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- """
- NonPhysicsWalker.py is for avatars.
- A walker control such as this one provides:
- - creation of the collision nodes
- - handling the keyboard and mouse input for avatar movement
- - moving the avatar
- it does not:
- - play sounds
- - play animations
- although it does send messeges that allow a listener to play sounds or
- animations based on walker events.
- """
- from ShowBaseGlobal import *
- import DirectNotifyGlobal
- import DirectObject
- class NonPhysicsWalker(DirectObject.DirectObject):
- notify = DirectNotifyGlobal.directNotify.newCategory("NonPhysicsWalker")
- # Ghost mode overrides this:
- slideName = "slide-is-disabled"
- # special methods
- def __init__(self):
- DirectObject.DirectObject.__init__(self)
- self.collisionsActive = 0
- self.speed=0.0
- self.rotationSpeed=0.0
- self.vel=Vec3(0.0, 0.0, 0.0)
- self.stopThisFrame = 0
- def setWalkSpeed(self, forward, jump, reverse, rotate):
- assert(self.debugPrint("setWalkSpeed()"))
- self.avatarControlForwardSpeed=forward
- #self.avatarControlJumpForce=jump
- self.avatarControlReverseSpeed=reverse
- self.avatarControlRotateSpeed=rotate
- def getSpeeds(self):
- #assert(self.debugPrint("getSpeeds()"))
- return (self.speed, self.rotationSpeed)
- def initializeCollisions(self, collisionTraverser, avatarNodePath,
- wallCollideMask, floorCollideMask,
- avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
- """
- Set up the avatar for collisions
- """
- assert not avatarNodePath.isEmpty()
- self.cTrav = collisionTraverser
- self.avatarNodePath = avatarNodePath
- # Set up the collision sphere
- # This is a sphere on the ground to detect barrier collisions
- self.cSphere = CollisionSphere(0.0, 0.0, 0.0, avatarRadius)
- cSphereNode = CollisionNode('NPW.cSphereNode')
- cSphereNode.addSolid(self.cSphere)
- self.cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
- self.cSphereBitMask = wallCollideMask
- cSphereNode.setFromCollideMask(self.cSphereBitMask)
- cSphereNode.setIntoCollideMask(BitMask32.allOff())
- # Set up the collison ray
- # This is a ray cast from your head down to detect floor polygons.
- # This ray start is arbitrarily high in the air. Feel free to use
- # a higher or lower value depending on whether you want an avatar
- # that is outside of the world to step up to the floor when they
- # get under valid floor:
- self.cRay = CollisionRay(0.0, 0.0, 400000.0, 0.0, 0.0, -1.0)
- cRayNode = CollisionNode('NPW.cRayNode')
- cRayNode.addSolid(self.cRay)
- self.cRayNodePath = avatarNodePath.attachNewNode(cRayNode)
- self.cRayBitMask = floorCollideMask
- cRayNode.setFromCollideMask(self.cRayBitMask)
- cRayNode.setIntoCollideMask(BitMask32.allOff())
- # set up wall collision mechanism
- self.pusher = CollisionHandlerPusher()
- self.pusher.setInPattern("enter%in")
- self.pusher.setOutPattern("exit%in")
- # set up floor collision mechanism
- self.lifter = CollisionHandlerFloor()
- self.lifter.setInPattern("on-floor")
- self.lifter.setOutPattern("off-floor")
- self.lifter.setOffset(floorOffset)
- self.lifter.setReach(reach)
- # Limit our rate-of-fall with the lifter.
- # If this is too low, we actually "fall" off steep stairs
- # and float above them as we go down. I increased this
- # from 8.0 to 16.0 to prevent this
- self.lifter.setMaxVelocity(16.0)
-
- self.pusher.addCollider(self.cSphereNodePath, avatarNodePath)
- self.lifter.addCollider(self.cRayNodePath, avatarNodePath)
- # activate the collider with the traverser and pusher
- self.setCollisionsActive(1)
- def setAirborneHeightFunc(self, getAirborneHeight):
- self.getAirborneHeight = getAirborneHeight
- def deleteCollisions(self):
- del self.cTrav
- del self.cSphere
- self.cSphereNodePath.removeNode()
- del self.cSphereNodePath
- del self.cRay
- self.cRayNodePath.removeNode()
- del self.cRayNodePath
- del self.pusher
- del self.lifter
- def setCollisionsActive(self, active = 1):
- assert(self.debugPrint("setCollisionsActive(active%s)"%(active,)))
- if self.collisionsActive != active:
- self.collisionsActive = active
- if active:
- self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
- self.cTrav.addCollider(self.cRayNodePath, self.lifter)
- else:
- self.cTrav.removeCollider(self.cSphereNodePath)
- 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 placeOnFloor(self):
- """
- Make a reasonable effor to place the avatar on the ground.
- For example, this is useful when switching away from the
- current walker.
- """
- # With these on, getAirborneHeight is not returning the correct value so
- # when we open our book while swimming we pop down underneath the ground
- # self.oneTimeCollide()
- # self.avatarNodePath.setZ(self.avatarNodePath.getZ()-self.getAirborneHeight())
- # Since this is the non physics walker - wont they already be on the ground?
- return
- 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.
- """
- tempCTrav = CollisionTraverser("oneTimeCollide")
- tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
- tempCTrav.addCollider(self.cRayNodePath, self.lifter)
- tempCTrav.traverse(render)
- def handleAvatarControls(self, task):
- """
- Check on the arrow keys and update the avatar.
- """
- if not self.lifter.hasContact():
- # hack fix for falling through the floor:
- 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 = inputState.isSet(self.slideName) or 0
- #jump = inputState.isSet("jump")
- # Determine what the speeds are based on the buttons:
- self.speed=(forward and self.avatarControlForwardSpeed or
- reverse and -self.avatarControlReverseSpeed)
- # Should fSlide be renamed slideButton?
- self.slideSpeed=slide and (
- (turnLeft and -self.avatarControlForwardSpeed) or
- (turnRight and self.avatarControlForwardSpeed))
- 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()
- # Check to see if we're moving at all:
- if self.speed or self.slideSpeed or self.rotationSpeed:
- if self.stopThisFrame:
- distance = 0.0
- slideDistance = 0.0
- rotation = 0.0
- self.stopThisFrame = 0
- else:
- distance = dt * self.speed
- slideDistance = dt * self.slideSpeed
- rotation = dt * self.rotationSpeed
- # Take a step in the direction of our previous heading.
- self.vel=Vec3(Vec3.forward() * distance +
- Vec3.right() * slideDistance)
- if self.vel != Vec3.zero():
- # rotMat is the rotation matrix corresponding to
- # our previous heading.
- rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
- step=rotMat.xform(self.vel)
- self.avatarNodePath.setFluidPos(Point3(self.avatarNodePath.getPos()+step))
- self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
- messenger.send("avatarMoving")
- else:
- self.vel.set(0.0, 0.0, 0.0)
- return Task.cont
-
- def doDeltaPos(self):
- assert(self.debugPrint("doDeltaPos()"))
-
- def reset(self):
- assert(self.debugPrint("reset()"))
- def enableAvatarControls(self):
- """
- Activate the arrow keys, etc.
- """
- assert(self.debugPrint("enableAvatarControls"))
- assert self.collisionsActive
- taskName = "AvatarControls%s"%(id(self),)
- # remove any old
- taskMgr.remove(taskName)
- # spawn the new task
- taskMgr.add(self.handleAvatarControls, taskName)
- def disableAvatarControls(self):
- """
- Ignore the arrow keys, etc.
- """
- assert(self.debugPrint("disableAvatarControls"))
- taskName = "AvatarControls%s"%(id(self),)
- taskMgr.remove(taskName)
-
- if __debug__:
- def debugPrint(self, message):
- """for debugging"""
- return self.notify.debug(
- str(id(self))+' '+message)
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