mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-23 03:35:12 -06:00
68 lines
2.4 KiB
Python
68 lines
2.4 KiB
Python
from direct.controls.ControlManager import CollisionHandlerRayStart
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from direct.directnotify import DirectNotifyGlobal
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from panda3d.core import *
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from direct.task.Task import Task
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from direct.showbase.DirectObject import DirectObject
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from direct.showbase.ShadowPlacer import ShadowPlacer
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class CogdoFlyingShadowPlacer(ShadowPlacer):
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def __init__(self, cTrav, shadowNodePath, wallCollideMask, floorCollideMask, name):
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ShadowPlacer.__init__(self, cTrav, shadowNodePath, wallCollideMask, floorCollideMask)
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self.name = name
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def setup(self, cTrav, shadowNodePath, wallCollideMask, floorCollideMask):
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if not cTrav:
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base.initShadowTrav()
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cTrav = base.shadowTrav
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self.cTrav = cTrav
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self.shadowNodePath = shadowNodePath
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floorOffset = 0.025
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self.cRay = CollisionRay(0.0, 0.0, 1.0, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('shadowPlacer')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = NodePath(cRayNode)
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self.cRayBitMask = floorCollideMask
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cRayNode.setFromCollideMask(self.cRayBitMask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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self.queue = CollisionHandlerQueue()
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def update(self):
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self.cTrav.traverse(render)
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self.queue.sortEntries()
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if self.queue.getNumEntries() > 0:
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entry = self.queue.getEntry(0)
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pos = entry.getSurfacePoint(render)
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self.shadowNodePath.setPos(render, pos)
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return Task.cont
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def delete(self):
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self.off()
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del self.cTrav
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del self.shadowNodePath
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del self.cRay
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.queue
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def on(self):
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if self.isActive:
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return
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self.cRayNodePath.reparentTo(self.shadowNodePath.getParent())
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self.cTrav.addCollider(self.cRayNodePath, self.queue)
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self.isActive = 1
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taskMgr.add(self.update, 'ShadowPlacer.update.%s' % self.name, -45, extraArgs=[])
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def off(self):
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if not self.isActive:
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return
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didIt = self.cTrav.removeCollider(self.cRayNodePath)
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self.oneTimeCollide()
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self.cRayNodePath.detachNode()
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self.isActive = 0
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taskMgr.remove('ShadowPlacer.update.%s' % self.name)
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def oneTimeCollide(self):
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tempCTrav = CollisionTraverser('oneTimeCollide')
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tempCTrav.addCollider(self.cRayNodePath, self.queue)
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tempCTrav.traverse(render)
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