mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 20:52:26 -06:00
343 lines
14 KiB
Python
Executable file
343 lines
14 KiB
Python
Executable file
from direct.showbase.DirectObject import DirectObject
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from direct.directnotify import DirectNotifyGlobal
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from pandac.PandaModules import *
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from PhasedObject import PhasedObject
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class DistancePhasedNode(PhasedObject, DirectObject, NodePath):
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"""
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This class defines a PhasedObject,NodePath object that will handle the phasing
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of an object in the scene graph according to its distance from some
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other collider object(such as an avatar).
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Since it's a NodePath, you can parent it to another object in the
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scene graph, or even inherit from this class to get its functionality.
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What you will need to define to use this class:
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- The distances at which you want the phases to load/unload
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- Whether you want the object to clean itself up or not when
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exitting the largest distance sphere
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- What the load/unload functions are
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- What sort of events to listen for when a collision occurs
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- (Optional) A collision bitmask for the phase collision spheres
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- (Optional) A 'from' collision node to collide into our 'into' spheres
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You specify the distances and function names by the phaseParamMap
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parameter to __init__(). For example:
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phaseParamMap = {'Alias': distance, ...}
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...
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def loadPhaseAlias(self):
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pass
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def unloadPhaseAlias(self):
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pass
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If the 'fromCollideNode' is supplied, we will set up our own
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traverser and only traverse below this node. It will send out
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events of the form '<enterPrefix>%in' and '<exitPrefix>%in' in
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order to match the main collision traverser's patterns. Note
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that this will only be used after a reset or phase change in
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order to fully transition to the correct phase in a single pass.
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Most of the time, it will be reacting to events from the main
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collision traverser.
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IMPORTANT!: The following only applies when autoCleanup == True:
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If you unload the last phase, by either calling
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cleanup() or by exitting the last phase's distance,
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you will need to explicitly call reset() to get the
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distance phasing to work again. This was done so if
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either this node or the collider is removed from the
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scene graph(eg. avatar teleport), the phased object
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will clean itself up automatically.
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"""
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notify = directNotify.newCategory("DistancePhasedObject")
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__InstanceSequence = 0
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__InstanceDeque = []
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@staticmethod
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def __allocateId():
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"""
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Give each phase node a unique id in order to filter out
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collision events from other phase nodes. We do it in
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this manner so the client doesn't need to worry about
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giving each phase node a unique name.
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"""
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if DistancePhasedNode.__InstanceDeque:
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return DistancePhasedNode.__InstanceDeque.pop(0)
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else:
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id = DistancePhasedNode.__InstanceSequence
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DistancePhasedNode.__InstanceSequence += 1
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DistancePhasedNode.__InstanceSequence &= 65535
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return id
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@staticmethod
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def __deallocateId(id):
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"""
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Reuse abandoned ids.
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"""
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DistancePhasedNode.__InstanceDeque.append(id)
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def __init__(self, name, phaseParamMap = {},
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autoCleanup = True,
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enterPrefix = 'enter', exitPrefix = 'exit',
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phaseCollideMask = BitMask32.allOn(),
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fromCollideNode = None):
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NodePath.__init__(self, name)
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self.phaseParamMap = phaseParamMap
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self.phaseParamList = sorted(phaseParamMap.items(),
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key = lambda x: x[1],
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reverse = True)
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PhasedObject.__init__(self,
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dict([(alias,phase) for (phase,alias) in enumerate([item[0] for item in self.phaseParamList])]))
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self.__id = self.__allocateId()
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self.autoCleanup = autoCleanup
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self.enterPrefix = enterPrefix
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self.exitPrefix = exitPrefix
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self.phaseCollideMask = phaseCollideMask
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self.cTrav = base.cTrav
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self.fromCollideNode = fromCollideNode
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self._colSpheres = []
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self.reset()
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def __del__(self):
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self.__deallocateId(self.__id)
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def __repr__(self):
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outStr = 'DistancePhasedObject('
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outStr += '%s' % repr(self.getName())
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for param, value in zip(('phaseParamMap', 'autoCleanup', 'enterPrefix', 'exitPrefix', 'phaseCollideMask', 'fromCollideNode'),
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('{}', 'True','\'enter\'','\'exit\'','BitMask32.allOn()','None')):
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outStr += eval('(\', ' + param + ' = %s\' % repr(self.' + param + '),\'\')[self.' + param + ' == ' + value + ']')
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outStr += ')'
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return outStr
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def __str__(self):
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return '%s in phase \'%s\'' % (NodePath.__str__(self), self.getPhase())
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def cleanup(self):
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"""
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Disables all collisions.
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Ignores all owned event listeners.
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Unloads all unloaded phases.
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"""
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self.__disableCollisions(cleanup = True)
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for sphere in self._colSpheres:
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sphere.remove()
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self._colSpheres = []
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PhasedObject.cleanup(self)
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def setPhaseCollideMask(self, mask):
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"""
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Sets the intoCollideMasks for our collision spheres.
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"""
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self.phaseCollideMask = mask
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for sphere in self._colSpheres:
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self.colSphere.node().setIntoCollideMask(self.phaseCollideMask)
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def reset(self):
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"""
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Unloads all loaded phases and puts the phase node
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in the startup state is if it had just been initialized.
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"""
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self.cleanup()
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self.__oneTimeCollide()
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for name, dist in self.phaseParamList:
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cSphere = CollisionSphere(0.0, 0.0, 0.0, dist)
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cSphere.setTangible(0)
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cName = 'PhaseNode%s-%d' % (name, self.__id)
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cSphereNode = CollisionNode(cName)
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cSphereNode.setIntoCollideMask(self.phaseCollideMask)
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cSphereNode.setFromCollideMask(BitMask32.allOff())
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.attachNewNode(cSphereNode)
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cSphereNodePath.stash()
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# cSphereNodePath.show() # For debugging
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self._colSpheres.append(cSphereNodePath)
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if self.fromCollideNode:
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self.cTrav = CollisionTraverser()
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cHandler = CollisionHandlerEvent()
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cHandler.addInPattern(self.enterPrefix + '%in')
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cHandler.addOutPattern(self.exitPrefix + '%in')
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self.cTrav.addCollider(self.fromCollideNode,cHandler)
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self.__enableCollisions(-1)
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def setPhase(self, aPhase):
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"""
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See PhasedObject.setPhase()
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"""
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phase = self.getAliasPhase(aPhase)
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PhasedObject.setPhase(self, aPhase)
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self.__disableCollisions()
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self.__enableCollisions(phase)
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if phase == -1 and self.autoCleanup:
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self.cleanup()
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else:
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self.__oneTimeCollide()
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def __getEnterEvent(self, phaseName):
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return '%sPhaseNode%s-%d' % (self.enterPrefix, phaseName, self.__id)
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def __getExitEvent(self, phaseName):
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return '%sPhaseNode%s-%d' % (self.exitPrefix, phaseName, self.__id)
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def __enableCollisions(self, phase):
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"""
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Turns on collisions for the spheres bounding this
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phase zone by unstashing their geometry. Enables
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the exit event for the larger and the enter event
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for the smaller. Handles the extreme(end) phases
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gracefully.
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"""
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if 0 <= phase:
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phaseName = self.getPhaseAlias(phase)
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self.accept(self.__getExitEvent(phaseName),
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self.__handleExitEvent,
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extraArgs = [phaseName])
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self._colSpheres[phase].unstash()
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if 0 <= phase+1 < len(self._colSpheres):
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phaseName = self.getPhaseAlias(phase+1)
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self.accept(self.__getEnterEvent(phaseName),
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self.__handleEnterEvent,
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extraArgs = [phaseName])
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self._colSpheres[phase+1].unstash()
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def __disableCollisions(self, cleanup = False):
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"""
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Disables all collision geometry by stashing
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the geometry. If autoCleanup == True and we're
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not currently cleaning up, leave the exit event
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and collision sphere active for the largest(thus lowest)
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phase. This is so that we can still cleanup if
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the phase node exits the largest sphere.
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"""
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for x,sphere in enumerate(self._colSpheres):
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phaseName = self.getPhaseAlias(x)
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self.ignore(self.__getEnterEvent(phaseName))
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if x > 0 or not self.autoCleanup or cleanup:
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sphere.stash()
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self.ignore(self.__getExitEvent(phaseName))
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def __handleEnterEvent(self, phaseName, cEntry):
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self.setPhase(phaseName)
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def __handleExitEvent(self, phaseName, cEntry):
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phase = self.getAliasPhase(phaseName) - 1
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self.setPhase(phase)
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def __oneTimeCollide(self):
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"""
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Fire off a one-time collision traversal of the
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scene graph. This allows us to process our entire
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phasing process in one frame in the cases where
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we cross more than one phase border.
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"""
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if self.cTrav:
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if self.cTrav is base.cTrav:
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# we use 'render'here since if we only try to
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# traverse ourself, we end up calling exit
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# events for the rest of the eventHandlers.
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# Consider supplying the fromCollideNode parameter.
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self.cTrav.traverse(render)
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else:
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# Only traverse ourself
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self.cTrav.traverse(self)
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base.eventMgr.doEvents()
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class BufferedDistancePhasedNode(DistancePhasedNode):
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"""
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This class is similar to DistancePhasedNode except you can also
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specify a buffer distance for each phase. Upon entering that phase,
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its distance will be increased by the buffer amount. Conversely,
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the distance will be decremented by that amount, back to its
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original size, upon leaving. In this manner, you can avoid the problem
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of 'phase flicker' as someone repeatedly steps across a static phase
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border.
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You specify the buffer amount in the bufferParamMap parameter
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to __init__(). It has this format:
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bufferParamMap = {'alias':(distance, bufferAmount), ...}
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"""
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notify = directNotify.newCategory("BufferedDistancePhasedObject")
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def __init__(self, name, bufferParamMap = {}, autoCleanup = True,
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enterPrefix = 'enter', exitPrefix = 'exit', phaseCollideMask = BitMask32.allOn(), fromCollideNode = None):
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self.bufferParamMap = bufferParamMap
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self.bufferParamList = sorted(bufferParamMap.items(),
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key = lambda x: x[1],
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reverse = True)
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sParams = dict(bufferParamMap)
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for key in sParams:
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sParams[key] = sParams[key][0]
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DistancePhasedNode.__init__(self, name = name,
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phaseParamMap = sParams,
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autoCleanup = autoCleanup,
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enterPrefix = enterPrefix,
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exitPrefix = exitPrefix,
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phaseCollideMask = phaseCollideMask,
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fromCollideNode = fromCollideNode)
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def __repr__(self):
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outStr = 'BufferedDistancePhasedNode('
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outStr += '%s' % repr(self.getName())
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for param, value in zip(('bufferParamMap', 'autoCleanup', 'enterPrefix', 'exitPrefix', 'phaseCollideMask', 'fromCollideNode'),
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('{}', 'True','\'enter\'','\'exit\'','BitMask32.allOn()', 'None')):
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outStr += eval('(\', ' + param + ' = %s\' % repr(self.' + param + '),\'\')[self.' + param + ' == ' + value + ']')
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outStr += ')'
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return outStr
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def __str__(self):
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return '%s in phase \'%s\'' % (NodePath.__str__(self), self.getPhase())
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def setPhase(self, aPhase):
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"""
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see DistancePhasedNode.setPhase()
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"""
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DistancePhasedNode.setPhase(self, aPhase)
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phase = self.getAliasPhase(aPhase)
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self.__adjustCollisions(phase)
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def __adjustCollisions(self, phase):
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for x,sphere in enumerate(self._colSpheres[:phase+1]):
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sphere.node().modifySolid(0).setRadius(self.bufferParamList[x][1][1])
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sphere.node().markInternalBoundsStale()
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for x,sphere in enumerate(self._colSpheres[phase+1:]):
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sphere.node().modifySolid(0).setRadius(self.bufferParamList[x+phase+1][1][0])
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sphere.node().markInternalBoundsStale()
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if __debug__ and 0:
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cSphere = CollisionSphere(0,0,0,0.1)
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cNode = CollisionNode('camCol')
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cNode.addSolid(cSphere)
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cNodePath = NodePath(cNode)
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cNodePath.reparentTo(base.cam)
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# cNodePath.show()
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# cNodePath.setPos(25,0,0)
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base.cTrav = CollisionTraverser()
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eventHandler = CollisionHandlerEvent()
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eventHandler.addInPattern('enter%in')
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eventHandler.addOutPattern('exit%in')
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# messenger.toggleVerbose()
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base.cTrav.addCollider(cNodePath,eventHandler)
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p = BufferedDistancePhasedNode('p',{'At':(10,20),'Near':(100,200),'Far':(1000, 1020)},
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autoCleanup = False,
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fromCollideNode = cNodePath,
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)
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p.reparentTo(render)
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p._DistancePhasedNode__oneTimeCollide()
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base.eventMgr.doEvents()
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