mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
190 lines
7.8 KiB
Python
190 lines
7.8 KiB
Python
import math
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from pandac.PandaModules import NodePath, Vec3
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from pandac.PandaModules import CollisionTraverser, CollisionHandlerQueue
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from pandac.PandaModules import CollisionRay, CollisionNode
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from math import pi, sin, cos
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from direct.showbase.PythonUtil import bound as clamp
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from otp.otpbase import OTPGlobals
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from toontown.toonbase import ToontownGlobals
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import CogdoFlyingGameGlobals as Globals
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INVERSE_E = 1.0 / math.e
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def smooth(old, new):
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return old * 0.7 + new * 0.3
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class CogdoFlyingCameraManager:
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def __init__(self, cam, parent, player, level):
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self._toon = player.toon
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self._camera = cam
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self._parent = parent
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self._player = player
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self._level = level
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self._enabled = False
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def enable(self):
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if self._enabled:
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return
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self._toon.detachCamera()
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self._prevToonY = 0.0
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levelBounds = self._level.getBounds()
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l = Globals.Camera.LevelBoundsFactor
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self._bounds = ((levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]), (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]), (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]))
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self._lookAtZ = self._toon.getHeight() + Globals.Camera.LookAtToonHeightOffset
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self._camParent = NodePath('CamParent')
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self._camParent.reparentTo(self._parent)
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self._camParent.setPos(self._toon, 0, 0, 0)
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self._camParent.setHpr(180, Globals.Camera.Angle, 0)
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self._camera.reparentTo(self._camParent)
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self._camera.setPos(0, Globals.Camera.Distance, 0)
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self._camera.lookAt(self._toon, 0, 0, self._lookAtZ)
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self._cameraLookAtNP = NodePath('CameraLookAt')
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self._cameraLookAtNP.reparentTo(self._camera.getParent())
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self._cameraLookAtNP.setPosHpr(self._camera.getPos(), self._camera.getHpr())
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self._levelBounds = self._level.getBounds()
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self._enabled = True
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self._frozen = False
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self._initCollisions()
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def _initCollisions(self):
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self._camCollRay = CollisionRay()
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camCollNode = CollisionNode('CameraToonRay')
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camCollNode.addSolid(self._camCollRay)
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camCollNode.setFromCollideMask(OTPGlobals.WallBitmask | OTPGlobals.CameraBitmask | ToontownGlobals.FloorEventBitmask | ToontownGlobals.CeilingBitmask)
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camCollNode.setIntoCollideMask(0)
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self._camCollNP = self._camera.attachNewNode(camCollNode)
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self._camCollNP.show()
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self._collOffset = Vec3(0, 0, 0.5)
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self._collHandler = CollisionHandlerQueue()
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self._collTrav = CollisionTraverser()
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self._collTrav.addCollider(self._camCollNP, self._collHandler)
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self._betweenCamAndToon = {}
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self._transNP = NodePath('trans')
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self._transNP.reparentTo(render)
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self._transNP.setTransparency(True)
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self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
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self._transNP.setBin('fixed', 10000)
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def _destroyCollisions(self):
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self._collTrav.removeCollider(self._camCollNP)
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self._camCollNP.removeNode()
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del self._camCollNP
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del self._camCollRay
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del self._collHandler
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del self._collOffset
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del self._betweenCamAndToon
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self._transNP.removeNode()
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del self._transNP
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def freeze(self):
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self._frozen = True
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def unfreeze(self):
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self._frozen = False
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def disable(self):
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if not self._enabled:
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return
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self._destroyCollisions()
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self._camera.wrtReparentTo(render)
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self._cameraLookAtNP.removeNode()
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del self._cameraLookAtNP
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self._camParent.removeNode()
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del self._camParent
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del self._prevToonY
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del self._lookAtZ
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del self._bounds
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del self._frozen
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self._enabled = False
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def update(self, dt = 0.0):
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self._updateCam(dt)
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self._updateCollisions()
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def _updateCam(self, dt):
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toonPos = self._toon.getPos()
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camPos = self._camParent.getPos()
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x = camPos[0]
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z = camPos[2]
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toonWorldX = self._toon.getX(render)
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maxX = Globals.Camera.MaxSpinX
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toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX)
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spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / (maxX * maxX)
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newH = 180.0 + spinAngle
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self._camParent.setH(newH)
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spinAngle = spinAngle * (pi / 180.0)
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distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle)
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distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle)
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d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0])
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if abs(d) > Globals.Camera.LeewayX:
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if d > Globals.Camera.LeewayX:
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x = toonPos[0] + Globals.Camera.LeewayX
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else:
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x = toonPos[0] - Globals.Camera.LeewayX
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x = self._toon.getX(render) + distToRightOfToon
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boundToonZ = min(toonPos[2], self._bounds[2][1])
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d = z - boundToonZ
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if d > Globals.Camera.MinLeewayZ:
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if self._player.velocity[2] >= 0 and toonPos[1] != self._prevToonY or self._player.velocity[2] > 0:
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z = boundToonZ + d * INVERSE_E ** (dt * Globals.Camera.CatchUpRateZ)
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elif d > Globals.Camera.MaxLeewayZ:
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z = boundToonZ + Globals.Camera.MaxLeewayZ
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elif d < -Globals.Camera.MinLeewayZ:
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z = boundToonZ - Globals.Camera.MinLeewayZ
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if self._frozen:
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y = camPos[1]
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else:
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y = self._toon.getY(render) - distBehindToon
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self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z))
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if toonPos[2] < self._bounds[2][1]:
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h = self._cameraLookAtNP.getH()
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if d >= Globals.Camera.MinLeewayZ:
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self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ)
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elif d <= -Globals.Camera.MinLeewayZ:
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self._cameraLookAtNP.lookAt(self._camParent, 0, 0, self._lookAtZ)
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self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0)
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self._camera.setHpr(smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr()))
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self._prevToonY = toonPos[1]
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def _updateCollisions(self):
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pos = self._toon.getPos(self._camera) + self._collOffset
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self._camCollRay.setOrigin(pos)
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direction = -Vec3(pos)
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direction.normalize()
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self._camCollRay.setDirection(direction)
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self._collTrav.traverse(render)
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nodesInBetween = {}
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if self._collHandler.getNumEntries() > 0:
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self._collHandler.sortEntries()
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for entry in self._collHandler.getEntries():
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name = entry.getIntoNode().getName()
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if name.find('col_') >= 0:
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np = entry.getIntoNodePath().getParent()
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if not np in nodesInBetween:
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nodesInBetween[np] = np.getParent()
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for np in nodesInBetween.keys():
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if np in self._betweenCamAndToon:
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del self._betweenCamAndToon[np]
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else:
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np.setTransparency(True)
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np.wrtReparentTo(self._transNP)
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if np.getName().find('lightFixture') >= 0:
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if not np.find('**/*floor_mesh').isEmpty():
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np.find('**/*floor_mesh').hide()
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elif np.getName().find('platform') >= 0:
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if not np.find('**/*Floor').isEmpty():
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np.find('**/*Floor').hide()
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for np, parent in self._betweenCamAndToon.items():
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np.wrtReparentTo(parent)
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np.setTransparency(False)
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if np.getName().find('lightFixture') >= 0:
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if not np.find('**/*floor_mesh').isEmpty():
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np.find('**/*floor_mesh').show()
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elif np.getName().find('platform') >= 0:
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if not np.find('**/*Floor').isEmpty():
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np.find('**/*Floor').show()
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self._betweenCamAndToon = nodesInBetween
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