262 lines
11 KiB
Python
262 lines
11 KiB
Python
#!/usr/bin/env python
|
|
|
|
# Author: Ryan Myers
|
|
# Models: Jeff Styers, Reagan Heller
|
|
#
|
|
# Last Updated: 2015-03-13
|
|
#
|
|
# This tutorial provides an example of creating a character
|
|
# and having it walk around on uneven terrain, as well
|
|
# as implementing a fully rotatable camera.
|
|
|
|
from direct.showbase.ShowBase import ShowBase
|
|
from panda3d.core import CollisionTraverser, CollisionNode
|
|
from panda3d.core import CollisionHandlerQueue, CollisionRay
|
|
from panda3d.core import Filename, AmbientLight, DirectionalLight
|
|
from panda3d.core import PandaNode, NodePath, Camera, TextNode
|
|
from panda3d.core import CollideMask
|
|
from direct.gui.OnscreenText import OnscreenText
|
|
from direct.actor.Actor import Actor
|
|
import random
|
|
import sys
|
|
import os
|
|
import math
|
|
|
|
# Function to put instructions on the screen.
|
|
def addInstructions(pos, msg):
|
|
return OnscreenText(text=msg, style=1, fg=(1, 1, 1, 1), scale=.05,
|
|
shadow=(0, 0, 0, 1), parent=base.a2dTopLeft,
|
|
pos=(0.08, -pos - 0.04), align=TextNode.ALeft)
|
|
|
|
# Function to put title on the screen.
|
|
def addTitle(text):
|
|
return OnscreenText(text=text, style=1, fg=(1, 1, 1, 1), scale=.07,
|
|
parent=base.a2dBottomRight, align=TextNode.ARight,
|
|
pos=(-0.1, 0.09), shadow=(0, 0, 0, 1))
|
|
|
|
|
|
class RoamingRalphDemo(ShowBase):
|
|
def __init__(self):
|
|
# Set up the window, camera, etc.
|
|
ShowBase.__init__(self)
|
|
|
|
# Set the background color to black
|
|
self.win.setClearColor((0, 0, 0, 1))
|
|
|
|
# This is used to store which keys are currently pressed.
|
|
self.keyMap = {
|
|
"left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0}
|
|
|
|
# Post the instructions
|
|
self.title = addTitle(
|
|
"Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
|
|
self.inst1 = addInstructions(0.06, "[ESC]: Quit")
|
|
self.inst2 = addInstructions(0.12, "[Left Arrow]: Rotate Ralph Left")
|
|
self.inst3 = addInstructions(0.18, "[Right Arrow]: Rotate Ralph Right")
|
|
self.inst4 = addInstructions(0.24, "[Up Arrow]: Run Ralph Forward")
|
|
self.inst6 = addInstructions(0.30, "[A]: Rotate Camera Left")
|
|
self.inst7 = addInstructions(0.36, "[S]: Rotate Camera Right")
|
|
|
|
# Set up the environment
|
|
#
|
|
# This environment model contains collision meshes. If you look
|
|
# in the egg file, you will see the following:
|
|
#
|
|
# <Collide> { Polyset keep descend }
|
|
#
|
|
# This tag causes the following mesh to be converted to a collision
|
|
# mesh -- a mesh which is optimized for collision, not rendering.
|
|
# It also keeps the original mesh, so there are now two copies ---
|
|
# one optimized for rendering, one for collisions.
|
|
|
|
self.environ = loader.loadModel("models/world")
|
|
self.environ.reparentTo(render)
|
|
|
|
# Create the main character, Ralph
|
|
|
|
ralphStartPos = self.environ.find("**/start_point").getPos()
|
|
self.ralph = Actor("models/ralph",
|
|
{"run": "models/ralph-run",
|
|
"walk": "models/ralph-walk"})
|
|
self.ralph.reparentTo(render)
|
|
self.ralph.setScale(.2)
|
|
self.ralph.setPos(ralphStartPos + (0, 0, 0.5))
|
|
|
|
# Create a floater object, which floats 2 units above ralph. We
|
|
# use this as a target for the camera to look at.
|
|
|
|
self.floater = NodePath(PandaNode("floater"))
|
|
self.floater.reparentTo(self.ralph)
|
|
self.floater.setZ(2.0)
|
|
|
|
# Accept the control keys for movement and rotation
|
|
|
|
self.accept("escape", sys.exit)
|
|
self.accept("arrow_left", self.setKey, ["left", True])
|
|
self.accept("arrow_right", self.setKey, ["right", True])
|
|
self.accept("arrow_up", self.setKey, ["forward", True])
|
|
self.accept("a", self.setKey, ["cam-left", True])
|
|
self.accept("s", self.setKey, ["cam-right", True])
|
|
self.accept("arrow_left-up", self.setKey, ["left", False])
|
|
self.accept("arrow_right-up", self.setKey, ["right", False])
|
|
self.accept("arrow_up-up", self.setKey, ["forward", False])
|
|
self.accept("a-up", self.setKey, ["cam-left", False])
|
|
self.accept("s-up", self.setKey, ["cam-right", False])
|
|
|
|
taskMgr.add(self.move, "moveTask")
|
|
|
|
# Game state variables
|
|
self.isMoving = False
|
|
|
|
# Set up the camera
|
|
self.disableMouse()
|
|
self.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 2)
|
|
|
|
# We will detect the height of the terrain by creating a collision
|
|
# ray and casting it downward toward the terrain. One ray will
|
|
# start above ralph's head, and the other will start above the camera.
|
|
# A ray may hit the terrain, or it may hit a rock or a tree. If it
|
|
# hits the terrain, we can detect the height. If it hits anything
|
|
# else, we rule that the move is illegal.
|
|
self.cTrav = CollisionTraverser()
|
|
|
|
self.ralphGroundRay = CollisionRay()
|
|
self.ralphGroundRay.setOrigin(0, 0, 9)
|
|
self.ralphGroundRay.setDirection(0, 0, -1)
|
|
self.ralphGroundCol = CollisionNode('ralphRay')
|
|
self.ralphGroundCol.addSolid(self.ralphGroundRay)
|
|
self.ralphGroundCol.setFromCollideMask(CollideMask.bit(0))
|
|
self.ralphGroundCol.setIntoCollideMask(CollideMask.allOff())
|
|
self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
|
|
self.ralphGroundHandler = CollisionHandlerQueue()
|
|
self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
|
|
|
|
self.camGroundRay = CollisionRay()
|
|
self.camGroundRay.setOrigin(0, 0, 9)
|
|
self.camGroundRay.setDirection(0, 0, -1)
|
|
self.camGroundCol = CollisionNode('camRay')
|
|
self.camGroundCol.addSolid(self.camGroundRay)
|
|
self.camGroundCol.setFromCollideMask(CollideMask.bit(0))
|
|
self.camGroundCol.setIntoCollideMask(CollideMask.allOff())
|
|
self.camGroundColNp = self.camera.attachNewNode(self.camGroundCol)
|
|
self.camGroundHandler = CollisionHandlerQueue()
|
|
self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
|
|
|
|
# Uncomment this line to see the collision rays
|
|
#self.ralphGroundColNp.show()
|
|
#self.camGroundColNp.show()
|
|
|
|
# Uncomment this line to show a visual representation of the
|
|
# collisions occuring
|
|
#self.cTrav.showCollisions(render)
|
|
|
|
# Create some lighting
|
|
ambientLight = AmbientLight("ambientLight")
|
|
ambientLight.setColor((.3, .3, .3, 1))
|
|
directionalLight = DirectionalLight("directionalLight")
|
|
directionalLight.setDirection((-5, -5, -5))
|
|
directionalLight.setColor((1, 1, 1, 1))
|
|
directionalLight.setSpecularColor((1, 1, 1, 1))
|
|
render.setLight(render.attachNewNode(ambientLight))
|
|
render.setLight(render.attachNewNode(directionalLight))
|
|
|
|
# Records the state of the arrow keys
|
|
def setKey(self, key, value):
|
|
self.keyMap[key] = value
|
|
|
|
# Accepts arrow keys to move either the player or the menu cursor,
|
|
# Also deals with grid checking and collision detection
|
|
def move(self, task):
|
|
|
|
# Get the time that elapsed since last frame. We multiply this with
|
|
# the desired speed in order to find out with which distance to move
|
|
# in order to achieve that desired speed.
|
|
dt = globalClock.getDt()
|
|
|
|
# If the camera-left key is pressed, move camera left.
|
|
# If the camera-right key is pressed, move camera right.
|
|
|
|
if self.keyMap["cam-left"]:
|
|
self.camera.setX(self.camera, -20 * dt)
|
|
if self.keyMap["cam-right"]:
|
|
self.camera.setX(self.camera, +20 * dt)
|
|
|
|
# save ralph's initial position so that we can restore it,
|
|
# in case he falls off the map or runs into something.
|
|
|
|
startpos = self.ralph.getPos()
|
|
|
|
# If a move-key is pressed, move ralph in the specified direction.
|
|
|
|
if self.keyMap["left"]:
|
|
self.ralph.setH(self.ralph.getH() + 300 * dt)
|
|
if self.keyMap["right"]:
|
|
self.ralph.setH(self.ralph.getH() - 300 * dt)
|
|
if self.keyMap["forward"]:
|
|
self.ralph.setY(self.ralph, -25 * dt)
|
|
|
|
# If ralph is moving, loop the run animation.
|
|
# If he is standing still, stop the animation.
|
|
|
|
if self.keyMap["forward"] or self.keyMap["left"] or self.keyMap["right"]:
|
|
if self.isMoving is False:
|
|
self.ralph.loop("run")
|
|
self.isMoving = True
|
|
else:
|
|
if self.isMoving:
|
|
self.ralph.stop()
|
|
self.ralph.pose("walk", 5)
|
|
self.isMoving = False
|
|
|
|
# If the camera is too far from ralph, move it closer.
|
|
# If the camera is too close to ralph, move it farther.
|
|
|
|
camvec = self.ralph.getPos() - self.camera.getPos()
|
|
camvec.setZ(0)
|
|
camdist = camvec.length()
|
|
camvec.normalize()
|
|
if camdist > 10.0:
|
|
self.camera.setPos(self.camera.getPos() + camvec * (camdist - 10))
|
|
camdist = 10.0
|
|
if camdist < 5.0:
|
|
self.camera.setPos(self.camera.getPos() - camvec * (5 - camdist))
|
|
camdist = 5.0
|
|
|
|
# Normally, we would have to call traverse() to check for collisions.
|
|
# However, the class ShowBase that we inherit from has a task to do
|
|
# this for us, if we assign a CollisionTraverser to self.cTrav.
|
|
#self.cTrav.traverse(render)
|
|
|
|
# Adjust ralph's Z coordinate. If ralph's ray hit terrain,
|
|
# update his Z. If it hit anything else, or didn't hit anything, put
|
|
# him back where he was last frame.
|
|
|
|
entries = list(self.ralphGroundHandler.getEntries())
|
|
entries.sort(key=lambda x: x.getSurfacePoint(render).getZ())
|
|
|
|
if len(entries) > 0 and entries[0].getIntoNode().getName() == "terrain":
|
|
self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
|
|
else:
|
|
self.ralph.setPos(startpos)
|
|
|
|
# Keep the camera at one foot above the terrain,
|
|
# or two feet above ralph, whichever is greater.
|
|
|
|
entries = list(self.camGroundHandler.getEntries())
|
|
entries.sort(key=lambda x: x.getSurfacePoint(render).getZ())
|
|
|
|
if len(entries) > 0 and entries[0].getIntoNode().getName() == "terrain":
|
|
self.camera.setZ(entries[0].getSurfacePoint(render).getZ() + 1.0)
|
|
if self.camera.getZ() < self.ralph.getZ() + 2.0:
|
|
self.camera.setZ(self.ralph.getZ() + 2.0)
|
|
|
|
# The camera should look in ralph's direction,
|
|
# but it should also try to stay horizontal, so look at
|
|
# a floater which hovers above ralph's head.
|
|
self.camera.lookAt(self.floater)
|
|
|
|
return task.cont
|
|
|
|
|
|
demo = RoamingRalphDemo()
|
|
demo.run()
|