation of the collision nodes
- handling the keyboard and mouse input for avatar movement
- moving the avatar
it does not:
- play sounds
- play animations
although it does send messeges that allow a listener to play sounds or
animations based on walker events.
"""
from direct.showbase.ShowBaseGlobal import *
from pandac.PandaModules import *
from direct.directnotify import DirectNotifyGlobal
import NonPhysicsWalker
class ObserverWalker(NonPhysicsWalker.NonPhysicsWalker):
notify = DirectNotifyGlobal.directNotify.newCategory("ObserverWalker")
# Ghosts slide instead of jump:
slideName = "jump"
def initializeCollisions(self, collisionTraverser, avatarNodePath,
avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
"""
Set up the avatar for collisions
"""
"""
Set up the avatar for collisions
"""
assert not avatarNodePath.isEmpty()
self.cTrav = collisionTraverser
self.avatarNodePath = avatarNodePath
# 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)
cSphereNode = CollisionNode('Observer.cSphereNode')
cSphereNode.addSolid(self.cSphere)
self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
cSphereNode.setFromCollideMask(self.cSphereBitMask)
cSphereNode.setIntoCollideMask(BitMask32.allOff())
# set up wall collision mechanism
self.pusher = CollisionHandlerPusher()
self.pusher.setInPattern("enter%in")
self.pusher.setOutPattern("exit%in")
self.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
# activate the collider with the traverser and pusher
self.setCollisionsActive(1)
class Foo:
def hasContact(self):
return 1
self.lifter = Foo()
def deleteCollisions(self):
del self.cTrav
del self.cSphere
self.cSphereNodePath.removeNode()
del self.cSphereNodePath
del self.pusher
def setCollisionsActive(self, active = 1):
assert self.debugPrint("setCollisionsActive(active%s)"%(active,))
if self.collisionsActive != active:
self.collisionsActive = active
if active:
self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
else:
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 oneTimeCollide(self):
"""
Makes one quick collision pass for the avatar, for instance as
a one-time straighten-things-up operation after collisions
have been disabled.
"""
tempCTrav = CollisionTraverser("oneTimeCollide")
tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
tempCTrav.traverse(render)
def enableAvatarControls(self):
"""
Activate the arrow keys, etc.
"""
assert self.debugPrint("enableAvatarControls")
pass
def disableAvatarControls(self):
"""
Ignore the arrow keys, etc.
"""
assert self.debugPrint("disableAvatarControls")
pass