mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 12:42:41 -06:00
704 lines
No EOL
28 KiB
Python
704 lines
No EOL
28 KiB
Python
"""
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GravityWalker.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.DirectNotifyGlobal import directNotify
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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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class GravityWalker(DirectObject.DirectObject):
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notify = directNotify.newCategory("GravityWalker")
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wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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wantFloorSphere = base.config.GetBool('want-floor-sphere', 0)
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earlyEventSphere = base.config.GetBool('early-event-sphere', 0)
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DiagonalFactor = math.sqrt(2.) / 2.
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# special methods
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def __init__(self, gravity = 64.348, standableGround=0.707,
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hardLandingForce=16.0, legacyLifter=False):
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assert self.notify.debugStateCall(self)
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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._legacyLifter = legacyLifter
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self.mayJump = 1
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self.jumpDelayTask = None
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self.controlsTask = None
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self.indicatorTask = None
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self.falling = 0
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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.getAirborneHeight=None
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self.priorParent=Vec3(0)
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self.__oldPosDelta=Vec3(0)
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self.__oldDt=0
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self.moving=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.notify.debugStateCall(self)
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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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self.platform2.destroy()
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del self.platform2
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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("GravityWalker-spawnTest-%s"%fakeId)
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self.platformRoot.setPos(base.localAvatar, Vec3(0.0, 0.0, 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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self.platform2 = MovingPlatform.MovingPlatform()
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self.platform2.setupCopyModel(1+fakeId, model, 'platformcollision')
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self.platform2Root = render.attachNewNode("GravityWalker-spawnTest2-%s"%fakeId)
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self.platform2Root.setPos(base.localAvatar, Vec3(-16.0, 30.0, 1.0))
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self.platform2Root.setHpr(base.localAvatar, Vec3.zero())
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self.platform2.reparentTo(self.platform2Root)
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duration = 5
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self.moveIval = Parallel(
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Sequence(
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WaitInterval(0.3),
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LerpPosInterval(self.platform, duration,
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Vec3(0.0, 30.0, 0.0),
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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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Vec3(0.0, 0.0, 0.0),
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name='platformBack%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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Vec3(0.0, 0.0, 30.0),
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name='platformUp%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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Vec3(0.0, 0.0, 0.0),
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name='platformDown%s' % fakeId,
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fluid = 1),
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),
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Sequence(
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WaitInterval(0.3),
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LerpPosInterval(self.platform2, duration,
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Vec3(0.0, -30.0, 0.0),
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name='platform2Out%s' % fakeId,
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fluid = 1),
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WaitInterval(0.3),
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LerpPosInterval(self.platform2, duration,
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Vec3(0.0, 30.0, 30.0),
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name='platform2Back%s' % fakeId,
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fluid = 1),
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WaitInterval(0.3),
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LerpPosInterval(self.platform2, duration,
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Vec3(0.0, -30.0, 0.0),
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name='platform2Up%s' % fakeId,
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fluid = 1),
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WaitInterval(0.3),
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LerpPosInterval(self.platform2, duration,
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Vec3(0.0, 0.0, 0.0),
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name='platformDown%s' % fakeId,
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fluid = 1),
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),
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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.notify.debugStateCall(self)
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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 getIsAirborne(self):
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return self.isAirborne
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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 setupRay(self, bitmask, floorOffset, reach):
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assert self.notify.debugStateCall(self)
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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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cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('GW.cRayNode')
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cRayNode.addSolid(cRay)
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self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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cRayNode.setFromCollideMask(bitmask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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# set up floor collision mechanism
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self.lifter = CollisionHandlerGravity()
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#self.lifter = CollisionHandlerHighestEvent()
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self.lifter.setLegacyMode(self._legacyLifter)
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self.lifter.setGravity(self.__gravity)
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self.lifter.addInPattern("enter%in")
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self.lifter.addAgainPattern("again%in")
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self.lifter.addOutPattern("exit%in")
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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.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
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def setupWallSphere(self, bitmask, avatarRadius):
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"""
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Set up the collision sphere
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"""
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assert self.notify.debugStateCall(self)
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# This is a sphere on the ground to detect collisions with
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# walls, but not the floor.
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self.avatarRadius = avatarRadius
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cSphere = CollisionSphere(0.0, 0.0, avatarRadius, avatarRadius)
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cSphereNode = CollisionNode('GW.cWallSphereNode')
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(bitmask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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if config.GetBool('want-fluid-pusher', 0):
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self.pusher = CollisionHandlerFluidPusher()
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else:
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self.pusher = CollisionHandlerPusher()
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self.pusher.addCollider(cSphereNodePath, self.avatarNodePath)
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self.cWallSphereNodePath = cSphereNodePath
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def setupEventSphere(self, bitmask, avatarRadius):
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"""
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Set up the collision sphere
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"""
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assert self.notify.debugStateCall(self)
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# This is a sphere a little larger than the wall sphere to
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# trigger events.
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self.avatarRadius = avatarRadius
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cSphere = CollisionSphere(0.0, 0.0, avatarRadius-0.1, avatarRadius*1.04)
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# Mark it intangible just to emphasize its non-physical purpose.
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cSphere.setTangible(0)
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cSphereNode = CollisionNode('GW.cEventSphereNode')
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(bitmask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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self.event = CollisionHandlerEvent()
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self.event.addInPattern("enter%in")
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self.event.addOutPattern("exit%in")
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self.cEventSphereNodePath = cSphereNodePath
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def setupFloorSphere(self, bitmask, avatarRadius):
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"""
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Set up the collision sphere
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"""
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assert self.notify.debugStateCall(self)
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# This is a tiny sphere concentric with the wallSphere to keep
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# us from slipping through floors.
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self.avatarRadius = avatarRadius
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cSphere = CollisionSphere(0.0, 0.0, avatarRadius, 0.01)
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cSphereNode = CollisionNode('GW.cFloorSphereNode')
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(bitmask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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self.pusherFloorhandler = CollisionHandlerPusher()
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self.pusherFloor.addCollider(cSphereNodePath, self.avatarNodePath)
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self.cFloorSphereNodePath = cSphereNodePath
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def setWallBitMask(self, bitMask):
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self.wallBitmask = bitMask
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def setFloorBitMask(self, bitMask):
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self.floorBitmask = bitMask
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def swapFloorBitMask(self, oldMask, newMask):
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self.floorBitmask = self.floorBitmask &~ oldMask
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self.floorBitmask |= newMask
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if self.cRayNodePath and not self.cRayNodePath.isEmpty():
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self.cRayNodePath.node().setFromCollideMask(self.floorBitmask)
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def setGravity(self, gravity):
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self.__gravity = gravity
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self.lifter.setGravity(self.__gravity)
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def getGravity(self, gravity):
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return self.__gravity
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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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floorOffset is how high the avatar can reach. I.e. if the avatar
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walks under a ledge that is <= floorOffset above the ground (a
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double floor situation), the avatar will step up on to the
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ledge (instantly).
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Set up the avatar collisions
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"""
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assert self.notify.debugStateCall(self)
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assert not avatarNodePath.isEmpty()
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self.avatarNodePath = avatarNodePath
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self.cTrav = collisionTraverser
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self.setupRay(self.floorBitmask, floorOffset, reach)
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self.setupWallSphere(self.wallBitmask, avatarRadius)
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self.setupEventSphere(self.wallBitmask, avatarRadius)
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if self.wantFloorSphere:
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self.setupFloorSphere(self.floorBitmask, avatarRadius)
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self.setCollisionsActive(1)
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def setTag(self, key, value):
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self.cEventSphereNodePath.setTag(key, value)
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def setAirborneHeightFunc(self, unused_parameter):
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assert self.notify.debugStateCall(self)
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self.getAirborneHeight = self.lifter.getAirborneHeight
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def getAirborneHeight(self):
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assert self.notify.debugStateCall(self)
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self.lifter.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.notify.debugStateCall(self)
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self.cWallSphereNodePath.show()
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def deleteCollisions(self):
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assert self.notify.debugStateCall(self)
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del self.cTrav
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self.cWallSphereNodePath.removeNode()
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del self.cWallSphereNodePath
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if self.wantFloorSphere:
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self.cFloorSphereNodePath.removeNode()
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del self.cFloorSphereNodePath
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del self.pusher
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# del self.pusherFloor
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del self.event
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del self.lifter
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del self.getAirborneHeight
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def setCollisionsActive(self, active = 1):
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assert self.notify.debugStateCall(self)
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if self.collisionsActive != active:
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self.collisionsActive = active
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# Each time we change the collision geometry, make one
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# more pass to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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# make sure we have a shadow traverser
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base.initShadowTrav()
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if active:
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if 1:
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# Please let skyler or drose know if this is causing a problem
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# This is a bit of a hack fix:
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self.avatarNodePath.setP(0.0)
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self.avatarNodePath.setR(0.0)
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self.cTrav.addCollider(self.cWallSphereNodePath, self.pusher)
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if self.wantFloorSphere:
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self.cTrav.addCollider(self.cFloorSphereNodePath, self.pusherFloor)
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# Add the lifter to the shadow traverser, which runs after
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# our traverser. This prevents the "fall through wall and
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# off ledge" bug. The problem was that we couldn't control
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# which collided first, the wall pusher or the lifter, if
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# they're in the same collision traverser. If the lifter
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# collided first, we'd start falling before getting pushed
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# back behind the wall.
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base.shadowTrav.addCollider(self.cRayNodePath, self.lifter)
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if self.earlyEventSphere:
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# If we want to trigger the events at the same
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# time as we intersect walls (e.g. Toontown, for
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# backward compatibility issues), add the event
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# sphere to the main traverser. This allows us to
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# hit door triggers that are just slightly behind
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# the door itself.
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self.cTrav.addCollider(self.cEventSphereNodePath, self.event)
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else:
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# Normally, we'd rather trigger the events after
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# the pusher has had a chance to fix up our
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# position, so we never trigger things that are
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# behind other polygons.
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base.shadowTrav.addCollider(self.cEventSphereNodePath, self.event)
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else:
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if hasattr(self, 'cTrav'):
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self.cTrav.removeCollider(self.cWallSphereNodePath)
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if self.wantFloorSphere:
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self.cTrav.removeCollider(self.cFloorSphereNodePath)
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self.cTrav.removeCollider(self.cEventSphereNodePath)
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base.shadowTrav.removeCollider(self.cEventSphereNodePath)
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base.shadowTrav.removeCollider(self.cRayNodePath)
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def getCollisionsActive(self):
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assert self.debugPrint("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 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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assert self.notify.debugStateCall(self)
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self.oneTimeCollide()
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self.avatarNodePath.setZ(self.avatarNodePath.getZ()-self.lifter.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.notify.debugStateCall(self)
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if not hasattr(self, 'cWallSphereNodePath'):
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return
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self.isAirborne = 0
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self.mayJump = 1
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tempCTrav = CollisionTraverser("oneTimeCollide")
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tempCTrav.addCollider(self.cWallSphereNodePath, self.pusher)
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if self.wantFloorSphere:
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tempCTrav.addCollider(self.cFloorSphereNodePath, self.event)
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tempCTrav.addCollider(self.cRayNodePath, self.lifter)
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tempCTrav.traverse(render)
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def setMayJump(self, task):
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"""
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This function's use is internal to this class (maybe I'll add
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the __ someday). Anyway, if you want to enable or disable
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jumping in a general way see the ControlManager (don't use this).
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"""
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assert self.notify.debugStateCall(self)
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self.mayJump = 1
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return Task.done
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def startJumpDelay(self, delay):
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assert self.notify.debugStateCall(self)
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if self.jumpDelayTask:
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self.jumpDelayTask.remove()
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self.mayJump = 0
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self.jumpDelayTask=taskMgr.doMethodLater(
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delay,
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self.setMayJump,
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"jumpDelay-%s"%id(self))
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def addBlastForce(self, vector):
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self.lifter.addVelocity(vector.length())
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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", "GravityWalker")
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onScreenDebug.add("w airborneHeight", self.lifter.getAirborneHeight())
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onScreenDebug.add("w falling", self.falling)
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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 jumpForce", self.avatarControlJumpForce)
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onScreenDebug.add("w contact normal", self.lifter.getContactNormal().pPrintValues())
|
|
onScreenDebug.add("w mayJump", self.mayJump)
|
|
onScreenDebug.add("w impact", self.lifter.getImpactVelocity())
|
|
onScreenDebug.add("w velocity", self.lifter.getVelocity())
|
|
onScreenDebug.add("w isAirborne", self.isAirborne)
|
|
onScreenDebug.add("w hasContact", self.lifter.hasContact())
|
|
|
|
def handleAvatarControls(self, task):
|
|
"""
|
|
Check on the arrow keys and update the avatar.
|
|
"""
|
|
# get the button states:
|
|
run = inputState.isSet("run")
|
|
forward = inputState.isSet("forward")
|
|
reverse = inputState.isSet("reverse")
|
|
turnLeft = inputState.isSet("turnLeft")
|
|
turnRight = inputState.isSet("turnRight")
|
|
slideLeft = inputState.isSet("slideLeft")
|
|
slideRight = inputState.isSet("slideRight")
|
|
jump = inputState.isSet("jump")
|
|
|
|
# Check for Auto-Run
|
|
if 'localAvatar' in __builtins__:
|
|
if base.localAvatar and 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)
|
|
# Slide speed is a scaled down version of forward speed
|
|
# Note: you can multiply a factor in here if you want slide to
|
|
# be slower than normal walk/run. Let's try full speed.
|
|
#self.slideSpeed=(slideLeft and -self.avatarControlForwardSpeed*0.75 or
|
|
# slideRight and self.avatarControlForwardSpeed*0.75)
|
|
self.slideSpeed=(reverse and slideLeft and -self.avatarControlReverseSpeed*0.75 or
|
|
reverse and slideRight and self.avatarControlReverseSpeed*0.75 or
|
|
slideLeft and -self.avatarControlForwardSpeed*0.75 or
|
|
slideRight and self.avatarControlForwardSpeed*0.75)
|
|
self.rotationSpeed=not (slideLeft or slideRight) and (
|
|
(turnLeft and self.avatarControlRotateSpeed) or
|
|
(turnRight and -self.avatarControlRotateSpeed))
|
|
|
|
if self.speed and self.slideSpeed:
|
|
self.speed *= GravityWalker.DiagonalFactor
|
|
self.slideSpeed *= GravityWalker.DiagonalFactor
|
|
|
|
debugRunning = inputState.isSet("debugRunning")
|
|
if(debugRunning):
|
|
self.speed*=base.debugRunningMultiplier
|
|
self.slideSpeed*=base.debugRunningMultiplier
|
|
self.rotationSpeed*=1.25
|
|
|
|
if self.needToDeltaPos:
|
|
self.setPriorParentVector()
|
|
self.needToDeltaPos = 0
|
|
if self.wantDebugIndicator:
|
|
self.displayDebugInfo()
|
|
if self.lifter.isOnGround():
|
|
if self.isAirborne:
|
|
self.isAirborne = 0
|
|
assert self.debugPrint("isAirborne 0 due to isOnGround() true")
|
|
impact = self.lifter.getImpactVelocity()
|
|
if impact < -30.0:
|
|
messenger.send("jumpHardLand")
|
|
self.startJumpDelay(0.3)
|
|
else:
|
|
messenger.send("jumpLand")
|
|
if impact < -5.0:
|
|
self.startJumpDelay(0.2)
|
|
# else, ignore the little potholes.
|
|
assert self.isAirborne == 0
|
|
self.priorParent = Vec3.zero()
|
|
if jump and self.mayJump:
|
|
# The jump button is down and we're close
|
|
# enough to the ground to jump.
|
|
self.lifter.addVelocity(self.avatarControlJumpForce)
|
|
messenger.send("jumpStart")
|
|
self.isAirborne = 1
|
|
assert self.debugPrint("isAirborne 1 due to jump")
|
|
else:
|
|
if self.isAirborne == 0:
|
|
assert self.debugPrint("isAirborne 1 due to isOnGround() false")
|
|
self.isAirborne = 1
|
|
|
|
self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
|
|
# How far did we move based on the amount of time elapsed?
|
|
self.__oldDt = ClockObject.getGlobalClock().getDt()
|
|
dt=self.__oldDt
|
|
|
|
# Check to see if we're moving at all:
|
|
self.moving = self.speed or self.slideSpeed or self.rotationSpeed or (self.priorParent!=Vec3.zero())
|
|
if self.moving:
|
|
distance = dt * self.speed
|
|
slideDistance = dt * self.slideSpeed
|
|
rotation = dt * self.rotationSpeed
|
|
|
|
# Take a step in the direction of our previous heading.
|
|
if distance or slideDistance or self.priorParent != Vec3.zero():
|
|
# rotMat is the rotation matrix corresponding to
|
|
# our previous heading.
|
|
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
if self.isAirborne:
|
|
forward = Vec3.forward()
|
|
else:
|
|
contact = self.lifter.getContactNormal()
|
|
forward = contact.cross(Vec3.right())
|
|
# Consider commenting out this normalize. If you do so
|
|
# then going up and down slops is a touch slower and
|
|
# steeper terrain can cut the movement in half. Without
|
|
# the normalize the movement is slowed by the cosine of
|
|
# the slope (i.e. it is multiplied by the sign as a
|
|
# side effect of the cross product above).
|
|
forward.normalize()
|
|
self.vel=Vec3(forward * distance)
|
|
if slideDistance:
|
|
if self.isAirborne:
|
|
right = Vec3.right()
|
|
else:
|
|
right = forward.cross(contact)
|
|
# See note above for forward.normalize()
|
|
right.normalize()
|
|
self.vel=Vec3(self.vel + (right * slideDistance))
|
|
self.vel=Vec3(rotMat.xform(self.vel))
|
|
step=self.vel + (self.priorParent * dt)
|
|
self.avatarNodePath.setFluidPos(Point3(
|
|
self.avatarNodePath.getPos()+step))
|
|
self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
|
|
else:
|
|
self.vel.set(0.0, 0.0, 0.0)
|
|
if self.moving or jump:
|
|
messenger.send("avatarMoving")
|
|
return Task.cont
|
|
|
|
def doDeltaPos(self):
|
|
assert self.notify.debugStateCall(self)
|
|
self.needToDeltaPos = 1
|
|
|
|
def setPriorParentVector(self):
|
|
assert self.notify.debugStateCall(self)
|
|
if __debug__:
|
|
onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
|
|
onScreenDebug.add("self.__oldPosDelta",
|
|
self.__oldPosDelta.pPrintValues())
|
|
# avoid divide by zero crash - grw
|
|
if self.__oldDt == 0:
|
|
velocity = 0
|
|
else:
|
|
velocity = self.__oldPosDelta*(1.0/self.__oldDt)
|
|
self.priorParent = Vec3(velocity)
|
|
if __debug__:
|
|
if self.wantDebugIndicator:
|
|
onScreenDebug.add("priorParent", self.priorParent.pPrintValues())
|
|
|
|
def reset(self):
|
|
assert self.notify.debugStateCall(self)
|
|
self.lifter.setVelocity(0.0)
|
|
self.priorParent=Vec3.zero()
|
|
|
|
def getVelocity(self):
|
|
return self.vel
|
|
|
|
def enableAvatarControls(self):
|
|
"""
|
|
Activate the arrow keys, etc.
|
|
"""
|
|
assert self.notify.debugStateCall(self)
|
|
assert self.collisionsActive
|
|
|
|
#*#if __debug__:
|
|
#*# self.accept("control-f3", self.spawnTest) #*#
|
|
|
|
# remove any old
|
|
if self.controlsTask:
|
|
self.controlsTask.remove()
|
|
# spawn the new task
|
|
taskName = "AvatarControls-%s"%(id(self),)
|
|
self.controlsTask = taskMgr.add(self.handleAvatarControls, taskName, 25)
|
|
|
|
self.isAirborne = 0
|
|
self.mayJump = 1
|
|
|
|
if self.physVelocityIndicator:
|
|
if self.indicatorTask:
|
|
self.indicatorTask.remove()
|
|
self.indicatorTask = taskMgr.add(
|
|
self.avatarPhysicsIndicator,
|
|
"AvatarControlsIndicator-%s"%(id(self),), 35)
|
|
|
|
def disableAvatarControls(self):
|
|
"""
|
|
Ignore the arrow keys, etc.
|
|
"""
|
|
assert self.notify.debugStateCall(self)
|
|
if self.controlsTask:
|
|
self.controlsTask.remove()
|
|
self.controlsTask = None
|
|
if self.indicatorTask:
|
|
self.indicatorTask.remove()
|
|
self.indicatorTask = None
|
|
if self.jumpDelayTask:
|
|
self.jumpDelayTask.remove()
|
|
self.jumpDelayTask = None
|
|
|
|
if __debug__:
|
|
self.ignore("control-f3") #*#
|
|
|
|
|
|
def flushEventHandlers(self):
|
|
if hasattr(self, 'cTrav'):
|
|
self.pusher.flush()
|
|
if self.wantFloorSphere:
|
|
self.floorPusher.flush()
|
|
self.event.flush()
|
|
self.lifter.flush() # not currently defined or needed
|
|
|
|
if __debug__:
|
|
def debugPrint(self, message):
|
|
"""for debugging"""
|
|
return self.notify.debug(
|
|
str(id(self))+' '+message)
|
|
|
|
# There are sometimes issues if the collision ray height is
|
|
# so tall that it collides with multiple levels of floors.
|
|
def setCollisionRayHeight(self, height):
|
|
oldNode = self.avatarNodePath.getNode(0)
|
|
cRayNode = oldNode.getChild(2)
|
|
cRayNode.removeSolid(0)
|
|
cRay = CollisionRay(0.0, 0.0, height, 0.0, 0.0, -1.0)
|
|
cRayNode.addSolid(cRay) |