mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
157 lines
5.2 KiB
Python
157 lines
5.2 KiB
Python
"""Undocumented Module"""
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__all__ = ['ShadowPlacer']
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"""
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ShadowPlacer.py places a shadow.
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It traces a line from a light source to the opposing surface.
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Or it may do that later, right now it puts a node on the surface under
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the its parent node.
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"""
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from direct.controls.ControlManager import CollisionHandlerRayStart
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from direct.directnotify import DirectNotifyGlobal
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from pandac.PandaModules import *
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import DirectObject
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class ShadowPlacer(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("ShadowPlacer")
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if __debug__:
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count = 0
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activeCount = 0
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# special methods
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def __init__(self, cTrav, shadowNodePath,
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wallCollideMask, floorCollideMask):
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self.isActive = 0 # Is the placer "on". This is also printed in the debugCall.
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assert self.notify.debugCall()
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DirectObject.DirectObject.__init__(self)
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self.setup(cTrav, shadowNodePath,
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wallCollideMask, floorCollideMask)
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if __debug__:
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self.count += 1
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self.debugDisplay()
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def setup(self, cTrav, shadowNodePath,
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wallCollideMask, floorCollideMask):
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"""
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Set up the collisions
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"""
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assert self.notify.debugCall()
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assert not shadowNodePath.isEmpty()
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assert not hasattr(self, "cTrav") # Protect from setup() being called again.
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if not cTrav:
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# set up the shadow collision traverser
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base.initShadowTrav()
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cTrav = base.shadowTrav
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self.cTrav = cTrav
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self.shadowNodePath = shadowNodePath
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floorOffset = 0.025
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# Set up the collison ray
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# This is a ray cast down to detect floor polygons
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('shadowPlacer')
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = NodePath(cRayNode)
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self.cRayBitMask = floorCollideMask
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cRayNode.setFromCollideMask(self.cRayBitMask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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# 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(4.0)
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# activate the collider with the traverser and pusher
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#self.on()
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self.lifter.addCollider(self.cRayNodePath, shadowNodePath)
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def delete(self):
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assert self.notify.debugCall()
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self.off()
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if __debug__:
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assert not self.isActive
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self.count -= 1
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self.debugDisplay()
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del self.cTrav
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del self.shadowNodePath
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del self.cRay
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#del self.cRayNode
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.lifter
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def on(self):
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"""
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Turn on the shadow placement. The shadow z position will
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start being updated until a call to off() is made.
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"""
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assert self.notify.debugCall("activeCount=%s"%(self.activeCount,))
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if self.isActive:
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assert self.cTrav.hasCollider(self.cRayNodePath)
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return
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assert not self.cTrav.hasCollider(self.cRayNodePath)
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self.cRayNodePath.reparentTo(self.shadowNodePath.getParent())
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self.cTrav.addCollider(self.cRayNodePath, self.lifter)
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self.isActive = 1
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if __debug__:
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self.activeCount += 1
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self.debugDisplay()
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def off(self):
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"""
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Turn off the shadow placement. The shadow will still be
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there, but the z position will not be updated until a call
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to on() is made.
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"""
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assert self.notify.debugCall("activeCount=%s"%(self.activeCount,))
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if not self.isActive:
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assert not self.cTrav.hasCollider(self.cRayNodePath)
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return
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assert self.cTrav.hasCollider(self.cRayNodePath)
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didIt = self.cTrav.removeCollider(self.cRayNodePath)
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assert didIt
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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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self.cRayNodePath.detachNode()
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self.isActive = 0
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if __debug__:
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self.activeCount -= 1
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self.debugDisplay()
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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.notify.debugCall()
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tempCTrav = CollisionTraverser("oneTimeCollide")
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tempCTrav.addCollider(self.cRayNodePath, self.lifter)
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tempCTrav.traverse(render)
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def resetToOrigin(self):
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if self.shadowNodePath:
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self.shadowNodePath.setPos(0,0,0)
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if __debug__:
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def debugDisplay(self):
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"""for debugging"""
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if self.notify.getDebug():
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message = "%d active (%d total), %d colliders"%(
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self.activeCount, self.count, self.cTrav.getNumColliders())
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self.notify.debug(message)
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onScreenDebug.add("ShadowPlacers", message)
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return 1 # to allow assert self.debugDisplay()
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