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-"""
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-PhysicsWalker.py is for avatars.
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-
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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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-
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-it does not:
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- - play sounds
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- - play animations
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-
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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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-
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-from ShowBaseGlobal import *
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-
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-from direct.directnotify import DirectNotifyGlobal
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-import DirectObject
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-from pandac import PhysicsManager
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-import math
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-
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-#import LineStream
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-
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-class PhysicsWalker(DirectObject.DirectObject):
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-
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- notify = DirectNotifyGlobal.directNotify.newCategory("PhysicsWalker")
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- wantAvatarPhysicsIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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-
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- useLifter = 0
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- useHeightRay = 0
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-
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- # special methods
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- def __init__(self, gravity = -32.1740, standableGround=0.707,
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- hardLandingForce=16.0):
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- assert(self.debugPrint("PhysicsWalker(gravity=%s, standableGround=%s)"%(
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- gravity, standableGround)))
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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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-
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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.__oldAirborneHeight=None
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- self.getAirborneHeight=None
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- self.__oldContact=None
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- self.__oldPosDelta=Vec3(0)
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- self.__oldDt=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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-
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- self.isAirborne = 0
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- self.highMark = 0
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-
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- """
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- def spawnTest(self):
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- assert(self.debugPrint("\n\nspawnTest()\n"))
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- if not self.wantAvatarPhysicsIndicator:
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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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-
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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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-
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- model = loader.loadModelCopy('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("physicsWalker-spawnTest-%s"%fakeId)
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- self.platformRoot.setPos(base.localAvatar, Vec3(0.0, 3.0, 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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-
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- startPos = Vec3(0.0, -15.0, 0.0)
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- endPos = Vec3(0.0, 15.0, 0.0)
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- distance = Vec3(startPos-endPos).length()
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- duration = distance/4
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- self.moveIval = Sequence(
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- WaitInterval(0.3),
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- LerpPosInterval(self.platform, duration,
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- endPos, startPos=startPos,
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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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- startPos, startPos=endPos,
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- name='platformBack%s' % fakeId,
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- fluid = 1),
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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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-
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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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-
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- def getSpeeds(self):
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- #assert(self.debugPrint("getSpeeds()"))
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- return (self.__speed, self.__rotationSpeed)
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-
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- def setupRay(self, floorBitmask, floorOffset):
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- # This is a ray cast from your head down to detect floor polygons
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- # A toon is about 4.0 feet high, so start it there
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- self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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- cRayNode = CollisionNode('PW.cRayNode')
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- cRayNode.addSolid(self.cRay)
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- self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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- self.cRayBitMask = floorBitmask
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- cRayNode.setFromCollideMask(self.cRayBitMask)
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- cRayNode.setIntoCollideMask(BitMask32.allOff())
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-
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- if 0 or self.useLifter:
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- # set up floor collision mechanism
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- self.lifter = CollisionHandlerFloor()
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- self.lifter.setInPattern("enter%in")
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- self.lifter.setOutPattern("exit%in")
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- self.lifter.setOffset(floorOffset)
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-
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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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-
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- #self.bobNodePath = self.avatarNodePath.attachNewNode("bob")
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- #self.lifter.addCollider(self.cRayNodePath, self.cRayNodePath)
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- self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
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- else: # useCollisionHandlerQueue
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- self.cRayQueue = CollisionHandlerQueue()
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- self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
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-
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- def determineHeight(self):
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- """
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- returns the height of the avatar above the ground.
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- If there is no floor below the avatar, 0.0 is returned.
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- aka get airborne height.
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- """
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- if self.useLifter:
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- height = self.avatarNodePath.getPos(self.cRayNodePath)
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- # If the shadow where not pointed strait down, we would need to
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- # get magnitude of the vector. Since it is strait down, we'll
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- # just get the z:
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- #spammy --> assert self.debugPrint("getAirborneHeight() returning %s"%(height.getZ(),))
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- assert onScreenDebug.add("height", height.getZ())
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- return height.getZ() - self.floorOffset
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- else: # useCollisionHandlerQueue
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- """
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- returns the height of the avatar above the ground.
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- If there is no floor below the avatar, 0.0 is returned.
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- aka get airborne height.
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- """
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- height = 0.0
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- #*#self.cRayTrav.traverse(render)
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- if self.cRayQueue.getNumEntries() != 0:
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- # ...we have a floor.
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- # Choose the highest of the possibly several floors we're over:
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- self.cRayQueue.sortEntries()
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- floorPoint = self.cRayQueue.getEntry(0).getFromIntersectionPoint()
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- height = -floorPoint.getZ()
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- self.cRayQueue.clearEntries()
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- if __debug__:
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- onScreenDebug.add("height", height)
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- return height
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-
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- def setupSphere(self, bitmask, avatarRadius):
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- """
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- Set up the collision sphere
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- """
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- # This is a sphere on the ground to detect barrier collisions
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- self.avatarRadius = avatarRadius
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- centerHeight = avatarRadius
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- if self.useHeightRay:
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- centerHeight *= 2.0
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- self.cSphere = CollisionSphere(0.0, 0.0, centerHeight, avatarRadius)
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- cSphereNode = CollisionNode('PW.cSphereNode')
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- cSphereNode.addSolid(self.cSphere)
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- self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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- self.cSphereBitMask = bitmask
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-
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- cSphereNode.setFromCollideMask(self.cSphereBitMask)
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- cSphereNode.setIntoCollideMask(BitMask32.allOff())
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-
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- # set up collision mechanism
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- self.pusher = PhysicsCollisionHandler()
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- self.pusher.setInPattern("enter%in")
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- self.pusher.setOutPattern("exit%in")
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-
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- self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath)
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-
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- def setupPhysics(self, avatarNodePath):
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- assert(self.debugPrint("setupPhysics()"))
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- # Connect to Physics Manager:
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- self.actorNode=ActorNode("physicsActor")
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- self.actorNode.getPhysicsObject().setOriented(1)
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- self.actorNode.getPhysical(0).setViscosity(0.1)
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- physicsActor=NodePath(self.actorNode)
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- avatarNodePath.reparentTo(physicsActor)
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- avatarNodePath.assign(physicsActor)
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- self.phys=PhysicsManager.PhysicsManager()
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-
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- fn=ForceNode("gravity")
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- fnp=NodePath(fn)
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- #fnp.reparentTo(physicsActor)
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- fnp.reparentTo(render)
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- gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
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- fn.addForce(gravity)
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- self.phys.addLinearForce(gravity)
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- self.gravity = gravity
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-
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- fn=ForceNode("priorParent")
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- fnp=NodePath(fn)
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- fnp.reparentTo(render)
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- priorParent=LinearVectorForce(0.0, 0.0, 0.0)
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- fn.addForce(priorParent)
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- self.phys.addLinearForce(priorParent)
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- self.priorParentNp = fnp
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- self.priorParent = priorParent
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-
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- fn=ForceNode("viscosity")
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- fnp=NodePath(fn)
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- #fnp.reparentTo(physicsActor)
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- fnp.reparentTo(render)
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- self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
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- #self.avatarViscosity.setCoef(0.9)
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- fn.addForce(self.avatarViscosity)
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- self.phys.addLinearForce(self.avatarViscosity)
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-
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- self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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- self.phys.attachPhysicalnode(physicsActor.node())
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-
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- self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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- fn=ForceNode("avatarControls")
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- fnp=NodePath(fn)
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- fnp.reparentTo(render)
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- fn.addForce(self.acForce)
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- self.phys.addLinearForce(self.acForce)
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- #self.phys.removeLinearForce(self.acForce)
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- #fnp.remove()
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- return avatarNodePath
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-
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- def initializeCollisions(self, collisionTraverser, avatarNodePath,
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- wallBitmask, floorBitmask,
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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 collisions
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- """
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- assert(self.debugPrint("initializeCollisions()"))
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-
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- assert not avatarNodePath.isEmpty()
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-
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- self.cTrav = collisionTraverser
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- self.floorOffset = floorOffset = 7.0
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-
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- self.avatarNodePath = self.setupPhysics(avatarNodePath)
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- if 0 or self.useHeightRay:
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- #self.setupRay(floorBitmask, avatarRadius)
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- self.setupRay(floorBitmask, 0.0)
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- self.setupSphere(wallBitmask|floorBitmask, avatarRadius)
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-
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- self.setCollisionsActive(1)
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-
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- def setAirborneHeightFunc(self, getAirborneHeight):
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- self.getAirborneHeight = getAirborneHeight
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-
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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.debugPrint("setAvatarPhysicsIndicator()"))
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- self.cSphereNodePath.show()
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- if indicator:
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- # Indicator Node:
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- change=render.attachNewNode("change")
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- #change.setPos(Vec3(1.0, 1.0, 1.0))
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- #change.setHpr(0.0, 0.0, 0.0)
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- change.setScale(0.1)
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- #change.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
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- indicator.reparentTo(change)
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-
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- indicatorNode=render.attachNewNode("physVelocityIndicator")
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- #indicatorNode.setScale(0.1)
|
|
|
|
|
- #indicatorNode.setP(90.0)
|
|
|
|
|
- indicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
|
|
|
|
|
- indicatorNode.setColor(0.0, 0.0, 1.0, 1.0)
|
|
|
|
|
- change.reparentTo(indicatorNode)
|
|
|
|
|
-
|
|
|
|
|
- self.physVelocityIndicator=indicatorNode
|
|
|
|
|
- # Contact Node:
|
|
|
|
|
- contactIndicatorNode=render.attachNewNode("physContactIndicator")
|
|
|
|
|
- contactIndicatorNode.setScale(0.25)
|
|
|
|
|
- contactIndicatorNode.setP(90.0)
|
|
|
|
|
- contactIndicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
|
|
|
|
|
- contactIndicatorNode.setColor(1.0, 0.0, 0.0, 1.0)
|
|
|
|
|
- indicator.instanceTo(contactIndicatorNode)
|
|
|
|
|
- self.physContactIndicator=contactIndicatorNode
|
|
|
|
|
- else:
|
|
|
|
|
- print "failed load of physics indicator"
|
|
|
|
|
-
|
|
|
|
|
- def avatarPhysicsIndicator(self, task):
|
|
|
|
|
- #assert(self.debugPrint("avatarPhysicsIndicator()"))
|
|
|
|
|
- # Velocity:
|
|
|
|
|
- self.physVelocityIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
|
|
|
|
|
- physObject=self.actorNode.getPhysicsObject()
|
|
|
|
|
- a=physObject.getVelocity()
|
|
|
|
|
- self.physVelocityIndicator.setScale(math.sqrt(a.length()))
|
|
|
|
|
- a+=self.physVelocityIndicator.getPos()
|
|
|
|
|
- self.physVelocityIndicator.lookAt(Point3(a))
|
|
|
|
|
- # Contact:
|
|
|
|
|
- contact=self.actorNode.getContactVector()
|
|
|
|
|
- if contact==Vec3.zero():
|
|
|
|
|
- self.physContactIndicator.hide()
|
|
|
|
|
- else:
|
|
|
|
|
- self.physContactIndicator.show()
|
|
|
|
|
- self.physContactIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
|
|
|
|
|
- #contact=self.actorNode.getContactVector()
|
|
|
|
|
- point=Point3(contact+self.physContactIndicator.getPos())
|
|
|
|
|
- self.physContactIndicator.lookAt(point)
|
|
|
|
|
- return Task.cont
|
|
|
|
|
-
|
|
|
|
|
- def deleteCollisions(self):
|
|
|
|
|
- assert(self.debugPrint("deleteCollisions()"))
|
|
|
|
|
- del self.cTrav
|
|
|
|
|
-
|
|
|
|
|
- if self.useHeightRay:
|
|
|
|
|
- del self.cRayQueue
|
|
|
|
|
- self.cRayNodePath.removeNode()
|
|
|
|
|
- del self.cRayNodePath
|
|
|
|
|
-
|
|
|
|
|
- del self.cSphere
|
|
|
|
|
- self.cSphereNodePath.removeNode()
|
|
|
|
|
- del self.cSphereNodePath
|
|
|
|
|
-
|
|
|
|
|
- del self.pusher
|
|
|
|
|
-
|
|
|
|
|
- del self.getAirborneHeight
|
|
|
|
|
-
|
|
|
|
|
- def setCollisionsActive(self, active = 1):
|
|
|
|
|
- assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
|
|
|
|
|
- if self.collisionsActive != active:
|
|
|
|
|
- self.collisionsActive = active
|
|
|
|
|
- if active:
|
|
|
|
|
- self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
|
|
|
|
|
- if self.useHeightRay:
|
|
|
|
|
- if self.useLifter:
|
|
|
|
|
- self.cTrav.addCollider(self.cRayNodePath, self.lifter)
|
|
|
|
|
- else:
|
|
|
|
|
- self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
|
|
|
|
|
- else:
|
|
|
|
|
- self.cTrav.removeCollider(self.cSphereNodePath)
|
|
|
|
|
- if self.useHeightRay:
|
|
|
|
|
- self.cTrav.removeCollider(self.cRayNodePath)
|
|
|
|
|
- # Now that we have disabled collisions, make one more pass
|
|
|
|
|
- # right now to ensure we aren't standing in a wall.
|
|
|
|
|
- self.oneTimeCollide()
|
|
|
|
|
-
|
|
|
|
|
- def getCollisionsActive(self):
|
|
|
|
|
- assert(self.debugPrint("getCollisionsActive() returning=%s"%(
|
|
|
|
|
- self.collisionsActive,)))
|
|
|
|
|
- return self.collisionsActive
|
|
|
|
|
-
|
|
|
|
|
- def placeOnFloor(self):
|
|
|
|
|
- """
|
|
|
|
|
- Make a reasonable effort to place the avatar on the ground.
|
|
|
|
|
- For example, this is useful when switching away from the
|
|
|
|
|
- current walker.
|
|
|
|
|
- """
|
|
|
|
|
- self.oneTimeCollide()
|
|
|
|
|
- self.avatarNodePath.setZ(self.avatarNodePath.getZ()-self.getAirborneHeight())
|
|
|
|
|
-
|
|
|
|
|
- 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.debugPrint("oneTimeCollide()"))
|
|
|
|
|
- tempCTrav = CollisionTraverser("oneTimeCollide")
|
|
|
|
|
- if self.useHeightRay:
|
|
|
|
|
- if self.useLifter:
|
|
|
|
|
- tempCTrav.addCollider(self.cRayNodePath, self.lifter)
|
|
|
|
|
- else:
|
|
|
|
|
- tempCTrav.addCollider(self.cRayNodePath, self.cRayQueue)
|
|
|
|
|
- tempCTrav.traverse(render)
|
|
|
|
|
-
|
|
|
|
|
- def handleAvatarControls(self, task):
|
|
|
|
|
- """
|
|
|
|
|
- Check on the arrow keys and update the avatar.
|
|
|
|
|
- """
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- if self.wantAvatarPhysicsIndicator:
|
|
|
|
|
- onScreenDebug.append("localAvatar pos = %s\n"%(base.localAvatar.getPos().pPrintValues(),))
|
|
|
|
|
- onScreenDebug.append("localAvatar h = % 10.4f\n"%(base.localAvatar.getH(),))
|
|
|
|
|
- onScreenDebug.append("localAvatar anim = %s\n"%(base.localAvatar.animFSM.getCurrentState().getName(),))
|
|
|
|
|
- #assert(self.debugPrint("handleAvatarControls(task=%s)"%(task,)))
|
|
|
|
|
- physObject=self.actorNode.getPhysicsObject()
|
|
|
|
|
- #rotAvatarToPhys=Mat3.rotateMatNormaxis(-self.avatarNodePath.getH(), Vec3.up())
|
|
|
|
|
- #rotPhysToAvatar=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
|
|
- contact=self.actorNode.getContactVector()
|
|
|
|
|
-
|
|
|
|
|
- # hack fix for falling through the floor:
|
|
|
|
|
- if contact==Vec3.zero() and self.avatarNodePath.getZ()<-50.0:
|
|
|
|
|
- # DCR: don't reset X and Y; allow player to move
|
|
|
|
|
- self.reset()
|
|
|
|
|
- self.avatarNodePath.setZ(50.0)
|
|
|
|
|
- messenger.send("walkerIsOutOfWorld", [self.avatarNodePath])
|
|
|
|
|
-
|
|
|
|
|
- # get the button states:
|
|
|
|
|
- forward = inputState.isSet("forward")
|
|
|
|
|
- reverse = inputState.isSet("reverse")
|
|
|
|
|
- turnLeft = inputState.isSet("turnLeft")
|
|
|
|
|
- turnRight = inputState.isSet("turnRight")
|
|
|
|
|
- slide = 0#inputState.isSet("slide")
|
|
|
|
|
- slideLeft = 0#inputState.isSet("slideLeft")
|
|
|
|
|
- slideRight = 0#inputState.isSet("slideRight")
|
|
|
|
|
- jump = inputState.isSet("jump")
|
|
|
|
|
- # Determine what the speeds are based on the buttons:
|
|
|
|
|
- self.__speed=(forward and self.avatarControlForwardSpeed or
|
|
|
|
|
- reverse and -self.avatarControlReverseSpeed)
|
|
|
|
|
- avatarSlideSpeed=self.avatarControlForwardSpeed*0.5
|
|
|
|
|
- #self.__slideSpeed=slide and (
|
|
|
|
|
- # (turnLeft and -avatarSlideSpeed) or
|
|
|
|
|
- # (turnRight and avatarSlideSpeed))
|
|
|
|
|
- self.__slideSpeed=(
|
|
|
|
|
- (slideLeft and -avatarSlideSpeed) or
|
|
|
|
|
- (slideRight and avatarSlideSpeed))
|
|
|
|
|
- self.__rotationSpeed=not slide and (
|
|
|
|
|
- (turnLeft and self.avatarControlRotateSpeed) or
|
|
|
|
|
- (turnRight and -self.avatarControlRotateSpeed))
|
|
|
|
|
-
|
|
|
|
|
- # How far did we move based on the amount of time elapsed?
|
|
|
|
|
- dt=ClockObject.getGlobalClock().getDt()
|
|
|
|
|
-
|
|
|
|
|
- if self.needToDeltaPos:
|
|
|
|
|
- self.setPriorParentVector()
|
|
|
|
|
- self.needToDeltaPos = 0
|
|
|
|
|
- #self.__oldPosDelta = render.getRelativeVector(
|
|
|
|
|
- # self.avatarNodePath,
|
|
|
|
|
- # self.avatarNodePath.getPosDelta(render))
|
|
|
|
|
- #self.__oldPosDelta = self.avatarNodePath.getRelativeVector(
|
|
|
|
|
- # render,
|
|
|
|
|
- # self.avatarNodePath.getPosDelta(render))
|
|
|
|
|
- self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
|
|
|
|
|
- self.__oldDt = dt
|
|
|
|
|
- #posDelta = self.avatarNodePath.getPosDelta(render)
|
|
|
|
|
- #if posDelta==Vec3.zero():
|
|
|
|
|
- # self.priorParent.setVector(self.__oldPosDelta)
|
|
|
|
|
- #else:
|
|
|
|
|
- # self.priorParent.setVector(Vec3.zero())
|
|
|
|
|
- # # We must copy the vector to preserve it:
|
|
|
|
|
- # self.__oldPosDelta=Vec3(posDelta)
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- if self.wantAvatarPhysicsIndicator:
|
|
|
|
|
- onScreenDebug.add("posDelta1",
|
|
|
|
|
- self.avatarNodePath.getPosDelta(render).pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 0:
|
|
|
|
|
- onScreenDebug.add("posDelta3",
|
|
|
|
|
- render.getRelativeVector(
|
|
|
|
|
- self.avatarNodePath,
|
|
|
|
|
- self.avatarNodePath.getPosDelta(render)).pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 0:
|
|
|
|
|
- onScreenDebug.add("gravity",
|
|
|
|
|
- self.gravity.getLocalVector().pPrintValues())
|
|
|
|
|
- onScreenDebug.add("priorParent",
|
|
|
|
|
- self.priorParent.getLocalVector().pPrintValues())
|
|
|
|
|
- onScreenDebug.add("avatarViscosity",
|
|
|
|
|
- "% 10.4f"%(self.avatarViscosity.getCoef(),))
|
|
|
|
|
-
|
|
|
|
|
- onScreenDebug.add("physObject pos",
|
|
|
|
|
- physObject.getPosition().pPrintValues())
|
|
|
|
|
- onScreenDebug.add("physObject hpr",
|
|
|
|
|
- physObject.getOrientation().getHpr().pPrintValues())
|
|
|
|
|
- onScreenDebug.add("physObject orien",
|
|
|
|
|
- physObject.getOrientation().pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 1:
|
|
|
|
|
- onScreenDebug.add("physObject vel",
|
|
|
|
|
- physObject.getVelocity().pPrintValues())
|
|
|
|
|
- onScreenDebug.add("physObject len",
|
|
|
|
|
- "% 10.4f"%physObject.getVelocity().length())
|
|
|
|
|
-
|
|
|
|
|
- if 0:
|
|
|
|
|
- onScreenDebug.add("posDelta4",
|
|
|
|
|
- self.priorParentNp.getRelativeVector(
|
|
|
|
|
- render,
|
|
|
|
|
- self.avatarNodePath.getPosDelta(render)).pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 1:
|
|
|
|
|
- onScreenDebug.add("priorParent",
|
|
|
|
|
- self.priorParent.getLocalVector().pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 0:
|
|
|
|
|
- onScreenDebug.add("priorParent po",
|
|
|
|
|
- self.priorParent.getVector(physObject).pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 0:
|
|
|
|
|
- onScreenDebug.add("__posDelta",
|
|
|
|
|
- self.__oldPosDelta.pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- if 1:
|
|
|
|
|
- onScreenDebug.add("contact",
|
|
|
|
|
- contact.pPrintValues())
|
|
|
|
|
- #onScreenDebug.add("airborneHeight", "% 10.4f"%(
|
|
|
|
|
- # self.getAirborneHeight(),))
|
|
|
|
|
-
|
|
|
|
|
- if 0:
|
|
|
|
|
- onScreenDebug.add("__oldContact",
|
|
|
|
|
- contact.pPrintValues())
|
|
|
|
|
- onScreenDebug.add("__oldAirborneHeight", "% 10.4f"%(
|
|
|
|
|
- self.getAirborneHeight(),))
|
|
|
|
|
- airborneHeight=self.getAirborneHeight()
|
|
|
|
|
- if airborneHeight > self.highMark:
|
|
|
|
|
- self.highMark = airborneHeight
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
|
|
|
|
|
- #if airborneHeight < 0.1: #contact!=Vec3.zero():
|
|
|
|
|
- if 1:
|
|
|
|
|
- if (airborneHeight > self.avatarRadius*0.5
|
|
|
|
|
- or physObject.getVelocity().getZ() > 0.0
|
|
|
|
|
- ): # Check stair angles before changing this.
|
|
|
|
|
- # ...the avatar is airborne (maybe a lot or a tiny amount).
|
|
|
|
|
- self.isAirborne = 1
|
|
|
|
|
- else:
|
|
|
|
|
- # ...the avatar is very close to the ground (close enough to be
|
|
|
|
|
- # considered on the ground).
|
|
|
|
|
- if self.isAirborne and physObject.getVelocity().getZ() <= 0.0:
|
|
|
|
|
- # ...the avatar has landed.
|
|
|
|
|
- contactLength = contact.length()
|
|
|
|
|
- if contactLength>self.__hardLandingForce:
|
|
|
|
|
- #print "jumpHardLand"
|
|
|
|
|
- messenger.send("jumpHardLand")
|
|
|
|
|
- else:
|
|
|
|
|
- #print "jumpLand"
|
|
|
|
|
- messenger.send("jumpLand")
|
|
|
|
|
- self.priorParent.setVector(Vec3.zero())
|
|
|
|
|
- self.isAirborne = 0
|
|
|
|
|
- elif jump:
|
|
|
|
|
- #print "jump"
|
|
|
|
|
- #self.__jumpButton=0
|
|
|
|
|
- messenger.send("jumpStart")
|
|
|
|
|
- if 0:
|
|
|
|
|
- # ...jump away from walls and with with the slope normal.
|
|
|
|
|
- jumpVec=Vec3(contact+Vec3.up())
|
|
|
|
|
- #jumpVec=Vec3(rotAvatarToPhys.xform(jumpVec))
|
|
|
|
|
- jumpVec.normalize()
|
|
|
|
|
- else:
|
|
|
|
|
- # ...jump straight up, even if next to a wall.
|
|
|
|
|
- jumpVec=Vec3.up()
|
|
|
|
|
- jumpVec*=self.avatarControlJumpForce
|
|
|
|
|
- physObject.addImpulse(Vec3(jumpVec))
|
|
|
|
|
- self.isAirborne = 1 # Avoid double impulse before fully airborne.
|
|
|
|
|
- else:
|
|
|
|
|
- self.isAirborne = 0
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- onScreenDebug.add("isAirborne", "%d"%(self.isAirborne,))
|
|
|
|
|
- else:
|
|
|
|
|
- if contact!=Vec3.zero():
|
|
|
|
|
- # ...the avatar has touched something (but might not be on the ground).
|
|
|
|
|
- contactLength = contact.length()
|
|
|
|
|
- contact.normalize()
|
|
|
|
|
- angle=contact.dot(Vec3.up())
|
|
|
|
|
- if angle>self.__standableGround:
|
|
|
|
|
- # ...avatar is on standable ground.
|
|
|
|
|
- if self.__oldContact==Vec3.zero():
|
|
|
|
|
- #if self.__oldAirborneHeight > 0.1: #self.__oldContact==Vec3.zero():
|
|
|
|
|
- # ...avatar was airborne.
|
|
|
|
|
- self.jumpCount-=1
|
|
|
|
|
- if contactLength>self.__hardLandingForce:
|
|
|
|
|
- messenger.send("jumpHardLand")
|
|
|
|
|
- else:
|
|
|
|
|
- messenger.send("jumpLand")
|
|
|
|
|
- elif jump:
|
|
|
|
|
- self.jumpCount+=1
|
|
|
|
|
- #self.__jumpButton=0
|
|
|
|
|
- messenger.send("jumpStart")
|
|
|
|
|
- jump=Vec3(contact+Vec3.up())
|
|
|
|
|
- #jump=Vec3(rotAvatarToPhys.xform(jump))
|
|
|
|
|
- jump.normalize()
|
|
|
|
|
- jump*=self.avatarControlJumpForce
|
|
|
|
|
- physObject.addImpulse(Vec3(jump))
|
|
|
|
|
-
|
|
|
|
|
- if contact!=self.__oldContact:
|
|
|
|
|
- # We must copy the vector to preserve it:
|
|
|
|
|
- self.__oldContact=Vec3(contact)
|
|
|
|
|
- self.__oldAirborneHeight=airborneHeight
|
|
|
|
|
-
|
|
|
|
|
- moveToGround = Vec3.zero()
|
|
|
|
|
- if not self.useHeightRay or self.isAirborne:
|
|
|
|
|
- # ...the airborne check is a hack to stop sliding.
|
|
|
|
|
- self.phys.doPhysics(dt)
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- onScreenDebug.add("phys", "on")
|
|
|
|
|
- else:
|
|
|
|
|
- physObject.setVelocity(Vec3.zero())
|
|
|
|
|
- #if airborneHeight>0.001 and contact==Vec3.zero():
|
|
|
|
|
- # moveToGround = Vec3(0.0, 0.0, -airborneHeight)
|
|
|
|
|
- #moveToGround = Vec3(0.0, 0.0, -airborneHeight)
|
|
|
|
|
- moveToGround = Vec3(0.0, 0.0, -self.determineHeight())
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- onScreenDebug.add("phys", "off")
|
|
|
|
|
- # Check to see if we're moving at all:
|
|
|
|
|
- if self.__speed or self.__slideSpeed or self.__rotationSpeed or moveToGround!=Vec3.zero():
|
|
|
|
|
- distance = dt * self.__speed
|
|
|
|
|
- slideDistance = dt * self.__slideSpeed
|
|
|
|
|
- rotation = dt * self.__rotationSpeed
|
|
|
|
|
-
|
|
|
|
|
- #debugTempH=self.avatarNodePath.getH()
|
|
|
|
|
- assert self.avatarNodePath.getQuat().isSameDirection(physObject.getOrientation())
|
|
|
|
|
- assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
|
|
|
-
|
|
|
|
|
- # update pos:
|
|
|
|
|
- # Take a step in the direction of our previous heading.
|
|
|
|
|
- self.__vel=Vec3(
|
|
|
|
|
- Vec3.forward() * distance +
|
|
|
|
|
- Vec3.right() * slideDistance)
|
|
|
|
|
-
|
|
|
|
|
- # rotMat is the rotation matrix corresponding to
|
|
|
|
|
- # our previous heading.
|
|
|
|
|
- rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
|
|
- step=rotMat.xform(self.__vel)
|
|
|
|
|
- physObject.setPosition(Point3(
|
|
|
|
|
- physObject.getPosition()+step+moveToGround))
|
|
|
|
|
-
|
|
|
|
|
- # update hpr:
|
|
|
|
|
- o=physObject.getOrientation()
|
|
|
|
|
- r=LRotationf()
|
|
|
|
|
- r.setHpr(Vec3(rotation, 0.0, 0.0))
|
|
|
|
|
- physObject.setOrientation(o*r)
|
|
|
|
|
-
|
|
|
|
|
- # sync the change:
|
|
|
|
|
- self.actorNode.updateTransform()
|
|
|
|
|
-
|
|
|
|
|
- assert self.avatarNodePath.getQuat().isSameDirection(physObject.getOrientation())
|
|
|
|
|
- assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
|
|
|
- #assert self.avatarNodePath.getH()==debugTempH-rotation
|
|
|
|
|
- messenger.send("avatarMoving")
|
|
|
|
|
- else:
|
|
|
|
|
- self.__vel.set(0.0, 0.0, 0.0)
|
|
|
|
|
- # Clear the contact vector so we can tell if we contact something next frame:
|
|
|
|
|
- self.actorNode.setContactVector(Vec3.zero())
|
|
|
|
|
- return Task.cont
|
|
|
|
|
-
|
|
|
|
|
- def doDeltaPos(self):
|
|
|
|
|
- assert(self.debugPrint("doDeltaPos()"))
|
|
|
|
|
- self.needToDeltaPos = 1
|
|
|
|
|
-
|
|
|
|
|
- def setPriorParentVector(self):
|
|
|
|
|
- assert(self.debugPrint("doDeltaPos()"))
|
|
|
|
|
-
|
|
|
|
|
- print "self.__oldDt", self.__oldDt, "self.__oldPosDelta", self.__oldPosDelta
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
|
|
|
|
|
- onScreenDebug.add("self.__oldPosDelta",
|
|
|
|
|
- self.__oldPosDelta.pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- velocity = self.__oldPosDelta*(1/self.__oldDt)*4.0 # *4.0 is a hack
|
|
|
|
|
- assert(self.debugPrint(" __oldPosDelta=%s"%(self.__oldPosDelta,)))
|
|
|
|
|
- assert(self.debugPrint(" velocity=%s"%(velocity,)))
|
|
|
|
|
- self.priorParent.setVector(Vec3(velocity))
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- if self.wantAvatarPhysicsIndicator:
|
|
|
|
|
- onScreenDebug.add("velocity", velocity.pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- def reset(self):
|
|
|
|
|
- assert(self.debugPrint("reset()"))
|
|
|
|
|
- self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
|
|
|
|
|
- self.priorParent.setVector(Vec3.zero())
|
|
|
|
|
- self.highMark = 0
|
|
|
|
|
- self.actorNode.setContactVector(Vec3.zero())
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- contact=self.actorNode.getContactVector()
|
|
|
|
|
- onScreenDebug.add("priorParent po",
|
|
|
|
|
- self.priorParent.getVector(self.actorNode.getPhysicsObject()).pPrintValues())
|
|
|
|
|
- onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
|
|
|
|
|
- onScreenDebug.add("contact", contact.pPrintValues())
|
|
|
|
|
-
|
|
|
|
|
- def enableAvatarControls(self):
|
|
|
|
|
- """
|
|
|
|
|
- Activate the arrow keys, etc.
|
|
|
|
|
- """
|
|
|
|
|
- assert(self.debugPrint("enableAvatarControls()"))
|
|
|
|
|
- assert self.collisionsActive
|
|
|
|
|
-
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- #self.accept("control-f3", self.spawnTest) #*#
|
|
|
|
|
- self.accept("f3", self.reset) # for debugging only.
|
|
|
|
|
-
|
|
|
|
|
- taskName = "AvatarControls-%s"%(id(self),)
|
|
|
|
|
- # remove any old
|
|
|
|
|
- taskMgr.remove(taskName)
|
|
|
|
|
- # spawn the new task
|
|
|
|
|
- taskMgr.add(self.handleAvatarControls, taskName, 25)
|
|
|
|
|
- if self.physVelocityIndicator:
|
|
|
|
|
- taskMgr.add(self.avatarPhysicsIndicator, "AvatarControlsIndicator%s"%(id(self),), 35)
|
|
|
|
|
-
|
|
|
|
|
- def disableAvatarControls(self):
|
|
|
|
|
- """
|
|
|
|
|
- Ignore the arrow keys, etc.
|
|
|
|
|
- """
|
|
|
|
|
- assert(self.debugPrint("disableAvatarControls()"))
|
|
|
|
|
- taskName = "AvatarControls-%s"%(id(self),)
|
|
|
|
|
- taskMgr.remove(taskName)
|
|
|
|
|
-
|
|
|
|
|
- taskName = "AvatarControlsIndicator%s"%(id(self),)
|
|
|
|
|
- taskMgr.remove(taskName)
|
|
|
|
|
-
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- self.ignore("control-f3") #*#
|
|
|
|
|
- self.ignore("f3")
|
|
|
|
|
-
|
|
|
|
|
-
|
|
|
|
|
- if __debug__:
|
|
|
|
|
- def setupAvatarPhysicsIndicator(self):
|
|
|
|
|
- if self.wantAvatarPhysicsIndicator:
|
|
|
|
|
- indicator=loader.loadModelCopy('phase_5/models/props/dagger')
|
|
|
|
|
- #self.walkControls.setAvatarPhysicsIndicator(indicator)
|
|
|
|
|
-
|
|
|
|
|
- def debugPrint(self, message):
|
|
|
|
|
- """for debugging"""
|
|
|
|
|
- return self.notify.debug(
|
|
|
|
|
- str(id(self))+' '+message)
|
|
|