mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 04:32:33 -06:00
790 lines
32 KiB
Python
790 lines
32 KiB
Python
"""
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PhysicsWalker.py is for avatars.
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A walker control such as this one provides:
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- creation of the collision nodes
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- handling the keyboard and mouse input for avatar movement
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- moving the avatar
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it does not:
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- play sounds
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- play animations
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although it does send messeges that allow a listener to play sounds or
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animations based on walker events.
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"""
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from direct.directnotify import DirectNotifyGlobal
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from direct.showbase import DirectObject
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from direct.controls.ControlManager import CollisionHandlerRayStart
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from direct.showbase.InputStateGlobal import inputState
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from direct.task.Task import Task
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from pandac.PandaModules import *
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import math
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#import LineStream
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class PhysicsWalker(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("PhysicsWalker")
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wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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wantAvatarPhysicsIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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useLifter = 0
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useHeightRay = 0
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# special methods
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def __init__(self, gravity = -32.1740, standableGround=0.707,
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hardLandingForce=16.0):
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assert self.debugPrint(
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"PhysicsWalker(gravity=%s, standableGround=%s)"%(
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gravity, standableGround))
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DirectObject.DirectObject.__init__(self)
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self.__gravity=gravity
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self.__standableGround=standableGround
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self.__hardLandingForce=hardLandingForce
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self.needToDeltaPos = 0
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self.physVelocityIndicator=None
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self.avatarControlForwardSpeed=0
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self.avatarControlJumpForce=0
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self.avatarControlReverseSpeed=0
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self.avatarControlRotateSpeed=0
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self.__oldAirborneHeight=None
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self.getAirborneHeight=None
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self.__oldContact=None
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self.__oldPosDelta=Vec3(0)
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self.__oldDt=0
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self.__speed=0.0
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self.__rotationSpeed=0.0
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self.__slideSpeed=0.0
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self.__vel=Vec3(0.0)
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self.collisionsActive = 0
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self.isAirborne = 0
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self.highMark = 0
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"""
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def spawnTest(self):
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assert self.debugPrint("\n\nspawnTest()\n")
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if not self.wantDebugIndicator:
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return
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from pandac.PandaModules import *
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from direct.interval.IntervalGlobal import *
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from toontown.coghq import MovingPlatform
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if hasattr(self, "platform"):
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# Remove the prior instantiation:
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self.moveIval.pause()
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del self.moveIval
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self.platform.destroy()
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del self.platform
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model = loader.loadModel('phase_9/models/cogHQ/platform1')
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fakeId = id(self)
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self.platform = MovingPlatform.MovingPlatform()
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self.platform.setupCopyModel(fakeId, model, 'platformcollision')
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self.platformRoot = render.attachNewNode("physicsWalker-spawnTest-%s"%fakeId)
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self.platformRoot.setPos(base.localAvatar, Vec3(0.0, 3.0, 1.0))
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self.platformRoot.setHpr(base.localAvatar, Vec3.zero())
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self.platform.reparentTo(self.platformRoot)
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startPos = Vec3(0.0, -15.0, 0.0)
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endPos = Vec3(0.0, 15.0, 0.0)
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distance = Vec3(startPos-endPos).length()
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duration = distance/4
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self.moveIval = Sequence(
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WaitInterval(0.3),
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LerpPosInterval(self.platform, duration,
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endPos, startPos=startPos,
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name='platformOut%s' % fakeId,
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fluid = 1),
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WaitInterval(0.3),
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LerpPosInterval(self.platform, duration,
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startPos, startPos=endPos,
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name='platformBack%s' % fakeId,
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fluid = 1),
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name='platformIval%s' % fakeId,
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)
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self.moveIval.loop()
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"""
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def setWalkSpeed(self, forward, jump, reverse, rotate):
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assert self.debugPrint("setWalkSpeed()")
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self.avatarControlForwardSpeed=forward
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self.avatarControlJumpForce=jump
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self.avatarControlReverseSpeed=reverse
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self.avatarControlRotateSpeed=rotate
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def getSpeeds(self):
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#assert self.debugPrint("getSpeeds()")
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return (self.__speed, self.__rotationSpeed)
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def setAvatar(self, avatar):
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self.avatar = avatar
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if avatar is not None:
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self.setupPhysics(avatar)
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def setupRay(self, floorBitmask, floorOffset):
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# This is a ray cast from your head down to detect floor polygons
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# A toon is about 4.0 feet high, so start it there
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('PW.cRayNode')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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self.cRayBitMask = floorBitmask
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cRayNode.setFromCollideMask(self.cRayBitMask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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if self.useLifter:
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# set up floor collision mechanism
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self.lifter = CollisionHandlerFloor()
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self.lifter.setInPattern("enter%in")
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self.lifter.setOutPattern("exit%in")
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self.lifter.setOffset(floorOffset)
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# Limit our rate-of-fall with the lifter.
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# If this is too low, we actually "fall" off steep stairs
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# and float above them as we go down. I increased this
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# from 8.0 to 16.0 to prevent this
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#self.lifter.setMaxVelocity(16.0)
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#self.bobNodePath = self.avatarNodePath.attachNewNode("bob")
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#self.lifter.addCollider(self.cRayNodePath, self.cRayNodePath)
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self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
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else: # useCollisionHandlerQueue
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self.cRayQueue = CollisionHandlerQueue()
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self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
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def determineHeight(self):
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"""
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returns the height of the avatar above the ground.
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If there is no floor below the avatar, 0.0 is returned.
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aka get airborne height.
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"""
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if self.useLifter:
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height = self.avatarNodePath.getPos(self.cRayNodePath)
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# If the shadow where not pointed strait down, we would need to
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# get magnitude of the vector. Since it is strait down, we'll
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# just get the z:
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#spammy --> assert self.debugPrint("getAirborneHeight() returning %s"%(height.getZ(),))
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assert onScreenDebug.add("height", height.getZ())
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return height.getZ() - self.floorOffset
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else: # useCollisionHandlerQueue
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"""
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returns the height of the avatar above the ground.
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If there is no floor below the avatar, 0.0 is returned.
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aka get airborne height.
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"""
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height = 0.0
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#*#self.cRayTrav.traverse(render)
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if self.cRayQueue.getNumEntries() != 0:
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# We have a floor.
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# Choose the highest of the possibly several floors we're over:
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self.cRayQueue.sortEntries()
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floorPoint = self.cRayQueue.getEntry(0).getFromIntersectionPoint()
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height = -floorPoint.getZ()
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self.cRayQueue.clearEntries()
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if __debug__:
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onScreenDebug.add("height", height)
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return height
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def setupSphere(self, bitmask, avatarRadius):
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"""
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Set up the collision sphere
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"""
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# This is a sphere on the ground to detect barrier collisions
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self.avatarRadius = avatarRadius
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centerHeight = avatarRadius
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if self.useHeightRay:
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centerHeight *= 2.0
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self.cSphere = CollisionSphere(0.0, 0.0, centerHeight, avatarRadius)
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cSphereNode = CollisionNode('PW.cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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self.cSphereBitMask = bitmask
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cSphereNode.setFromCollideMask(self.cSphereBitMask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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self.pusher = PhysicsCollisionHandler()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath)
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def setupPhysics(self, avatarNodePath):
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assert self.debugPrint("setupPhysics()")
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# Connect to Physics Manager:
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self.actorNode=ActorNode("PW physicsActor")
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self.actorNode.getPhysicsObject().setOriented(1)
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self.actorNode.getPhysical(0).setViscosity(0.1)
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physicsActor=NodePath(self.actorNode)
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avatarNodePath.reparentTo(physicsActor)
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avatarNodePath.assign(physicsActor)
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self.phys=PhysicsManager()
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fn=ForceNode("gravity")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
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fn.addForce(gravity)
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self.phys.addLinearForce(gravity)
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self.gravity = gravity
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fn=ForceNode("priorParent")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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priorParent=LinearVectorForce(0.0, 0.0, 0.0)
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fn.addForce(priorParent)
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self.phys.addLinearForce(priorParent)
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self.priorParentNp = fnp
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self.priorParent = priorParent
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fn=ForceNode("viscosity")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
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#self.avatarViscosity.setCoef(0.9)
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fn.addForce(self.avatarViscosity)
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self.phys.addLinearForce(self.avatarViscosity)
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self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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self.phys.attachPhysicalNode(physicsActor.node())
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self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("avatarControls")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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fn.addForce(self.acForce)
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self.phys.addLinearForce(self.acForce)
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#self.phys.removeLinearForce(self.acForce)
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#fnp.remove()
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return avatarNodePath
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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wallBitmask, floorBitmask,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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Set up the avatar collisions
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"""
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assert self.debugPrint("initializeCollisions()")
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assert not avatarNodePath.isEmpty()
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self.cTrav = collisionTraverser
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self.floorOffset = floorOffset = 7.0
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self.avatarNodePath = self.setupPhysics(avatarNodePath)
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if 0 or self.useHeightRay:
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#self.setupRay(floorBitmask, avatarRadius)
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self.setupRay(floorBitmask, 0.0)
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self.setupSphere(wallBitmask|floorBitmask, avatarRadius)
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self.setCollisionsActive(1)
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def setAirborneHeightFunc(self, getAirborneHeight):
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self.getAirborneHeight = getAirborneHeight
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def setAvatarPhysicsIndicator(self, indicator):
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"""
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indicator is a NodePath
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"""
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assert self.debugPrint("setAvatarPhysicsIndicator()")
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self.cSphereNodePath.show()
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if indicator:
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# Indicator Node:
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change=render.attachNewNode("change")
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#change.setPos(Vec3(1.0, 1.0, 1.0))
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#change.setHpr(0.0, 0.0, 0.0)
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change.setScale(0.1)
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#change.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
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indicator.reparentTo(change)
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indicatorNode=render.attachNewNode("physVelocityIndicator")
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#indicatorNode.setScale(0.1)
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#indicatorNode.setP(90.0)
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indicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
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indicatorNode.setColor(0.0, 0.0, 1.0, 1.0)
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change.reparentTo(indicatorNode)
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self.physVelocityIndicator=indicatorNode
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# Contact Node:
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contactIndicatorNode=render.attachNewNode("physContactIndicator")
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contactIndicatorNode.setScale(0.25)
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contactIndicatorNode.setP(90.0)
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contactIndicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
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contactIndicatorNode.setColor(1.0, 0.0, 0.0, 1.0)
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indicator.instanceTo(contactIndicatorNode)
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self.physContactIndicator=contactIndicatorNode
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else:
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print "failed load of physics indicator"
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def avatarPhysicsIndicator(self, task):
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#assert self.debugPrint("avatarPhysicsIndicator()")
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# Velocity:
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self.physVelocityIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
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physObject=self.actorNode.getPhysicsObject()
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a=physObject.getVelocity()
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self.physVelocityIndicator.setScale(math.sqrt(a.length()))
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a+=self.physVelocityIndicator.getPos()
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self.physVelocityIndicator.lookAt(Point3(a))
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# Contact:
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contact=self.actorNode.getContactVector()
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if contact==Vec3.zero():
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self.physContactIndicator.hide()
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else:
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self.physContactIndicator.show()
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self.physContactIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
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#contact=self.actorNode.getContactVector()
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point=Point3(contact+self.physContactIndicator.getPos())
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self.physContactIndicator.lookAt(point)
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return Task.cont
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def deleteCollisions(self):
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assert self.debugPrint("deleteCollisions()")
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del self.cTrav
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if self.useHeightRay:
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del self.cRayQueue
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.cSphere
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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del self.pusher
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del self.getAirborneHeight
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def setCollisionsActive(self, active = 1):
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assert self.debugPrint("collisionsActive(active=%s)"%(active,))
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if self.collisionsActive != active:
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self.collisionsActive = active
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if active:
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self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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if self.useHeightRay:
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if self.useLifter:
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self.cTrav.addCollider(self.cRayNodePath, self.lifter)
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else:
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self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
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else:
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self.cTrav.removeCollider(self.cSphereNodePath)
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if self.useHeightRay:
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self.cTrav.removeCollider(self.cRayNodePath)
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# Now that we have disabled collisions, make one more pass
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# right now to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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def getCollisionsActive(self):
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assert self.debugPrint(
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"getCollisionsActive() returning=%s"%(
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self.collisionsActive,))
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return self.collisionsActive
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def placeOnFloor(self):
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"""
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Make a reasonable effort to place the avatar on the ground.
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For example, this is useful when switching away from the
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current walker.
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"""
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self.oneTimeCollide()
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self.avatarNodePath.setZ(self.avatarNodePath.getZ()-self.getAirborneHeight())
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def oneTimeCollide(self):
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"""
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Makes one quick collision pass for the avatar, for instance as
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a one-time straighten-things-up operation after collisions
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have been disabled.
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"""
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assert self.debugPrint("oneTimeCollide()")
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tempCTrav = CollisionTraverser("oneTimeCollide")
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if self.useHeightRay:
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if self.useLifter:
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tempCTrav.addCollider(self.cRayNodePath, self.lifter)
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else:
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tempCTrav.addCollider(self.cRayNodePath, self.cRayQueue)
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tempCTrav.traverse(render)
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def addBlastForce(self, vector):
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pass
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def displayDebugInfo(self):
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"""
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For debug use.
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"""
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onScreenDebug.add("w controls", "PhysicsWalker")
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if self.useLifter:
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onScreenDebug.add("w airborneHeight", self.lifter.getAirborneHeight())
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onScreenDebug.add("w isOnGround", self.lifter.isOnGround())
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#onScreenDebug.add("w gravity", self.lifter.getGravity())
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onScreenDebug.add("w contact normal", self.lifter.getContactNormal().pPrintValues())
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onScreenDebug.add("w impact", self.lifter.getImpactVelocity())
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onScreenDebug.add("w velocity", self.lifter.getVelocity())
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onScreenDebug.add("w hasContact", self.lifter.hasContact())
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#onScreenDebug.add("w falling", self.falling)
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#onScreenDebug.add("w jumpForce", self.avatarControlJumpForce)
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#onScreenDebug.add("w mayJump", self.mayJump)
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onScreenDebug.add("w isAirborne", self.isAirborne)
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def handleAvatarControls(self, task):
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"""
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Check on the arrow keys and update the avatar.
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"""
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if __debug__:
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if self.wantDebugIndicator:
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onScreenDebug.append("localAvatar pos = %s\n"%(base.localAvatar.getPos().pPrintValues(),))
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onScreenDebug.append("localAvatar h = % 10.4f\n"%(base.localAvatar.getH(),))
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onScreenDebug.append("localAvatar anim = %s\n"%(base.localAvatar.animFSM.getCurrentState().getName(),))
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#assert self.debugPrint("handleAvatarControls(task=%s)"%(task,))
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physObject=self.actorNode.getPhysicsObject()
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#rotAvatarToPhys=Mat3.rotateMatNormaxis(-self.avatarNodePath.getH(), Vec3.up())
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#rotPhysToAvatar=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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contact=self.actorNode.getContactVector()
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# hack fix for falling through the floor:
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if contact==Vec3.zero() and self.avatarNodePath.getZ()<-50.0:
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# DCR: don't reset X and Y; allow player to move
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self.reset()
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self.avatarNodePath.setZ(50.0)
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messenger.send("walkerIsOutOfWorld", [self.avatarNodePath])
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if self.wantDebugIndicator:
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self.displayDebugInfo()
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# get the button states:
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forward = inputState.isSet("forward")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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slide = 0#inputState.isSet("slide")
|
|
slideLeft = 0#inputState.isSet("slideLeft")
|
|
slideRight = 0#inputState.isSet("slideRight")
|
|
jump = inputState.isSet("jump")
|
|
|
|
# Check for Auto-Run
|
|
if base.localAvatar.getAutoRun():
|
|
forward = 1
|
|
reverse = 0
|
|
|
|
# Determine what the speeds are based on the buttons:
|
|
self.__speed=(forward and self.avatarControlForwardSpeed or
|
|
reverse and -self.avatarControlReverseSpeed)
|
|
avatarSlideSpeed=self.avatarControlForwardSpeed*0.5
|
|
#self.__slideSpeed=slide and (
|
|
# (turnLeft and -avatarSlideSpeed) or
|
|
# (turnRight and avatarSlideSpeed))
|
|
self.__slideSpeed=(
|
|
(slideLeft and -avatarSlideSpeed) or
|
|
(slideRight and avatarSlideSpeed))
|
|
self.__rotationSpeed=not slide and (
|
|
(turnLeft and self.avatarControlRotateSpeed) or
|
|
(turnRight and -self.avatarControlRotateSpeed))
|
|
|
|
# How far did we move based on the amount of time elapsed?
|
|
dt=ClockObject.getGlobalClock().getDt()
|
|
|
|
if self.needToDeltaPos:
|
|
self.setPriorParentVector()
|
|
self.needToDeltaPos = 0
|
|
#self.__oldPosDelta = render.getRelativeVector(
|
|
# self.avatarNodePath,
|
|
# self.avatarNodePath.getPosDelta(render))
|
|
#self.__oldPosDelta = self.avatarNodePath.getRelativeVector(
|
|
# render,
|
|
# self.avatarNodePath.getPosDelta(render))
|
|
self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
|
|
self.__oldDt = dt
|
|
#posDelta = self.avatarNodePath.getPosDelta(render)
|
|
#if posDelta==Vec3.zero():
|
|
# self.priorParent.setVector(self.__oldPosDelta)
|
|
#else:
|
|
# self.priorParent.setVector(Vec3.zero())
|
|
# # We must copy the vector to preserve it:
|
|
# self.__oldPosDelta=Vec3(posDelta)
|
|
if __debug__:
|
|
if self.wantDebugIndicator:
|
|
onScreenDebug.add("posDelta1",
|
|
self.avatarNodePath.getPosDelta(render).pPrintValues())
|
|
|
|
if 0:
|
|
onScreenDebug.add("posDelta3",
|
|
render.getRelativeVector(
|
|
self.avatarNodePath,
|
|
self.avatarNodePath.getPosDelta(render)).pPrintValues())
|
|
|
|
if 0:
|
|
onScreenDebug.add("gravity",
|
|
self.gravity.getLocalVector().pPrintValues())
|
|
onScreenDebug.add("priorParent",
|
|
self.priorParent.getLocalVector().pPrintValues())
|
|
onScreenDebug.add("avatarViscosity",
|
|
"% 10.4f"%(self.avatarViscosity.getCoef(),))
|
|
|
|
onScreenDebug.add("physObject pos",
|
|
physObject.getPosition().pPrintValues())
|
|
onScreenDebug.add("physObject hpr",
|
|
physObject.getOrientation().getHpr().pPrintValues())
|
|
onScreenDebug.add("physObject orien",
|
|
physObject.getOrientation().pPrintValues())
|
|
|
|
if 1:
|
|
onScreenDebug.add("physObject vel",
|
|
physObject.getVelocity().pPrintValues())
|
|
onScreenDebug.add("physObject len",
|
|
"% 10.4f"%physObject.getVelocity().length())
|
|
|
|
if 0:
|
|
onScreenDebug.add("posDelta4",
|
|
self.priorParentNp.getRelativeVector(
|
|
render,
|
|
self.avatarNodePath.getPosDelta(render)).pPrintValues())
|
|
|
|
if 1:
|
|
onScreenDebug.add("priorParent",
|
|
self.priorParent.getLocalVector().pPrintValues())
|
|
|
|
if 0:
|
|
onScreenDebug.add("priorParent po",
|
|
self.priorParent.getVector(physObject).pPrintValues())
|
|
|
|
if 0:
|
|
onScreenDebug.add("__posDelta",
|
|
self.__oldPosDelta.pPrintValues())
|
|
|
|
if 1:
|
|
onScreenDebug.add("contact",
|
|
contact.pPrintValues())
|
|
#onScreenDebug.add("airborneHeight", "% 10.4f"%(
|
|
# self.getAirborneHeight(),))
|
|
|
|
if 0:
|
|
onScreenDebug.add("__oldContact",
|
|
contact.pPrintValues())
|
|
onScreenDebug.add("__oldAirborneHeight", "% 10.4f"%(
|
|
self.getAirborneHeight(),))
|
|
airborneHeight=self.getAirborneHeight()
|
|
if airborneHeight > self.highMark:
|
|
self.highMark = airborneHeight
|
|
if __debug__:
|
|
onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
|
|
#if airborneHeight < 0.1: #contact!=Vec3.zero():
|
|
if 1:
|
|
if (airborneHeight > self.avatarRadius*0.5
|
|
or physObject.getVelocity().getZ() > 0.0
|
|
): # Check stair angles before changing this.
|
|
# ...the avatar is airborne (maybe a lot or a tiny amount).
|
|
self.isAirborne = 1
|
|
else:
|
|
# ...the avatar is very close to the ground (close enough to be
|
|
# considered on the ground).
|
|
if self.isAirborne and physObject.getVelocity().getZ() <= 0.0:
|
|
# ...the avatar has landed.
|
|
contactLength = contact.length()
|
|
if contactLength>self.__hardLandingForce:
|
|
#print "jumpHardLand"
|
|
messenger.send("jumpHardLand")
|
|
else:
|
|
#print "jumpLand"
|
|
messenger.send("jumpLand")
|
|
self.priorParent.setVector(Vec3.zero())
|
|
self.isAirborne = 0
|
|
elif jump:
|
|
#print "jump"
|
|
#self.__jumpButton=0
|
|
messenger.send("jumpStart")
|
|
if 0:
|
|
# ...jump away from walls and with with the slope normal.
|
|
jumpVec=Vec3(contact+Vec3.up())
|
|
#jumpVec=Vec3(rotAvatarToPhys.xform(jumpVec))
|
|
jumpVec.normalize()
|
|
else:
|
|
# ...jump straight up, even if next to a wall.
|
|
jumpVec=Vec3.up()
|
|
jumpVec*=self.avatarControlJumpForce
|
|
physObject.addImpulse(Vec3(jumpVec))
|
|
self.isAirborne = 1 # Avoid double impulse before fully airborne.
|
|
else:
|
|
self.isAirborne = 0
|
|
if __debug__:
|
|
onScreenDebug.add("isAirborne", "%d"%(self.isAirborne,))
|
|
else:
|
|
if contact!=Vec3.zero():
|
|
# ...the avatar has touched something (but might not be on the ground).
|
|
contactLength = contact.length()
|
|
contact.normalize()
|
|
angle=contact.dot(Vec3.up())
|
|
if angle>self.__standableGround:
|
|
# ...avatar is on standable ground.
|
|
if self.__oldContact==Vec3.zero():
|
|
#if self.__oldAirborneHeight > 0.1: #self.__oldContact==Vec3.zero():
|
|
# ...avatar was airborne.
|
|
self.jumpCount-=1
|
|
if contactLength>self.__hardLandingForce:
|
|
messenger.send("jumpHardLand")
|
|
else:
|
|
messenger.send("jumpLand")
|
|
elif jump:
|
|
self.jumpCount+=1
|
|
#self.__jumpButton=0
|
|
messenger.send("jumpStart")
|
|
jump=Vec3(contact+Vec3.up())
|
|
#jump=Vec3(rotAvatarToPhys.xform(jump))
|
|
jump.normalize()
|
|
jump*=self.avatarControlJumpForce
|
|
physObject.addImpulse(Vec3(jump))
|
|
|
|
if contact!=self.__oldContact:
|
|
# We must copy the vector to preserve it:
|
|
self.__oldContact=Vec3(contact)
|
|
self.__oldAirborneHeight=airborneHeight
|
|
|
|
moveToGround = Vec3.zero()
|
|
if not self.useHeightRay or self.isAirborne:
|
|
# ...the airborne check is a hack to stop sliding.
|
|
self.phys.doPhysics(dt)
|
|
if __debug__:
|
|
onScreenDebug.add("phys", "on")
|
|
else:
|
|
physObject.setVelocity(Vec3.zero())
|
|
#if airborneHeight>0.001 and contact==Vec3.zero():
|
|
# moveToGround = Vec3(0.0, 0.0, -airborneHeight)
|
|
#moveToGround = Vec3(0.0, 0.0, -airborneHeight)
|
|
moveToGround = Vec3(0.0, 0.0, -self.determineHeight())
|
|
if __debug__:
|
|
onScreenDebug.add("phys", "off")
|
|
# Check to see if we're moving at all:
|
|
if self.__speed or self.__slideSpeed or self.__rotationSpeed or moveToGround!=Vec3.zero():
|
|
distance = dt * self.__speed
|
|
slideDistance = dt * self.__slideSpeed
|
|
rotation = dt * self.__rotationSpeed
|
|
|
|
#debugTempH=self.avatarNodePath.getH()
|
|
assert self.avatarNodePath.getQuat().isSameDirection(physObject.getOrientation())
|
|
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
|
|
# update pos:
|
|
# Take a step in the direction of our previous heading.
|
|
self.__vel=Vec3(
|
|
Vec3.forward() * distance +
|
|
Vec3.right() * slideDistance)
|
|
|
|
# rotMat is the rotation matrix corresponding to
|
|
# our previous heading.
|
|
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
step=rotMat.xform(self.__vel)
|
|
physObject.setPosition(Point3(
|
|
physObject.getPosition()+step+moveToGround))
|
|
|
|
# update hpr:
|
|
o=physObject.getOrientation()
|
|
r=LRotationf()
|
|
r.setHpr(Vec3(rotation, 0.0, 0.0))
|
|
physObject.setOrientation(o*r)
|
|
|
|
# sync the change:
|
|
self.actorNode.updateTransform()
|
|
|
|
assert self.avatarNodePath.getQuat().isSameDirection(physObject.getOrientation())
|
|
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
#assert self.avatarNodePath.getH()==debugTempH-rotation
|
|
messenger.send("avatarMoving")
|
|
else:
|
|
self.__vel.set(0.0, 0.0, 0.0)
|
|
# Clear the contact vector so we can tell if we contact something next frame:
|
|
self.actorNode.setContactVector(Vec3.zero())
|
|
return Task.cont
|
|
|
|
def doDeltaPos(self):
|
|
assert self.debugPrint("doDeltaPos()")
|
|
self.needToDeltaPos = 1
|
|
|
|
def setPriorParentVector(self):
|
|
assert self.debugPrint("doDeltaPos()")
|
|
|
|
print "self.__oldDt", self.__oldDt, "self.__oldPosDelta", self.__oldPosDelta
|
|
if __debug__:
|
|
onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
|
|
onScreenDebug.add("self.__oldPosDelta",
|
|
self.__oldPosDelta.pPrintValues())
|
|
|
|
velocity = self.__oldPosDelta*(1/self.__oldDt)*4.0 # *4.0 is a hack
|
|
assert self.debugPrint(" __oldPosDelta=%s"%(self.__oldPosDelta,))
|
|
assert self.debugPrint(" velocity=%s"%(velocity,))
|
|
self.priorParent.setVector(Vec3(velocity))
|
|
if __debug__:
|
|
if self.wantDebugIndicator:
|
|
onScreenDebug.add("velocity", velocity.pPrintValues())
|
|
|
|
def reset(self):
|
|
assert self.debugPrint("reset()")
|
|
self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
|
|
self.priorParent.setVector(Vec3.zero())
|
|
self.highMark = 0
|
|
self.actorNode.setContactVector(Vec3.zero())
|
|
if __debug__:
|
|
contact=self.actorNode.getContactVector()
|
|
onScreenDebug.add("priorParent po",
|
|
self.priorParent.getVector(self.actorNode.getPhysicsObject()).pPrintValues())
|
|
onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
|
|
onScreenDebug.add("contact", contact.pPrintValues())
|
|
|
|
def getVelocity(self):
|
|
physObject=self.actorNode.getPhysicsObject()
|
|
return physObject.getVelocity()
|
|
|
|
def enableAvatarControls(self):
|
|
"""
|
|
Activate the arrow keys, etc.
|
|
"""
|
|
assert self.debugPrint("enableAvatarControls()")
|
|
assert self.collisionsActive
|
|
|
|
if __debug__:
|
|
#self.accept("control-f3", self.spawnTest) #*#
|
|
self.accept("f3", self.reset) # for debugging only.
|
|
|
|
taskName = "AvatarControls-%s"%(id(self),)
|
|
# remove any old
|
|
taskMgr.remove(taskName)
|
|
# spawn the new task
|
|
taskMgr.add(self.handleAvatarControls, taskName, 25)
|
|
if self.physVelocityIndicator:
|
|
taskMgr.add(self.avatarPhysicsIndicator, "AvatarControlsIndicator%s"%(id(self),), 35)
|
|
|
|
def disableAvatarControls(self):
|
|
"""
|
|
Ignore the arrow keys, etc.
|
|
"""
|
|
assert self.debugPrint("disableAvatarControls()")
|
|
taskName = "AvatarControls-%s"%(id(self),)
|
|
taskMgr.remove(taskName)
|
|
|
|
taskName = "AvatarControlsIndicator%s"%(id(self),)
|
|
taskMgr.remove(taskName)
|
|
|
|
if __debug__:
|
|
self.ignore("control-f3") #*#
|
|
self.ignore("f3")
|
|
|
|
def flushEventHandlers(self):
|
|
if hasattr(self, 'cTrav'):
|
|
if self.useLifter:
|
|
self.lifter.flush() # not currently defined or needed
|
|
self.pusher.flush()
|
|
|
|
if __debug__:
|
|
def setupAvatarPhysicsIndicator(self):
|
|
if self.wantDebugIndicator:
|
|
indicator=loader.loadModel('phase_5/models/props/dagger')
|
|
#self.walkControls.setAvatarPhysicsIndicator(indicator)
|
|
|
|
def debugPrint(self, message):
|
|
"""for debugging"""
|
|
return self.notify.debug(
|
|
str(id(self))+' '+message)
|