Beispiel #1
0
 def make_fixed(np0, np1, type_=BulletGenericConstraint, cfm=0.01, erp=.99):
     """ Make a joint and return it."""
     t0 = np0.getTop()
     t1 = np1.getTop()
     p0 = np0.getPos(t0)
     p1 = np1.getPos(t1)
     q0 = np0.getQuat(t0)
     q1 = np1.getQuat(t1)
     pivot = Point3((p0 + p1) / 2.)
     disp = Point3((p1 - p0) / 2.)
     pivot_np = t0.attachNewNode("pivot-node")
     pivot_np.setPos(pivot)
     s = Vec3(1, 1, 1)
     q = Quat.identQuat()  # pivot_np.getQuat(t0)  #
     #BP()
     # q0 = pivot_np.getQuat(np0)
     # q1 = pivot_np.getQuat(np1)
     q0i = Quat(q0)
     q1i = Quat(q1)
     #BP()
     q0i.invertInPlace()
     q1i.invertInPlace()
     q0i *= q
     q1i *= q
     #BP()
     ts0 = TransformState.makePosQuatScale(disp, q0i, s)
     ts1 = TransformState.makePosQuatScale(-disp, q1i, s)
     pivot_np.removeNode()
     # Create the joint.
     joint = type_(np0.node(), np1.node(), ts0, ts1, False)
     for ax in xrange(4):
         joint.setAngularLimit(ax, 0, 0)
         joint.setLinearLimit(ax, 0, 0)
     joint.setParam(type_.CPErp, erp)
     joint.setParam(type_.CPCfm, cfm)
     joint.setDebugDrawSize(2)
     return joint
Beispiel #2
0
    def __init__(self):
        DirectObject.__init__(self)

        self.mouseEnabled = False

        self.lastCamRoot2Quat = Quat(Quat.identQuat())

        self.punchAngleVel = Vec3(0)
        self.punchAngle = Vec3(0)

        self.lastFacing = Vec3(0)

        self.lastMousePos = Point2(0)
        self.currMousePos = Point2(0)

        self.bobTime = 0
        self.lastBobTime = 0

        self.lastVMPos = Point3(0)

        self.camRoot = NodePath("camRoot")
        self.camRoot2 = self.camRoot.attachNewNode("camRoot2")
        self.lastPitch = 0

        self.lastEyeHeight = 0.0

        # Updates to the transform of camRoot
        self.vmRender = NodePath(
            BSPRender('vmRender', BSPLoader.getGlobalPtr()))
        self.vmRender.setShaderAuto()
        self.vmRoot = self.vmRender.attachNewNode('vmRoot')
        self.vmRoot2 = self.vmRoot.attachNewNode(ModelRoot('vmRoot2'))
        self.viewModel = Actor(
            "phase_14/models/char/v_toon_arms.bam",
            {
                "zero": "phase_14/models/char/v_toon_arms.egg",

                # Squirt gun viewmodel animations
                "sg_draw": "phase_14/models/char/v_toon_arms-draw.egg",
                "sg_idle": "phase_14/models/char/v_toon_arms-idle.egg",
                "sg_inspect": "phase_14/models/char/v_toon_arms-inspect.egg",
                "sg_shoot_begin":
                "phase_14/models/char/v_toon_arms-shoot_begin.egg",
                "sg_shoot_loop":
                "phase_14/models/char/v_toon_arms-shoot_loop.egg",
                "sg_shoot_end":
                "phase_14/models/char/v_toon_arms-shoot_end.egg",
                "pie_draw": "phase_14/models/char/v_toon_arms-pie_draw.egg",
                "pie_idle": "phase_14/models/char/v_toon_arms-pie_idle.egg",
                "button_draw":
                "phase_14/models/char/v_toon_arms-button_draw.egg",
                "button_idle":
                "phase_14/models/char/v_toon_arms-button_idle.egg",
                "button_press":
                "phase_14/models/char/v_toon_arms-button_press.egg",
                "gumball_draw":
                "phase_14/models/char/v_toon_arms-gumball_draw.egg",
                "gumball_idle":
                "phase_14/models/char/v_toon_arms-gumball_idle.egg",
                "gumball_fire":
                "phase_14/models/char/v_toon_arms-gumball_fire.egg",
                "hose_draw": "phase_14/models/char/v_toon_arms-hose_draw.egg",
                "hose_idle": "phase_14/models/char/v_toon_arms-hose_idle.egg",
                "hose_shoot_begin":
                "phase_14/models/char/v_toon_arms-hose_shoot_begin.egg",
                "hose_shoot_loop":
                "phase_14/models/char/v_toon_arms-hose_shoot_loop.egg",
                "hose_shoot_end":
                "phase_14/models/char/v_toon_arms-hose_shoot_end.egg",
                "tnt_draw": "phase_14/models/char/v_toon_arms-tnt_draw.egg",
                "tnt_idle": "phase_14/models/char/v_toon_arms-tnt_idle.egg",
                "tnt_throw": "phase_14/models/char/v_toon_arms-tnt_throw.egg",
                "slap_idle": "phase_14/models/char/v_toon_arms-slap_idle.egg",
                "slap_hit": "phase_14/models/char/v_toon_arms-slap_hit.egg",
                "sound": "phase_14/models/char/v_toon_arms-sound.egg"
            })
        self.viewModel.setBlend(
            frameBlend=base.config.GetBool("interpolate-frames", False))
        self.viewModel.reparentTo(self.vmRoot2)
        self.viewModel.find("**/hands").setTwoSided(True)
        self.viewModel.hide()

        self.defaultViewModel = self.viewModel
        self.idealFov = self.ViewModelFOV

        precacheActor(self.viewModel)
        #self.viewModel.clearMaterial()
        #self.viewModel.setMaterial(CIGlobals.getCharacterMaterial(specular = (0, 0, 0, 1)), 1)
        self.viewportLens = PerspectiveLens()
        self.viewportLens.setMinFov(self.ViewModelFOV / (4. / 3.))
        self.viewportLens.setNear(0.3)
        # Updates to the transform of base.camera
        self.viewportCam = base.makeCamera(base.win,
                                           clearDepth=True,
                                           camName='fpsViewport',
                                           mask=CIGlobals.ViewModelCamMask,
                                           lens=self.viewportLens)
        # Pretend to be the main camera so the viewmodel gets ambient probes updated
        self.viewportCam.node().setTag("__mainpass__", "1")
        self.viewportCam.reparentTo(self.vmRoot)

        self.vmGag = None
        self.vmAnimTrack = None
        self.dmgFade = OnscreenImage(image="phase_14/maps/damage_effect.png",
                                     parent=render2d)
        self.dmgFade.setBin('gui-popup', 100)
        self.dmgFade.setTransparency(1)
        self.dmgFade.setColorScale(1, 1, 1, 0)
        self.dmgFadeIval = None

        #self.accept('v', self.vmRender.ls)

        #base.bspLoader.addDynamicNode(self.vmRoot)

        if self.PrintAnimLengths:
            print "v_toon_arms animation lengths:"
            for anim in self.viewModel.getAnimNames():
                print "\t{0}\t:\t{1}".format(anim,
                                             self.viewModel.getDuration(anim))

        taskMgr.add(self.__vpDebugTask, "vpdebutask", sort=-100)