Poodletooth-iLand/dependencies/panda/direct/showbase/DistancePhasedNode.py

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2015-03-03 16:10:12 -06:00
from direct.showbase.DirectObject import DirectObject
from direct.directnotify import DirectNotifyGlobal
from pandac.PandaModules import *
from PhasedObject import PhasedObject
class DistancePhasedNode(PhasedObject, DirectObject, NodePath):
"""
This class defines a PhasedObject,NodePath object that will handle the phasing
of an object in the scene graph according to its distance from some
other collider object(such as an avatar).
Since it's a NodePath, you can parent it to another object in the
scene graph, or even inherit from this class to get its functionality.
What you will need to define to use this class:
- The distances at which you want the phases to load/unload
- Whether you want the object to clean itself up or not when
exitting the largest distance sphere
- What the load/unload functions are
- What sort of events to listen for when a collision occurs
- (Optional) A collision bitmask for the phase collision spheres
- (Optional) A 'from' collision node to collide into our 'into' spheres
You specify the distances and function names by the phaseParamMap
parameter to __init__(). For example:
phaseParamMap = {'Alias': distance, ...}
...
def loadPhaseAlias(self):
pass
def unloadPhaseAlias(self):
pass
If the 'fromCollideNode' is supplied, we will set up our own
traverser and only traverse below this node. It will send out
events of the form '<enterPrefix>%in' and '<exitPrefix>%in' in
order to match the main collision traverser's patterns. Note
that this will only be used after a reset or phase change in
order to fully transition to the correct phase in a single pass.
Most of the time, it will be reacting to events from the main
collision traverser.
IMPORTANT!: The following only applies when autoCleanup == True:
If you unload the last phase, by either calling
cleanup() or by exitting the last phase's distance,
you will need to explicitly call reset() to get the
distance phasing to work again. This was done so if
either this node or the collider is removed from the
scene graph(eg. avatar teleport), the phased object
will clean itself up automatically.
"""
notify = directNotify.newCategory("DistancePhasedObject")
__InstanceSequence = 0
__InstanceDeque = []
@staticmethod
def __allocateId():
"""
Give each phase node a unique id in order to filter out
collision events from other phase nodes. We do it in
this manner so the client doesn't need to worry about
giving each phase node a unique name.
"""
if DistancePhasedNode.__InstanceDeque:
return DistancePhasedNode.__InstanceDeque.pop(0)
else:
id = DistancePhasedNode.__InstanceSequence
DistancePhasedNode.__InstanceSequence += 1
DistancePhasedNode.__InstanceSequence &= 65535
return id
@staticmethod
def __deallocateId(id):
"""
Reuse abandoned ids.
"""
DistancePhasedNode.__InstanceDeque.append(id)
def __init__(self, name, phaseParamMap = {},
autoCleanup = True,
enterPrefix = 'enter', exitPrefix = 'exit',
phaseCollideMask = BitMask32.allOn(),
fromCollideNode = None):
NodePath.__init__(self, name)
self.phaseParamMap = phaseParamMap
self.phaseParamList = sorted(phaseParamMap.items(),
key = lambda x: x[1],
reverse = True)
PhasedObject.__init__(self,
dict([(alias,phase) for (phase,alias) in enumerate([item[0] for item in self.phaseParamList])]))
self.__id = self.__allocateId()
self.autoCleanup = autoCleanup
self.enterPrefix = enterPrefix
self.exitPrefix = exitPrefix
self.phaseCollideMask = phaseCollideMask
self.cTrav = base.cTrav
self.fromCollideNode = fromCollideNode
self._colSpheres = []
self.reset()
def __del__(self):
self.__deallocateId(self.__id)
def __repr__(self):
outStr = 'DistancePhasedObject('
outStr += '%s' % repr(self.getName())
for param, value in zip(('phaseParamMap', 'autoCleanup', 'enterPrefix', 'exitPrefix', 'phaseCollideMask', 'fromCollideNode'),
('{}', 'True','\'enter\'','\'exit\'','BitMask32.allOn()','None')):
outStr += eval('(\', ' + param + ' = %s\' % repr(self.' + param + '),\'\')[self.' + param + ' == ' + value + ']')
outStr += ')'
return outStr
def __str__(self):
return '%s in phase \'%s\'' % (NodePath.__str__(self), self.getPhase())
def cleanup(self):
"""
Disables all collisions.
Ignores all owned event listeners.
Unloads all unloaded phases.
"""
self.__disableCollisions(cleanup = True)
for sphere in self._colSpheres:
sphere.remove()
self._colSpheres = []
PhasedObject.cleanup(self)
def setPhaseCollideMask(self, mask):
"""
Sets the intoCollideMasks for our collision spheres.
"""
self.phaseCollideMask = mask
for sphere in self._colSpheres:
self.colSphere.node().setIntoCollideMask(self.phaseCollideMask)
def reset(self):
"""
Unloads all loaded phases and puts the phase node
in the startup state is if it had just been initialized.
"""
self.cleanup()
self.__oneTimeCollide()
for name, dist in self.phaseParamList:
cSphere = CollisionSphere(0.0, 0.0, 0.0, dist)
cSphere.setTangible(0)
cName = 'PhaseNode%s-%d' % (name, self.__id)
cSphereNode = CollisionNode(cName)
cSphereNode.setIntoCollideMask(self.phaseCollideMask)
cSphereNode.setFromCollideMask(BitMask32.allOff())
cSphereNode.addSolid(cSphere)
cSphereNodePath = self.attachNewNode(cSphereNode)
cSphereNodePath.stash()
# cSphereNodePath.show() # For debugging
self._colSpheres.append(cSphereNodePath)
if self.fromCollideNode:
self.cTrav = CollisionTraverser()
cHandler = CollisionHandlerEvent()
cHandler.addInPattern(self.enterPrefix + '%in')
cHandler.addOutPattern(self.exitPrefix + '%in')
self.cTrav.addCollider(self.fromCollideNode,cHandler)
self.__enableCollisions(-1)
def setPhase(self, aPhase):
"""
See PhasedObject.setPhase()
"""
phase = self.getAliasPhase(aPhase)
PhasedObject.setPhase(self, aPhase)
self.__disableCollisions()
self.__enableCollisions(phase)
if phase == -1 and self.autoCleanup:
self.cleanup()
else:
self.__oneTimeCollide()
def __getEnterEvent(self, phaseName):
return '%sPhaseNode%s-%d' % (self.enterPrefix, phaseName, self.__id)
def __getExitEvent(self, phaseName):
return '%sPhaseNode%s-%d' % (self.exitPrefix, phaseName, self.__id)
def __enableCollisions(self, phase):
"""
Turns on collisions for the spheres bounding this
phase zone by unstashing their geometry. Enables
the exit event for the larger and the enter event
for the smaller. Handles the extreme(end) phases
gracefully.
"""
if 0 <= phase:
phaseName = self.getPhaseAlias(phase)
self.accept(self.__getExitEvent(phaseName),
self.__handleExitEvent,
extraArgs = [phaseName])
self._colSpheres[phase].unstash()
if 0 <= phase+1 < len(self._colSpheres):
phaseName = self.getPhaseAlias(phase+1)
self.accept(self.__getEnterEvent(phaseName),
self.__handleEnterEvent,
extraArgs = [phaseName])
self._colSpheres[phase+1].unstash()
def __disableCollisions(self, cleanup = False):
"""
Disables all collision geometry by stashing
the geometry. If autoCleanup == True and we're
not currently cleaning up, leave the exit event
and collision sphere active for the largest(thus lowest)
phase. This is so that we can still cleanup if
the phase node exits the largest sphere.
"""
for x,sphere in enumerate(self._colSpheres):
phaseName = self.getPhaseAlias(x)
self.ignore(self.__getEnterEvent(phaseName))
if x > 0 or not self.autoCleanup or cleanup:
sphere.stash()
self.ignore(self.__getExitEvent(phaseName))
def __handleEnterEvent(self, phaseName, cEntry):
self.setPhase(phaseName)
def __handleExitEvent(self, phaseName, cEntry):
phase = self.getAliasPhase(phaseName) - 1
self.setPhase(phase)
def __oneTimeCollide(self):
"""
Fire off a one-time collision traversal of the
scene graph. This allows us to process our entire
phasing process in one frame in the cases where
we cross more than one phase border.
"""
if self.cTrav:
if self.cTrav is base.cTrav:
# we use 'render'here since if we only try to
# traverse ourself, we end up calling exit
# events for the rest of the eventHandlers.
# Consider supplying the fromCollideNode parameter.
self.cTrav.traverse(render)
else:
# Only traverse ourself
self.cTrav.traverse(self)
base.eventMgr.doEvents()
class BufferedDistancePhasedNode(DistancePhasedNode):
"""
This class is similar to DistancePhasedNode except you can also
specify a buffer distance for each phase. Upon entering that phase,
its distance will be increased by the buffer amount. Conversely,
the distance will be decremented by that amount, back to its
original size, upon leaving. In this manner, you can avoid the problem
of 'phase flicker' as someone repeatedly steps across a static phase
border.
You specify the buffer amount in the bufferParamMap parameter
to __init__(). It has this format:
bufferParamMap = {'alias':(distance, bufferAmount), ...}
"""
notify = directNotify.newCategory("BufferedDistancePhasedObject")
def __init__(self, name, bufferParamMap = {}, autoCleanup = True,
enterPrefix = 'enter', exitPrefix = 'exit', phaseCollideMask = BitMask32.allOn(), fromCollideNode = None):
self.bufferParamMap = bufferParamMap
self.bufferParamList = sorted(bufferParamMap.items(),
key = lambda x: x[1],
reverse = True)
sParams = dict(bufferParamMap)
for key in sParams:
sParams[key] = sParams[key][0]
DistancePhasedNode.__init__(self, name = name,
phaseParamMap = sParams,
autoCleanup = autoCleanup,
enterPrefix = enterPrefix,
exitPrefix = exitPrefix,
phaseCollideMask = phaseCollideMask,
fromCollideNode = fromCollideNode)
def __repr__(self):
outStr = 'BufferedDistancePhasedNode('
outStr += '%s' % repr(self.getName())
for param, value in zip(('bufferParamMap', 'autoCleanup', 'enterPrefix', 'exitPrefix', 'phaseCollideMask', 'fromCollideNode'),
('{}', 'True','\'enter\'','\'exit\'','BitMask32.allOn()', 'None')):
outStr += eval('(\', ' + param + ' = %s\' % repr(self.' + param + '),\'\')[self.' + param + ' == ' + value + ']')
outStr += ')'
return outStr
def __str__(self):
return '%s in phase \'%s\'' % (NodePath.__str__(self), self.getPhase())
def setPhase(self, aPhase):
"""
see DistancePhasedNode.setPhase()
"""
DistancePhasedNode.setPhase(self, aPhase)
phase = self.getAliasPhase(aPhase)
self.__adjustCollisions(phase)
def __adjustCollisions(self, phase):
for x,sphere in enumerate(self._colSpheres[:phase+1]):
sphere.node().modifySolid(0).setRadius(self.bufferParamList[x][1][1])
sphere.node().markInternalBoundsStale()
for x,sphere in enumerate(self._colSpheres[phase+1:]):
sphere.node().modifySolid(0).setRadius(self.bufferParamList[x+phase+1][1][0])
sphere.node().markInternalBoundsStale()
if __debug__ and 0:
cSphere = CollisionSphere(0,0,0,0.1)
cNode = CollisionNode('camCol')
cNode.addSolid(cSphere)
cNodePath = NodePath(cNode)
cNodePath.reparentTo(base.cam)
# cNodePath.show()
# cNodePath.setPos(25,0,0)
base.cTrav = CollisionTraverser()
eventHandler = CollisionHandlerEvent()
eventHandler.addInPattern('enter%in')
eventHandler.addOutPattern('exit%in')
# messenger.toggleVerbose()
base.cTrav.addCollider(cNodePath,eventHandler)
p = BufferedDistancePhasedNode('p',{'At':(10,20),'Near':(100,200),'Far':(1000, 1020)},
autoCleanup = False,
fromCollideNode = cNodePath,
)
p.reparentTo(render)
p._DistancePhasedNode__oneTimeCollide()
base.eventMgr.doEvents()