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