Poodletooth-iLand/toontown/cogdominium/CogdoFlyingCameraManager.py
2015-03-06 18:46:05 -08:00

190 lines
7.8 KiB
Python

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