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+"""
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+ShipPilot.py is for avatars pilotting ships (or more accurately, a ship
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+as the avatar).
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+
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+A 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 control events.
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+"""
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+
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+from direct.showbase.ShowBaseGlobal import *
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+
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+from direct.directnotify.DirectNotifyGlobal import directNotify
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+from pandac.PandaModules import PhysicsManager
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+import math
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+
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+from PhysicsWalker import PhysicsWalker
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+
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+class ShipPilot2(PhysicsWalker):
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+
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+ notify = directNotify.newCategory("PhysicsWalker")
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+ wantDebugIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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+
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+ useBowSternSpheres = 0
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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(
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+ "PhysicsWalker(gravity=%s, standableGround=%s)"%(
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+ gravity, standableGround))
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+ PhysicsWalker.__init__(
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+ self, gravity, standableGround, hardLandingForce)
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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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+ self.ship = None
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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=0.0
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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 setAvatar(self, ship):
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+ if ship is None:
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+ self.takedownPhysics()
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+ self.ship = None
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+ else:
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+ #self.setupShip()
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+ self.setupPhysics(ship)
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+ self.ship = ship
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+
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+ #*# Debug:
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+ if not hasattr(ship, "acceleration"):
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+ self.ship.acceleration = 60
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+ self.ship.maxSpeed = 14
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+ self.ship.reverseAcceleration = 10
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+ self.ship.maxReverseSpeed = 2
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+ self.ship.turnRate = 3
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+ self.ship.maxTurn = 30
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+ self.ship.anchorDrag = .9
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+ self.ship.hullDrag = .9
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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(
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+ 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(
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+ #spammy --> "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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+ if 0:
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+ self.avatarRadius = avatarRadius
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+ self.cSphere = CollisionTube(
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+ Point3(0.0, 0.0, 0.0), Point3(0.0, 40.0, 0.0), avatarRadius)
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+ cSphereNode = CollisionNode('SP.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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+ else:
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+ # Middle sphere:
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+ self.avatarRadius = avatarRadius
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+ #self.cSphere = CollisionSphere(0.0, -5.0, 0.0, avatarRadius)
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+ #cSphereNode = CollisionNode('SP.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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+ if self.useBowSternSpheres:
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+ # Front sphere:
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+ self.cBowSphere = CollisionSphere(
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+ 0.0, self.frontSphereOffset, -5.0, avatarRadius)
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+ cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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+ cBowSphereNode.addSolid(self.cBowSphere)
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+ self.cBowSphereNodePath = self.avatarNodePath.attachNewNode(
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+ cBowSphereNode)
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+
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+ cBowSphereNode.setFromCollideMask(self.cSphereBitMask)
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+ cBowSphereNode.setIntoCollideMask(BitMask32.allOff())
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+
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+ self.cBowSphereNode = cBowSphereNode
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+
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+ self.pusher.addCollider(
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+ self.cBowSphereNodePath, self.avatarNodePath)
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+
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+ # Back sphere:
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+ self.cSternSphere = CollisionSphere(
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+ 0.0, self.backSphereOffset, -5.0, avatarRadius)
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+ cSternSphereNode = CollisionNode('SP.cSternSphereNode')
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+ cSternSphereNode.addSolid(self.cSternSphere)
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+ self.cSternSphereNodePath = self.avatarNodePath.attachNewNode(
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+ cSternSphereNode)
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+ self.cSternSphereBitMask = bitmask
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+
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+ cSternSphereNode.setFromCollideMask(self.cSphereBitMask)
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+ cSternSphereNode.setIntoCollideMask(BitMask32.allOff())
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+
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+ self.pusher.addCollider(
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+ self.cSternSphereNodePath, self.avatarNodePath)
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+
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+ # hide other things on my ship that these spheres might collide
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+ # with and which I dont need anyways...
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+ shipCollWall = self.avatarNodePath.hull.find("**/collision_hull")
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+ if not shipCollWall.isEmpty():
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+ shipCollWall.stash()
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+
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+ def takedownPhysics(self):
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+ assert(self.debugPrint("takedownPhysics()"))
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+ if hasattr(self, "phys"):
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+ for i in self.nodes:
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+ i.removeNode()
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+ del self.phys
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+ if self.ship != None:
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+ self.ship.worldVelocity = Vec3.zero()
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+
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+ def setupPhysics(self, avatarNodePath):
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+ assert(self.debugPrint("setupPhysics()"))
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+ if avatarNodePath is None:
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+ return
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+ assert not avatarNodePath.isEmpty()
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+
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+ self.takedownPhysics()
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+ self.nodes = []
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+ self.phys=PhysicsManager()
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+
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+ if 0:
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+ # Connect to Physics Manager:
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+ self.actorNode=ActorNode("ship-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=render.attachNewNode(self.actorNode)
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+ physicsActor.setPos(avatarNodePath, Vec3(0))
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+ physicsActor.setHpr(avatarNodePath, Vec3(0))
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+ avatarNodePath.reparentTo(physicsActor)
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+ avatarNodePath.setPos(Vec3(0))
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+ avatarNodePath.setHpr(Vec3(0))
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+ avatarNodePath.assign(physicsActor)
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+ else:
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+ physicsActor = avatarNodePath
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+ self.actorNode = physicsActor.node()
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+ self.actorNode.getPhysicsObject().setOriented(1)
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+ self.actorNode.getPhysical(0).setViscosity(0.1)
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+
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+ fn=ForceNode("ship 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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+ self.nodes.append(fnp)
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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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+ if 0:
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+ fn=ForceNode("ship buoyancy")
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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.nodes.append(fnp)
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+ buoyancy=LinearVectorForce(0.0, 0.0, 0.0)
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+ fn.addForce(buoyancy)
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+ self.phys.addLinearForce(buoyancy)
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+ self.buoyancy = buoyancy
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+
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+ if 1:
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+ fn=ForceNode("ship buoyancy bow")
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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.nodes.append(fnp)
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+ buoyancy=LinearVectorForce(0.0, 0.0, 0.0)
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+ fn.addForce(buoyancy)
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+ self.phys.addLinearForce(buoyancy)
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+ self.buoyancyBow = buoyancy
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+
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+ fn=ForceNode("ship buoyancy stern")
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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.nodes.append(fnp)
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+ buoyancy=LinearVectorForce(0.0, 0.0, 0.0)
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+ fn.addForce(buoyancy)
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+ self.phys.addLinearForce(buoyancy)
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+ self.buoyancyStern = buoyancy
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+
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+ fn=ForceNode("ship buoyancy port")
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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.nodes.append(fnp)
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+ buoyancy=LinearVectorForce(0.0, 0.0, 0.0)
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+ fn.addForce(buoyancy)
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+ self.phys.addLinearForce(buoyancy)
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+ self.buoyancyPort = buoyancy
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+
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+ fn=ForceNode("ship buoyancy starboard")
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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.nodes.append(fnp)
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+ buoyancy=LinearVectorForce(0.0, 0.0, 0.0)
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+ fn.addForce(buoyancy)
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+ self.phys.addLinearForce(buoyancy)
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+ self.buoyancyStarboard = buoyancy
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+
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+ fn=ForceNode("ship keel")
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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.nodes.append(fnp)
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+ self.keel=AngularVectorForce(0.0, 0.0, 0.0)
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+ fn.addForce(self.keel)
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+ self.phys.addAngularForce(self.keel)
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+
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+ fn=ForceNode("ship priorParent")
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+ fnp=NodePath(fn)
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+ fnp.reparentTo(render)
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+ self.nodes.append(fnp)
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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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+ if 1:
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+ fn=ForceNode("ship 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.nodes.append(fnp)
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+ self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
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+ self.avatarViscosity.setCoef(0.5)
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+ self.avatarViscosity.setAmplitude(2)
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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.attachAngularIntegrator(AngularEulerIntegrator())
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+ self.phys.attachPhysicalnode(physicsActor.node())
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+
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+ if 0:
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+ self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
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+ fn=ForceNode("ship momentum")
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+ fnp=NodePath(fn)
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+ fnp.reparentTo(render)
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+ self.nodes.append(fnp)
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+ fn.addForce(self.momentumForce)
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+ self.phys.addLinearForce(self.momentumForce)
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+
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+ self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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+ self.acForce.setAmplitude(5)
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+ fn=ForceNode("ship avatarControls")
|
|
|
+ fnp=NodePath(fn)
|
|
|
+ fnp.reparentTo(render)
|
|
|
+ self.nodes.append(fnp)
|
|
|
+ fn.addForce(self.acForce)
|
|
|
+ self.phys.addLinearForce(self.acForce)
|
|
|
+ #self.phys.removeLinearForce(self.acForce)
|
|
|
+ #fnp.remove()
|
|
|
+
|
|
|
+ if 0 or self.useHeightRay:
|
|
|
+ #self.setupRay(self.floorBitmask, self.avatarRadius)
|
|
|
+ self.setupRay(self.floorBitmask, 0.0)
|
|
|
+
|
|
|
+
|
|
|
+ #avatarNodePath.reparentTo(render)
|
|
|
+ self.avatarNodePath = avatarNodePath
|
|
|
+ #self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
|
|
|
+ #self.actorNode.updateTransform()
|
|
|
+ self.setupSphere(self.wallBitmask|self.floorBitmask, self.avatarRadius)
|
|
|
+
|
|
|
+
|
|
|
+ assert not avatarNodePath.isEmpty()
|
|
|
+
|
|
|
+ self.setCollisionsActive(1)
|
|
|
+
|
|
|
+ def setWallBitMask(self, bitMask):
|
|
|
+ self.wallBitmask = bitMask
|
|
|
+
|
|
|
+ def setFloorBitMask(self, bitMask):
|
|
|
+ self.floorBitmask = bitMask
|
|
|
+
|
|
|
+ def initializeCollisions(self, collisionTraverser,
|
|
|
+ avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0,
|
|
|
+ width = 3.0, length = 5.0, height = 2.5):
|
|
|
+ """
|
|
|
+ width is feet from port to starboard.
|
|
|
+ length is feet from aft to bow.
|
|
|
+ height is feet from bildge to deck (i.e. not including mast height).
|
|
|
+
|
|
|
+ Set up the avatar collisions
|
|
|
+ """
|
|
|
+ assert(self.debugPrint("initializeCollisions()"))
|
|
|
+ self.cTrav = collisionTraverser
|
|
|
+ self.avatarRadius = avatarRadius
|
|
|
+ self.floorOffset = floorOffset
|
|
|
+ self.reach = reach
|
|
|
+ if self.useBowSternSpheres:
|
|
|
+ self.frontSphereOffset = frontSphereOffset
|
|
|
+ self.backSphereOffset = backSphereOffset
|
|
|
+ self.width = width
|
|
|
+ self.length = length
|
|
|
+ self.height = height
|
|
|
+
|
|
|
+ def deleteCollisions(self):
|
|
|
+ assert(self.debugPrint("deleteCollisions()"))
|
|
|
+ del self.cTrav
|
|
|
+
|
|
|
+ if self.useHeightRay:
|
|
|
+ del self.cRayQueue
|
|
|
+ self.cRayNodePath.removeNode()
|
|
|
+ del self.cRayNodePath
|
|
|
+
|
|
|
+ if hasattr(self, "cSphere"):
|
|
|
+ del self.cSphere
|
|
|
+ self.cSphereNodePath.removeNode()
|
|
|
+ del self.cSphereNodePath
|
|
|
+
|
|
|
+ del self.pusher
|
|
|
+
|
|
|
+ self.getAirborneHeight = None
|
|
|
+
|
|
|
+ def setTag(self, key, value):
|
|
|
+ if not hasattr(self, "collisionTags"):
|
|
|
+ self.collisionTags = {}
|
|
|
+ self.collisionTags[key] = value
|
|
|
+
|
|
|
+ def setAirborneHeightFunc(self, getAirborneHeight):
|
|
|
+ self.getAirborneHeight = getAirborneHeight
|
|
|
+
|
|
|
+ def setAvatarPhysicsIndicator(self, indicator):
|
|
|
+ """
|
|
|
+ indicator is a NodePath
|
|
|
+ """
|
|
|
+ assert(self.debugPrint("setAvatarPhysicsIndicator()"))
|
|
|
+ self.cSphereNodePath.show()
|
|
|
+ if indicator:
|
|
|
+ # Indicator Node:
|
|
|
+ change=render.attachNewNode("change")
|
|
|
+ #change.setPos(Vec3(1.0, 1.0, 1.0))
|
|
|
+ #change.setHpr(0.0, 0.0, 0.0)
|
|
|
+ change.setScale(0.1)
|
|
|
+ #change.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
|
|
|
+ indicator.reparentTo(change)
|
|
|
+
|
|
|
+ indicatorNode=render.attachNewNode("physVelocityIndicator")
|
|
|
+ #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 setCollisionsActive(self, active = 1):
|
|
|
+ assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
|
|
|
+ if self.collisionsActive != active:
|
|
|
+ self.collisionsActive = active
|
|
|
+ if active:
|
|
|
+ if self.useBowSternSpheres:
|
|
|
+ #self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
|
|
|
+ self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
|
|
|
+ self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
|
|
|
+ if self.useHeightRay:
|
|
|
+ if self.useLifter:
|
|
|
+ self.cTrav.addCollider(self.cRayNodePath, self.lifter)
|
|
|
+ else:
|
|
|
+ self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
|
|
|
+ else:
|
|
|
+ if self.useBowSternSpheres:
|
|
|
+ #self.cTrav.removeCollider(self.cSphereNodePath)
|
|
|
+ self.cTrav.removeCollider(self.cBowSphereNodePath)
|
|
|
+ self.cTrav.removeCollider(self.cSternSphereNodePath)
|
|
|
+ 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 addBlastForce(self, vector):
|
|
|
+ pass
|
|
|
+
|
|
|
+ def displayDebugInfo(self):
|
|
|
+ """
|
|
|
+ For debug use.
|
|
|
+ """
|
|
|
+ onScreenDebug.add("w controls", "ShipPilot")
|
|
|
+
|
|
|
+ onScreenDebug.add("w ship", self.ship)
|
|
|
+ onScreenDebug.add("w isAirborne", self.isAirborne)
|
|
|
+ onScreenDebug.add("posDelta1",
|
|
|
+ self.avatarNodePath.getPosDelta(render).pPrintValues())
|
|
|
+
|
|
|
+ physObject=self.actorNode.getPhysicsObject()
|
|
|
+ if 0:
|
|
|
+ onScreenDebug.add("w posDelta3",
|
|
|
+ render.getRelativeVector(
|
|
|
+ self.avatarNodePath,
|
|
|
+ self.avatarNodePath.getPosDelta(render)).pPrintValues())
|
|
|
+ if 0:
|
|
|
+ onScreenDebug.add("w gravity",
|
|
|
+ self.gravity.getLocalVector().pPrintValues())
|
|
|
+ onScreenDebug.add("w priorParent",
|
|
|
+ self.priorParent.getLocalVector().pPrintValues())
|
|
|
+
|
|
|
+ onScreenDebug.add("w physObject pos",
|
|
|
+ physObject.getPosition().pPrintValues())
|
|
|
+ onScreenDebug.add("w physObject hpr",
|
|
|
+ physObject.getOrientation().getHpr().pPrintValues())
|
|
|
+ onScreenDebug.add("w physObject orien",
|
|
|
+ physObject.getOrientation().pPrintValues())
|
|
|
+ if 1:
|
|
|
+ physObject = physObject.getVelocity()
|
|
|
+ onScreenDebug.add("w physObject vec",
|
|
|
+ physObject.pPrintValues())
|
|
|
+ onScreenDebug.add("w physObject len",
|
|
|
+ "% 10.4f"%physObject.length())
|
|
|
+
|
|
|
+ acForce = self.acForce.getLocalVector()
|
|
|
+ onScreenDebug.add("w acForce vec",
|
|
|
+ acForce.pPrintValues())
|
|
|
+ onScreenDebug.add("w acForce len",
|
|
|
+ "% 10.4f"%acForce.length())
|
|
|
+
|
|
|
+ onScreenDebug.add("w avatarViscosity",
|
|
|
+ "% 10.4f"%(self.avatarViscosity.getCoef(),))
|
|
|
+
|
|
|
+ #onScreenDebug.add("physMgr",
|
|
|
+ # self.phys.debugOutput())
|
|
|
+ onScreenDebug.add("orientation",
|
|
|
+ self.actorNode.getPhysicsObject().getOrientation().pPrintValues())
|
|
|
+ #print "ship orientation:", self.actorNode.getPhysicsObject().getOrientation().pPrintValues()
|
|
|
+
|
|
|
+ if 0:
|
|
|
+ momentumForce = self.momentumForce.getLocalVector()
|
|
|
+ onScreenDebug.add("w momentumForce vec",
|
|
|
+ momentumForce.pPrintValues())
|
|
|
+ onScreenDebug.add("w momentumForce len",
|
|
|
+ "% 10.4f"%momentumForce.length())
|
|
|
+
|
|
|
+ if 1:
|
|
|
+ keel = self.keel.getLocalVector()
|
|
|
+ onScreenDebug.add("w keel vec",
|
|
|
+ keel.pPrintValues())
|
|
|
+ if 0:
|
|
|
+ onScreenDebug.add("posDelta4",
|
|
|
+ self.priorParentNp.getRelativeVector(
|
|
|
+ render,
|
|
|
+ self.avatarNodePath.getPosDelta(render)).pPrintValues())
|
|
|
+ if 1:
|
|
|
+ onScreenDebug.add("w priorParent",
|
|
|
+ self.priorParent.getLocalVector().pPrintValues())
|
|
|
+ if 0:
|
|
|
+ onScreenDebug.add("w priorParent po",
|
|
|
+ self.priorParent.getVector(physObject).pPrintValues())
|
|
|
+
|
|
|
+ if 1:
|
|
|
+ onScreenDebug.add("w contact",
|
|
|
+ self.actorNode.getContactVector().pPrintValues())
|
|
|
+ #onScreenDebug.add("airborneHeight", "% 10.4f"%(
|
|
|
+ # self.getAirborneHeight(),))
|
|
|
+
|
|
|
+ def handleAvatarControls(self, task):
|
|
|
+ """
|
|
|
+ Check on the arrow keys and update the avatar.
|
|
|
+ """
|
|
|
+ if __debug__:
|
|
|
+ if self.wantDebugIndicator:
|
|
|
+ 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()
|
|
|
+
|
|
|
+ if 0:
|
|
|
+ depth=physObject.getPosition().getZ()
|
|
|
+ if depth < 0.0:
|
|
|
+ # self.buoyancy.setVector(Vec3.zero())
|
|
|
+ pass
|
|
|
+ else:
|
|
|
+ # self.buoyancy.setVector(Vec3.zero())
|
|
|
+ physObject.setPosition(Point3(
|
|
|
+ physObject.getPosition().getX(),
|
|
|
+ physObject.getPosition().getY(),
|
|
|
+ 0.0))
|
|
|
+ self.actorNode.updateTransform()
|
|
|
+ #self.buoyancy.setVector(Vec3(0, 0, -depth))
|
|
|
+ elif 0:
|
|
|
+ physObject.setPosition(Point3(
|
|
|
+ physObject.getPosition().getX(),
|
|
|
+ physObject.getPosition().getY(),
|
|
|
+ physObject.getPosition().getZ()))
|
|
|
+ self.actorNode.updateTransform()
|
|
|
+
|
|
|
+ # get the button states:
|
|
|
+ forward = inputState.isSet("forward")
|
|
|
+ reverse = inputState.isSet("reverse")
|
|
|
+ turnLeft = inputState.isSet("slideLeft") or inputState.isSet("turnLeft")
|
|
|
+ turnRight = inputState.isSet("slideRight") or inputState.isSet("turnRight")
|
|
|
+ slide = inputState.isSet("slide")
|
|
|
+ slideLeft = 0
|
|
|
+ slideRight = 0
|
|
|
+ jump = inputState.isSet("jump")
|
|
|
+ # Determine what the speeds are based on the buttons:
|
|
|
+
|
|
|
+ # this was causing the boat to get stuck moving forward or back
|
|
|
+ if 0:
|
|
|
+ if not hasattr(self, "sailsDeployed"):
|
|
|
+ self.sailsDeployed = 0.0
|
|
|
+ if forward and reverse:
|
|
|
+ # Way anchor:
|
|
|
+ self.__speed = 0.0
|
|
|
+ physObject.setVelocity(Vec3.zero())
|
|
|
+ elif forward:
|
|
|
+ self.sailsDeployed += 0.25
|
|
|
+ if self.sailsDeployed > 1.0:
|
|
|
+ self.sailsDeployed = 1.0
|
|
|
+ elif reverse:
|
|
|
+ self.sailsDeployed -= 0.25
|
|
|
+ if self.sailsDeployed < -1.0:
|
|
|
+ self.sailsDeployed = -1.0
|
|
|
+ self.__speed = self.ship.acceleration * self.sailsDeployed
|
|
|
+ else:
|
|
|
+ self.__speed=(forward and self.ship.acceleration or
|
|
|
+ reverse and -self.ship.reverseAcceleration)
|
|
|
+ avatarSlideSpeed=self.ship.acceleration*0.5
|
|
|
+ #self.__slideSpeed=slide and (
|
|
|
+ # (turnLeft and -avatarSlideSpeed) or
|
|
|
+ # (turnRight and avatarSlideSpeed))
|
|
|
+ self.__slideSpeed=(forward or reverse) and (
|
|
|
+ (slideLeft and -avatarSlideSpeed) or
|
|
|
+ (slideRight and avatarSlideSpeed))
|
|
|
+ self.__rotationSpeed=not slide and (
|
|
|
+ (turnLeft and self.ship.turnRate) or
|
|
|
+ (turnRight and -self.ship.turnRate))
|
|
|
+
|
|
|
+
|
|
|
+ # Enable debug turbo mode
|
|
|
+ maxSpeed = self.ship.maxSpeed
|
|
|
+ if __debug__:
|
|
|
+ debugRunning = inputState.isSet("debugRunning")
|
|
|
+ if debugRunning or base.localAvatar.getTurbo():
|
|
|
+ self.__speed*=4.0
|
|
|
+ self.__slideSpeed*=4.0
|
|
|
+ self.__rotationSpeed*=1.25
|
|
|
+ maxSpeed = self.ship.maxSpeed * 4.0
|
|
|
+
|
|
|
+
|
|
|
+ #*#
|
|
|
+ if not hasattr(self, "currentTurning"):
|
|
|
+ self.currentTurning = 0.0
|
|
|
+ self.currentTurning += self.__rotationSpeed
|
|
|
+ if self.currentTurning > self.ship.maxTurn:
|
|
|
+ self.currentTurning = self.ship.maxTurn
|
|
|
+ elif self.currentTurning < -self.ship.maxTurn:
|
|
|
+ self.currentTurning = -self.ship.maxTurn
|
|
|
+ if turnLeft or turnRight:
|
|
|
+ mult = .9
|
|
|
+ elif forward or reverse:
|
|
|
+ mult = .82
|
|
|
+ else:
|
|
|
+ mult = .8
|
|
|
+ self.currentTurning *= mult
|
|
|
+ if self.currentTurning < 0.001 and self.currentTurning > -0.001:
|
|
|
+ self.currentTurning = 0.0
|
|
|
+ self.__rotationSpeed = self.currentTurning
|
|
|
+
|
|
|
+
|
|
|
+ if self.wantDebugIndicator:
|
|
|
+ self.displayDebugInfo()
|
|
|
+
|
|
|
+ # How far did we move based on the amount of time elapsed?
|
|
|
+ dt=ClockObject.getGlobalClock().getDt()
|
|
|
+
|
|
|
+ if self.needToDeltaPos:
|
|
|
+ self.setPriorParentVector()
|
|
|
+ self.needToDeltaPos = 0
|
|
|
+
|
|
|
+ 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:
|
|
|
+ messenger.send("jumpHardLand")
|
|
|
+ else:
|
|
|
+ messenger.send("jumpLand")
|
|
|
+ self.priorParent.setVector(Vec3.zero())
|
|
|
+ self.isAirborne = 0
|
|
|
+ elif 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
|
|
|
+
|
|
|
+ #debugTempH=self.avatarNodePath.getH()
|
|
|
+ if __debug__:
|
|
|
+ q1=self.avatarNodePath.getQuat()
|
|
|
+ q2=physObject.getOrientation()
|
|
|
+ q1.normalize()
|
|
|
+ q2.normalize()
|
|
|
+ assert q1.isSameDirection(q2) or q1.getHpr() == q2.getHpr()
|
|
|
+ assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
|
+
|
|
|
+ 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")
|
|
|
+
|
|
|
+ #debugTempH=self.avatarNodePath.getH()
|
|
|
+ if __debug__:
|
|
|
+ q1=self.avatarNodePath.getQuat()
|
|
|
+ q2=physObject.getOrientation()
|
|
|
+ q1.normalize()
|
|
|
+ q2.normalize()
|
|
|
+ assert q1.isSameDirection(q2) or q1.getHpr() == q2.getHpr()
|
|
|
+ assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
|
+
|
|
|
+ # Check to see if we're moving at all:
|
|
|
+ physVel = physObject.getVelocity()
|
|
|
+ physVelLen = physVel.length()
|
|
|
+ if (physVelLen!=0.
|
|
|
+ or self.__speed
|
|
|
+ or self.__slideSpeed
|
|
|
+ or self.__rotationSpeed
|
|
|
+ or moveToGround!=Vec3.zero()):
|
|
|
+ distance = dt * self.__speed
|
|
|
+ goForward = True
|
|
|
+ if (distance < 0):
|
|
|
+ goForward = False
|
|
|
+ distance /= 5
|
|
|
+ slideDistance = dt * self.__slideSpeed
|
|
|
+ rotation = dt * self.__rotationSpeed
|
|
|
+
|
|
|
+ # 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)
|
|
|
+
|
|
|
+ #newVector = self.acForce.getLocalVector()+Vec3(step)
|
|
|
+ newVector = Vec3(step)
|
|
|
+ #newVector=Vec3(rotMat.xform(newVector))
|
|
|
+ #maxLen = maxSpeed
|
|
|
+ if (goForward):
|
|
|
+ maxLen = self.ship.acceleration
|
|
|
+ else:
|
|
|
+ maxLen = self.ship.reverseAcceleration
|
|
|
+ if newVector.length() > maxLen:
|
|
|
+ newVector.normalize()
|
|
|
+ newVector *= maxLen
|
|
|
+
|
|
|
+
|
|
|
+ newVector.normalize()
|
|
|
+ newVector *= maxLen
|
|
|
+ if __debug__:
|
|
|
+ onScreenDebug.add("newVector",
|
|
|
+ newVector)
|
|
|
+ onScreenDebug.add("newVector length",
|
|
|
+ newVector.length())
|
|
|
+ self.acForce.setVector(Vec3(newVector))
|
|
|
+
|
|
|
+
|
|
|
+ #momentum = self.momentumForce.getLocalVector()
|
|
|
+ #momentum *= 0.9
|
|
|
+ #self.momentumForce.setVector(momentum)
|
|
|
+
|
|
|
+
|
|
|
+ #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.getH()==debugTempH-rotation
|
|
|
+ messenger.send("avatarMoving")
|
|
|
+ else:
|
|
|
+ # even if there are no active inputs, we still might be moving
|
|
|
+ assert physObject.getVelocity().length() == 0.
|
|
|
+ self.__vel.set(0.0, 0.0, 0.0)
|
|
|
+ goForward = True
|
|
|
+
|
|
|
+
|
|
|
+ #*#
|
|
|
+ speed = physVel
|
|
|
+ if (goForward):
|
|
|
+ if physVelLen > maxSpeed:
|
|
|
+ speed.normalize()
|
|
|
+ speed *= maxSpeed
|
|
|
+ else:
|
|
|
+ if physVelLen > self.ship.maxReverseSpeed:
|
|
|
+ speed.normalize()
|
|
|
+ speed *= self.ship.maxReverseSpeed
|
|
|
+
|
|
|
+ #speed *= 1.0 - dt * 0.05
|
|
|
+
|
|
|
+ # modify based on sail damage
|
|
|
+ speed *= self.ship.Sp
|
|
|
+ speed /= self.ship.maxSp
|
|
|
+ physObject.setVelocity(speed)
|
|
|
+
|
|
|
+ #rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
|
|
|
+ #speed=rotMat.xform(speed)
|
|
|
+ # The momentumForce makes it feel like we are sliding on ice -- Joe
|
|
|
+ # f = Vec3(self.__vel)
|
|
|
+ # f.normalize()
|
|
|
+ # self.momentumForce.setVector(Vec3(f*(speed.length()*0.9)))
|
|
|
+
|
|
|
+
|
|
|
+ if __debug__:
|
|
|
+ q1=self.avatarNodePath.getQuat()
|
|
|
+ q2=physObject.getOrientation()
|
|
|
+ q1.normalize()
|
|
|
+ q2.normalize()
|
|
|
+ assert q1.isSameDirection(q2) or q1.getHpr() == q2.getHpr()
|
|
|
+ assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
|
|
|
+
|
|
|
+ # Clear the contact vector so we can
|
|
|
+ # tell if we contact something next frame
|
|
|
+ self.actorNode.setContactVector(Vec3.zero())
|
|
|
+
|
|
|
+ self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
|
|
|
+ self.__oldDt = dt
|
|
|
+ assert hasattr(self.ship, 'worldVelocity')
|
|
|
+ self.ship.worldVelocity = self.__oldPosDelta*(1/self.__oldDt)
|
|
|
+ if self.wantDebugIndicator:
|
|
|
+ onScreenDebug.add("w __oldPosDelta vec",
|
|
|
+ self.__oldPosDelta.pPrintValues())
|
|
|
+ onScreenDebug.add("w __oldPosDelta len",
|
|
|
+ "% 10.4f"%self.__oldPosDelta.length())
|
|
|
+ onScreenDebug.add("w __oldDt",
|
|
|
+ "% 10.4f"%self.__oldDt)
|
|
|
+ onScreenDebug.add("w worldVelocity vec",
|
|
|
+ self.ship.worldVelocity.pPrintValues())
|
|
|
+ onScreenDebug.add("w worldVelocity len",
|
|
|
+ "% 10.4f"%self.ship.worldVelocity.length())
|
|
|
+
|
|
|
+ # if hasattr(self.ship, 'sailBillow'):
|
|
|
+ # self.ship.sailBillow = self.sailsDeployed
|
|
|
+
|
|
|
+ if hasattr(self.ship, 'currentTurning'):
|
|
|
+ self.ship.currentTurning = self.currentTurning
|
|
|
+
|
|
|
+ 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.wantDebugIndicator:
|
|
|
+ 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 getVelocity(self):
|
|
|
+ return self.__vel
|
|
|
+
|
|
|
+ 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.wantDebugIndicator:
|
|
|
+ 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)
|