mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-27 05:32:41 -06:00
319 lines
12 KiB
Python
319 lines
12 KiB
Python
"""
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NonPhysicsWalker.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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class NonPhysicsWalker(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("NonPhysicsWalker")
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wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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# Ghost mode overrides this:
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slideName = "slide-is-disabled"
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# special methods
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def __init__(self):
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DirectObject.DirectObject.__init__(self)
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self.worldVelocity = Vec3.zero()
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self.collisionsActive = 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, 0.0, 0.0)
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self.stopThisFrame = 0
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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, self.slideSpeed)
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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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pass # setup the avatar
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def setAirborneHeightFunc(self, getAirborneHeight):
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self.getAirborneHeight = getAirborneHeight
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def setWallBitMask(self, bitMask):
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self.cSphereBitMask = bitMask
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def setFloorBitMask(self, bitMask):
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self.cRayBitMask = bitMask
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def swapFloorBitMask(self, oldMask, newMask):
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self.cRayBitMask = self.cRayBitMask &~ oldMask
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self.cRayBitMask |= newMask
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if self.cRayNodePath and not self.cRayNodePath.isEmpty():
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self.cRayNodePath.node().setFromCollideMask(self.cRayBitMask)
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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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 for collisions
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"""
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assert not avatarNodePath.isEmpty()
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self.cTrav = collisionTraverser
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self.avatarNodePath = avatarNodePath
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# Set up the collision sphere
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# This is a sphere on the ground to detect barrier collisions
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self.cSphere = CollisionSphere(0.0, 0.0, 0.0, avatarRadius)
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cSphereNode = CollisionNode('NPW.cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(self.cSphereBitMask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# Set up the collison ray
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# This is a ray cast from your head down to detect floor polygons.
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# This ray start is arbitrarily high in the air. Feel free to use
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# a higher or lower value depending on whether you want an avatar
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# that is outside of the world to step up to the floor when they
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# get under valid floor:
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('NPW.cRayNode')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = avatarNodePath.attachNewNode(cRayNode)
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cRayNode.setFromCollideMask(self.cRayBitMask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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# set up wall collision mechanism
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self.pusher = CollisionHandlerPusher()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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# set up floor collision mechanism
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self.lifter = CollisionHandlerFloor()
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self.lifter.setInPattern("on-floor")
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self.lifter.setOutPattern("off-floor")
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self.lifter.setOffset(floorOffset)
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self.lifter.setReach(reach)
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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.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
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self.lifter.addCollider(self.cRayNodePath, avatarNodePath)
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# activate the collider with the traverser and pusher
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self.setCollisionsActive(1)
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def deleteCollisions(self):
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del self.cTrav
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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.cRay
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.pusher
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del self.lifter
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def setTag(self, key, value):
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self.cSphereNodePath.setTag(key, value)
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def setCollisionsActive(self, active = 1):
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assert self.debugPrint("setCollisionsActive(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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self.cTrav.addCollider(self.cRayNodePath, self.lifter)
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else:
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self.cTrav.removeCollider(self.cSphereNodePath)
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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 placeOnFloor(self):
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"""
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Make a reasonable effor 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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# With these on, getAirborneHeight is not returning the correct value so
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# when we open our book while swimming we pop down underneath the ground
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# self.oneTimeCollide()
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# self.avatarNodePath.setZ(self.avatarNodePath.getZ()-self.getAirborneHeight())
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# Since this is the non physics walker - wont they already be on the ground?
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return
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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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tempCTrav = CollisionTraverser("oneTimeCollide")
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tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
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tempCTrav.addCollider(self.cRayNodePath, self.lifter)
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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("controls", "NonPhysicsWalker")
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def _calcSpeeds(self):
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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 = inputState.isSet(self.slideName) or 0
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#jump = inputState.isSet("jump")
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# Check for Auto-Run
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if base.localAvatar.getAutoRun():
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forward = 1
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reverse = 0
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# Determine what the speeds are based on the buttons:
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self.speed=(forward and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed)
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# Should fSlide be renamed slideButton?
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self.slideSpeed=slide and ((reverse and turnLeft and -self.avatarControlReverseSpeed*(0.75)) or
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(reverse and turnRight and self.avatarControlReverseSpeed*(0.75)) or
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(turnLeft and -self.avatarControlForwardSpeed*(0.75)) or
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(turnRight and self.avatarControlForwardSpeed*(0.75)))
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self.rotationSpeed=not slide and (
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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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 not self.lifter.hasContact():
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# hack fix for falling through the floor:
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messenger.send("walkerIsOutOfWorld", [self.avatarNodePath])
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self._calcSpeeds()
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if __debug__:
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debugRunning = inputState.isSet("debugRunning")
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if debugRunning:
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self.speed*=4.0
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self.slideSpeed*=4.0
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self.rotationSpeed*=1.25
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if self.wantDebugIndicator:
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self.displayDebugInfo()
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# How far did we move based on the amount of time elapsed?
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dt=ClockObject.getGlobalClock().getDt()
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# Check to see if we're moving at all:
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if self.speed or self.slideSpeed or self.rotationSpeed:
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if self.stopThisFrame:
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distance = 0.0
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slideDistance = 0.0
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rotation = 0.0
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self.stopThisFrame = 0
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else:
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distance = dt * self.speed
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slideDistance = dt * self.slideSpeed
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rotation = dt * self.rotationSpeed
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# Take a step in the direction of our previous heading.
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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero():
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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step=rotMat.xform(self.vel)
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self.avatarNodePath.setFluidPos(Point3(self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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messenger.send("avatarMoving")
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else:
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self.vel.set(0.0, 0.0, 0.0)
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self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
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self.__oldDt = dt
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try:
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self.worldVelocity = self.__oldPosDelta*(1/self.__oldDt)
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except:
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# divide by zero
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self.worldVelocity = 0
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return Task.cont
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def doDeltaPos(self):
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assert self.debugPrint("doDeltaPos()")
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def reset(self):
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assert self.debugPrint("reset()")
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def getVelocity(self):
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return self.vel
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def enableAvatarControls(self):
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"""
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Activate the arrow keys, etc.
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"""
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assert self.debugPrint("enableAvatarControls")
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assert self.collisionsActive
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taskName = "AvatarControls-%s"%(id(self),)
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# remove any old
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taskMgr.remove(taskName)
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# spawn the new task
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taskMgr.add(self.handleAvatarControls, taskName)
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def disableAvatarControls(self):
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"""
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Ignore the arrow keys, etc.
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"""
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assert self.debugPrint("disableAvatarControls")
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taskName = "AvatarControls-%s"%(id(self),)
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taskMgr.remove(taskName)
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def flushEventHandlers(self):
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if hasattr(self, 'cTrav'):
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self.pusher.flush()
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self.lifter.flush() # not currently defined or needed
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if __debug__:
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def debugPrint(self, message):
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"""for debugging"""
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return self.notify.debug(
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str(id(self))+' '+message)
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