Poodletooth-iLand/panda/direct/showbase/ShadowPlacer.py
Master Jumblespeed d882959bfa switch to remote
2015-05-18 22:11:33 -04:00

157 lines
5.2 KiB
Python
Executable file

"""Undocumented Module"""
__all__ = ['ShadowPlacer']
"""
ShadowPlacer.py places a shadow.
It traces a line from a light source to the opposing surface.
Or it may do that later, right now it puts a node on the surface under
the its parent node.
"""
from direct.controls.ControlManager import CollisionHandlerRayStart
from direct.directnotify import DirectNotifyGlobal
from pandac.PandaModules import *
import DirectObject
class ShadowPlacer(DirectObject.DirectObject):
notify = DirectNotifyGlobal.directNotify.newCategory("ShadowPlacer")
if __debug__:
count = 0
activeCount = 0
# special methods
def __init__(self, cTrav, shadowNodePath,
wallCollideMask, floorCollideMask):
self.isActive = 0 # Is the placer "on". This is also printed in the debugCall.
assert self.notify.debugCall()
DirectObject.DirectObject.__init__(self)
self.setup(cTrav, shadowNodePath,
wallCollideMask, floorCollideMask)
if __debug__:
self.count += 1
self.debugDisplay()
def setup(self, cTrav, shadowNodePath,
wallCollideMask, floorCollideMask):
"""
Set up the collisions
"""
assert self.notify.debugCall()
assert not shadowNodePath.isEmpty()
assert not hasattr(self, "cTrav") # Protect from setup() being called again.
if not cTrav:
# set up the shadow collision traverser
base.initShadowTrav()
cTrav = base.shadowTrav
self.cTrav = cTrav
self.shadowNodePath = shadowNodePath
floorOffset = 0.025
# Set up the collison ray
# This is a ray cast down to detect floor polygons
self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
cRayNode = CollisionNode('shadowPlacer')
cRayNode.addSolid(self.cRay)
self.cRayNodePath = NodePath(cRayNode)
self.cRayBitMask = floorCollideMask
cRayNode.setFromCollideMask(self.cRayBitMask)
cRayNode.setIntoCollideMask(BitMask32.allOff())
# set up floor collision mechanism
self.lifter = CollisionHandlerFloor()
#self.lifter.setInPattern("on-floor")
#self.lifter.setOutPattern("off-floor")
self.lifter.setOffset(floorOffset)
self.lifter.setReach(4.0)
# activate the collider with the traverser and pusher
#self.on()
self.lifter.addCollider(self.cRayNodePath, shadowNodePath)
def delete(self):
assert self.notify.debugCall()
self.off()
if __debug__:
assert not self.isActive
self.count -= 1
self.debugDisplay()
del self.cTrav
del self.shadowNodePath
del self.cRay
#del self.cRayNode
self.cRayNodePath.removeNode()
del self.cRayNodePath
del self.lifter
def on(self):
"""
Turn on the shadow placement. The shadow z position will
start being updated until a call to off() is made.
"""
assert self.notify.debugCall("activeCount=%s"%(self.activeCount,))
if self.isActive:
assert self.cTrav.hasCollider(self.cRayNodePath)
return
assert not self.cTrav.hasCollider(self.cRayNodePath)
self.cRayNodePath.reparentTo(self.shadowNodePath.getParent())
self.cTrav.addCollider(self.cRayNodePath, self.lifter)
self.isActive = 1
if __debug__:
self.activeCount += 1
self.debugDisplay()
def off(self):
"""
Turn off the shadow placement. The shadow will still be
there, but the z position will not be updated until a call
to on() is made.
"""
assert self.notify.debugCall("activeCount=%s"%(self.activeCount,))
if not self.isActive:
assert not self.cTrav.hasCollider(self.cRayNodePath)
return
assert self.cTrav.hasCollider(self.cRayNodePath)
didIt = self.cTrav.removeCollider(self.cRayNodePath)
assert didIt
# Now that we have disabled collisions, make one more pass
# right now to ensure we aren't standing in a wall.
self.oneTimeCollide()
self.cRayNodePath.detachNode()
self.isActive = 0
if __debug__:
self.activeCount -= 1
self.debugDisplay()
def oneTimeCollide(self):
"""
Makes one quick collision pass for the avatar, for instance as
a one-time straighten-things-up operation after collisions
have been disabled.
"""
assert self.notify.debugCall()
tempCTrav = CollisionTraverser("oneTimeCollide")
tempCTrav.addCollider(self.cRayNodePath, self.lifter)
tempCTrav.traverse(render)
def resetToOrigin(self):
if self.shadowNodePath:
self.shadowNodePath.setPos(0,0,0)
if __debug__:
def debugDisplay(self):
"""for debugging"""
if self.notify.getDebug():
message = "%d active (%d total), %d colliders"%(
self.activeCount, self.count, self.cTrav.getNumColliders())
self.notify.debug(message)
onScreenDebug.add("ShadowPlacers", message)
return 1 # to allow assert self.debugDisplay()