def _steerForAvoidObstacles(self): """ Return a steering force to avoid the nearest obstacle that is considered a collision threat, or None to indicate that no obstacle avoidance steering is required. """ # Check for collisions with obstacles. collision = False obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.tube: collision = True pos = entry.getSurfacePoint(render) nrml = entry.getSurfaceNormal(render) if collision is False: return None # Compute steering to avoid the collision. nrml = SteerVec(nrml.getX(),nrml.getY()) forward = self._velocity forward.normalize() steeringdirection = nrml.perpendicularComponent(forward) steeringdirection.normalize() brakingdirection = -self._velocity brakingdirection.normalize() md = self._velocity.length() + self.radius mf = self.maxforce p = SteerVec(pos.getX(),pos.getY()) d = (self._pos - p).length() if d < 0: d = 0 steeringforce = mf - ((d/md)*mf) brakingforce = mf - ((sqrt(d)/md)*mf) return (brakingdirection*brakingforce)+(steeringdirection*steeringforce)
def restart(self): """Start or restart the plugin.""" # Set the first two vehicles to random position and velocity. self.vehicles[0]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[0]._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) self.vehicles[0]._velocity = self.vehicles[0]._velocity.truncate( self.vehicles[0].maxspeed) self.vehicles[1]._pos.setX(self.vehicles[0]._pos.getX()) self.vehicles[1]._pos.setY(self.vehicles[0]._pos.getY()) self.vehicles[1]._velocity.setX(self.vehicles[0]._velocity.getX()) self.vehicles[1]._velocity.setY(self.vehicles[0]._velocity.getY()) # Give third vehicle a random start position and push it off towards the origin. self.vehicles[2]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[2]._velocity = SteerVec(0 - self.vehicles[2]._pos.getX(), 0 - self.vehicles[2]._pos.getY()) self.vehicles[2]._velocity = self.vehicles[2]._velocity.truncate( self.vehicles[2].maxspeed) # Set first vehicle to pursue and second vehicle to evade third vehicle self.vehicles[0].pursue(self.vehicles[2]) self.vehicles[1].evade(self.vehicles[2])
def getForward(self): """Return this vehicle's forward direction, a unit vector (SteerVec). """ forward = SteerVec(self._velocity.getX(), self._velocity.getY()) forward.normalize() return forward
def getForward(self): """Return this vehicle's forward direction, a unit vector (SteerVec). """ forward = SteerVec(self._velocity.getX(),self._velocity.getY()) forward.normalize() return forward
def restart(self): """Start or restart the plugin.""" self.draw = Draw() # Utility for drawing 2D lines and shapes in 3-space path = Path([Vec2(40,40),Vec2(40,-40),Vec2(-40,40),Vec2(-40,-40)]) for vehicle in self.vehicles[:3]: vehicle._pos = SteerVec((random.random()-0.5)*100,(random.random()-0.5)*100) vehicle._velocity = SteerVec((random.random()-0.5)*2,(random.random()-0.5)*2) vehicle.followPath(path,loop=True) c=(.6,.6,.6,.3) t=1 z=1.5 self.draw.drawLine(Vec3(path[0].getX(),path[0].getY(),z),Vec3(path[1].getX(),path[1].getY(),z),color=c,thickness=t) self.draw.drawLine(Vec3(path[1].getX(),path[1].getY(),z),Vec3(path[2].getX(),path[2].getY(),z),color=c,thickness=t) self.draw.drawLine(Vec3(path[2].getX(),path[2].getY(),z),Vec3(path[3].getX(),path[3].getY(),z),color=c,thickness=t) self.draw.drawLine(Vec3(path[3].getX(),path[3].getY(),z),Vec3(path[0].getX(),path[0].getY(),z),color=c,thickness=t) path = Path([Vec2(-40,-40),Vec2(40,-40),Vec2(-40,40),Vec2(40,40)]) for vehicle in self.vehicles[3:]: vehicle._pos = SteerVec((random.random()-0.5)*100,(random.random()-0.5)*100) vehicle._velocity = SteerVec((random.random()-0.5)*2,(random.random()-0.5)*2) vehicle.followPath(path,loop=True) self.draw.drawLine(Vec3(path[0].getX(),path[0].getY(),z),Vec3(path[1].getX(),path[1].getY(),z),color=c,thickness=t) self.draw.drawLine(Vec3(path[1].getX(),path[1].getY(),z),Vec3(path[2].getX(),path[2].getY(),z),color=c,thickness=t) self.draw.drawLine(Vec3(path[2].getX(),path[2].getY(),z),Vec3(path[3].getX(),path[3].getY(),z),color=c,thickness=t) self.draw.drawLine(Vec3(path[3].getX(),path[3].getY(),z),Vec3(path[0].getX(),path[0].getY(),z),color=c,thickness=t) for vehicle in self.vehicles: vehicle.avoidObstacles = True vehicle.avoidVehicles = True vehicle.maxforce = 0.1 vehicle.maxspeed = 0.5 + (random.random()/2) node = self.draw.create() np = NodePath(node) np.reparentTo(render)
def restart(self): """Start or restart the plugin.""" # Set vehicle to a random position and velocity. self.vehicles[0]._pos = SteerVec( (random.random()-0.5)*100, (random.random()-0.5)*100 ) self.vehicles[0]._velocity = SteerVec( (random.random()-0.5)*2, (random.random()-0.5)*2 ) self.vehicles[0]._velocity = self.vehicles[0]._velocity.truncate(self.vehicles[0].maxspeed) # Tell vehicle to arrive at the origin. self.vehicles[0].arrive(SteerVec(0,0))
def _steerForFollow(self, target=None): """Return the steering_direction (SteerVec) required to follow target. target should be another Vehicle. Follow is like the pursue behavior but the vehicle will follow behind its target instead of catching up to it. The arrive behavior is place of seek in pursuit""" if target == None: target = self._target direction = SteerVec(target._velocity.getX(),target._velocity.getY()) direction.normalize() point = target._pos + direction*-5 return self._steerForArrive(point)
def _steerForFollow(self, target=None): """Return the steering_direction (SteerVec) required to follow target. target should be another Vehicle. Follow is like the pursue behavior but the vehicle will follow behind its target instead of catching up to it. The arrive behavior is place of seek in pursuit""" if target == None: target = self._target direction = SteerVec(target._velocity.getX(), target._velocity.getY()) direction.normalize() point = target._pos + direction * -5 return self._steerForArrive(point)
def _enforceNonPenetrationConstraint(self): """Forcibly prevent this vehicle from penetrating obstacles. Based on advice from Craig Reynolds: The obstacle and vehicle are both assumed to be spheres. Measure the distance between their centers. If this is less than the sum of their radii the two spheres intersect. If so, simply "slide" (that is, SET the position of) the vehicle along the line connecting their centers the distance by which they overlap. See code here: http://sourceforge.net/forum/message.php?msg_id=3928822 """ # Handle collisions with obstacles. obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.sphere: other = entry.getFrom() pos = other.getCenter() pos = SteerVec(pos.getX(), pos.getY()) s = self.radius + other.getRadius() overlap = self._pos - pos d = overlap.length() if d > 0: s = (s - d) / d overlap *= s self._pos += overlap return # Handle collisions with other vehicles. collisionHandler.sortEntries() for i in range(collisionHandler.getNumEntries()): entry = collisionHandler.getEntry(i) # FIXME: The collisionmasks in this module aren't quite right. # Want Vehicle.sphere to collide with other Vehicle.sphere's and # with obstacles.py/SphereObstacle's, and want Vehicle.tube to # collide with obstacles.py/SphereObstacle's, but we don't want # Vehicle.sphere to collide with the Vehicle.tube of another # vehicle! (or vice-versa) # For now just check for the unwanted tube collisions and ignore # them. if isinstance(entry.getInto(), CollisionTube): continue if entry.getFrom() == self.sphere: pos = entry.getIntoNodePath().getPos(render) pos = SteerVec(pos.getX(), pos.getY()) s = self.radius + entry.getInto().getRadius() overlap = self._pos - pos d = overlap.length() if d > 0: s = (s - d) / d overlap *= s self._pos += overlap if self.callout['text'] == '': self.callout['text'] = random.choice( ["Ouch!", "Sorry!", "Hey!"]) self.callout.show() return self.callout['text'] = '' self.callout.hide()
def restart(self): """Start or restart the plugin.""" # Set vehicle to a random position and velocity. self.vehicles[0].maxspeed = 0.2 self.vehicles[0].maxforce = 0.01 self.vehicles[0]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[0]._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) self.vehicles[0]._velocity = self.vehicles[0]._velocity.truncate( self.vehicles[0].maxspeed) # Tell vehicle to wander. self.vehicles[0].wander()
def restart(self): """Start or restart the plugin.""" for vehicle in self.vehicles: vehicle.maxforce = 0.1 vehicle.maxspeed = 0.2 vehicle._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) vehicle._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) vehicle._velocity = vehicle._velocity.truncate(vehicle.maxspeed) vehicle.wander() # Turn on collision avoidance steering vehicle.avoidVehicles = True self.vehicles[4].maxspeed = 1
def restart(self): """Start or restart the plugin.""" # Set the vehicles to random position and velocity. self.vehicles[0]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[0]._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) self.vehicles[0]._velocity = self.vehicles[0]._velocity.truncate( self.vehicles[0].maxspeed) self.vehicles[1]._pos.setX(self.vehicles[0]._pos.getX()) self.vehicles[1]._pos.setY(self.vehicles[0]._pos.getY()) self.vehicles[1]._velocity.setX(self.vehicles[0]._velocity.getX()) self.vehicles[1]._velocity.setY(self.vehicles[0]._velocity.getY()) # Set the first character to seek the target and the second to flee it. self.vehicles[0].seek(SteerVec(0, 0)) self.vehicles[1].flee(SteerVec(0, 0))
def restart(self): """Start or restart the plugin.""" for vehicle in self.vehicles: vehicle.maxforce = 0.1 vehicle.maxspeed = 0.3 vehicle._pos = SteerVec( (random.random()-0.5)*100, (random.random()-0.5)*100 ) vehicle._velocity = SteerVec( (random.random()-0.5)*2, (random.random()-0.5)*2 ) vehicle._velocity = vehicle._velocity.truncate(vehicle.maxspeed) vehicle.wander() self.vehicles[0].maxspeed = 1 self.vehicles[0].maxforce = 0.33 self.vehicles[1].maxspeed = 0.5 self.vehicles[1].maxforce = 0.2 self.vehicles[1].follow(self.vehicles[0]) for vehicle in self.vehicles: # Turn on obstacle & collision avoidance steering vehicle.avoidObstacles = True vehicle.avoidVehicles = True
def setDestination(self, task): """Helper method for onClick. Find the position in the 3D scene that was clicked and pass it to the click method of the currently active plugin. """ if self.pickerQ.getNumEntries() > 0: self.pickerQ.sortEntries() self.point = self.pickerQ.getEntry(0).getSurfacePoint(render) self.player.arrive(SteerVec(self.point.getX(), self.point.getY()))
def restart(self): """Start or restart the plugin.""" self.vehicles[0]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[0]._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) self.vehicles[0]._velocity = self.vehicles[0]._velocity.truncate( self.vehicles[0].maxspeed) self.vehicles[1]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[1]._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) self.vehicles[1]._velocity = self.vehicles[0]._velocity.truncate( self.vehicles[0].maxspeed) self.vehicles[1]._pos = SteerVec(-15, -15) self.vehicles[1]._velocity = SteerVec(0.1, 0.1) self.vehicles[1].wander() self.vehicles[1].maxforce = 0.05 self.vehicles[1].maxspeed = 0.55 self.vehicles[0].follow(self.vehicles[1]) self.vehicles[0].maxforce = 0.05 self.vehicles[0].maxspeed = 0.45 for vehicle in self.vehicles: # Turn on obstacle avoidance steering vehicle.avoidObstacles = True
def _steerForArrive(self, target=None): """Return the steering_direction (SteerVec) required to arrive at target. target should be a SteerVec.""" if target == None: target = self._target else: # Make sure it's a SteerVec (if it's not we assume it's something # with a getX() and getY() and we translate it) if not isinstance(target, SteerVec): target = SteerVec(target.getX(), target.getY()) # FIXME: slowing_distance should be a parameter somewhere. slowing_distance = 20 target_offset = target - self._pos distance = target_offset.length() if distance == 0: return SteerVec(0, 0) ramped_speed = self.maxspeed * (distance / slowing_distance) clipped_speed = min(ramped_speed, self.maxspeed) desired_velocity = target_offset * (clipped_speed / distance) steering_direction = desired_velocity - self._velocity return steering_direction
def _steerForArrive(self, target=None): """Return the steering_direction (SteerVec) required to arrive at target. target should be a SteerVec.""" if target == None: target = self._target else: # Make sure it's a SteerVec (if it's not we assume it's something # with a getX() and getY() and we translate it) if not isinstance(target,SteerVec): target = SteerVec(target.getX(),target.getY()) # FIXME: slowing_distance should be a parameter somewhere. slowing_distance = 20 target_offset = target - self._pos distance = target_offset.length() if distance == 0: return SteerVec(0,0) ramped_speed = self.maxspeed * (distance / slowing_distance) clipped_speed = min(ramped_speed,self.maxspeed) desired_velocity = target_offset * (clipped_speed / distance) steering_direction = desired_velocity - self._velocity return steering_direction
def _enforceNonPenetrationConstraint(self): """Forcibly prevent this vehicle from penetrating obstacles. Based on advice from Craig Reynolds: The obstacle and vehicle are both assumed to be spheres. Measure the distance between their centers. If this is less than the sum of their radii the two spheres intersect. If so, simply "slide" (that is, SET the position of) the vehicle along the line connecting their centers the distance by which they overlap. See code here: http://sourceforge.net/forum/message.php?msg_id=3928822 """ # Handle collisions with obstacles. obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.sphere: other = entry.getFrom() pos = other.getCenter() pos = SteerVec(pos.getX(),pos.getY()) s = self.radius + other.getRadius() overlap = self._pos-pos d = overlap.length() if d>0: s = (s-d)/d overlap *= s self._pos += overlap return # Handle collisions with other vehicles. collisionHandler.sortEntries() for i in range(collisionHandler.getNumEntries()): entry = collisionHandler.getEntry(i) # FIXME: The collisionmasks in this module aren't quite right. # Want Vehicle.sphere to collide with other Vehicle.sphere's and # with obstacles.py/SphereObstacle's, and want Vehicle.tube to # collide with obstacles.py/SphereObstacle's, but we don't want # Vehicle.sphere to collide with the Vehicle.tube of another # vehicle! (or vice-versa) # For now just check for the unwanted tube collisions and ignore # them. if isinstance(entry.getInto(),CollisionTube): continue if entry.getFrom() == self.sphere: pos = entry.getIntoNodePath().getPos(render) pos = SteerVec(pos.getX(),pos.getY()) s = self.radius + entry.getInto().getRadius() overlap = self._pos-pos d = overlap.length() if d>0: s = (s-d)/d overlap *= s self._pos += overlap if self.callout['text'] == '': self.callout['text'] = random.choice(["Ouch!","Sorry!","Hey!"]) self.callout.show() return self.callout['text']='' self.callout.hide()
def restart(self): """Start or restart the plugin.""" # Set first character to random position and velocity. self.vehicles[0]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[0]._velocity = SteerVec((random.random() - 0.5) * 2, (random.random() - 0.5) * 2) self.vehicles[0]._velocity = self.vehicles[0]._velocity.truncate( self.vehicles[0].maxspeed) # Give second character a random start position and push it off towards the origin. self.vehicles[1]._pos = SteerVec((random.random() - 0.5) * 100, (random.random() - 0.5) * 100) self.vehicles[1]._velocity = SteerVec(0 - self.vehicles[1]._pos.getX(), 0 - self.vehicles[1]._pos.getY()) self.vehicles[1]._velocity = self.vehicles[1]._velocity.truncate( self.vehicles[1].maxspeed) # Tell the first character to follow the second character, and tell the # second character to wander. self.vehicles[0].follow(self.vehicles[1]) self.vehicles[1].wander()
def __init__(self, pos=None, radius=40, visible=False): """Initialise the CircleContainer.""" # Initialise the CircleContainer if pos is None: pos = SteerVec(0, 0) self.pos = pos self.radius = radius if visible: # Initialise a CollisionSphere used to represent the CircleContainer # graphically (not used for any collision detection). Although the # CircleContainer is really 2D, we represent it with a 3D sphere for # convenience. self.sphere = CollisionSphere(self.pos.getX(), self.pos.getY(), 0, self.radius) self.spherenp = render.attachNewNode(CollisionNode('cnode')) self.spherenp.node().addSolid(self.sphere) self.spherenp.show()
def _steerForAvoidObstacles(self): """ Return a steering force to avoid the nearest obstacle that is considered a collision threat, or None to indicate that no obstacle avoidance steering is required. """ # Check for collisions with obstacles. collision = False obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.tube: collision = True pos = entry.getSurfacePoint(render) nrml = entry.getSurfaceNormal(render) if collision is False: return None # Compute steering to avoid the collision. nrml = SteerVec(nrml.getX(), nrml.getY()) forward = self._velocity forward.normalize() steeringdirection = nrml.perpendicularComponent(forward) steeringdirection.normalize() brakingdirection = -self._velocity brakingdirection.normalize() md = self._velocity.length() + self.radius mf = self.maxforce p = SteerVec(pos.getX(), pos.getY()) d = (self._pos - p).length() if d < 0: d = 0 steeringforce = mf - ((d / md) * mf) brakingforce = mf - ((sqrt(d) / md) * mf) return (brakingdirection * brakingforce) + (steeringdirection * steeringforce)
def _step(self, task): """ Update the vehicle's position using a simple point-mass physics model based on self._steeringforce, self.maxforce, self.mass, and self.maxspeed, and applying the steering behavior indicated by self._steeringbehavior. """ dt = task.time - self._prevtime steeringbehavior = self._steeringbehavior if self.avoidObstacles: steeringbehavior = ['AvoidObstacles'] + steeringbehavior if self.avoidVehicles: steeringbehavior = ['AvoidVehicles'] + steeringbehavior if (self.container is not None) or (container is not None): steeringbehavior = ['Containment'] + steeringbehavior # Set self._steeringforce to be the result of the first method in # steeringbehavior that does not return None. self._steeringforce = SteerVec(0, 0) self.label['text'] = 'no steering' for steeringmethod in steeringbehavior: method_name = '_steerFor' + steeringmethod method = getattr(self, method_name) steeringforce = method() if steeringforce is not None: self.label['text'] = steeringmethod self._steeringforce = steeringforce break global show if show: self.label.show() #self.tubenp.show() #self.spherenp.show() else: self.label.hide() #self.tubenp.hide() #self.spherenp.hide() # Compute new velocity according to point-mass physics. steering_force = self._steeringforce.truncate(self.maxforce) acceleration = steering_force / self.mass self._velocity = (self._velocity + acceleration).truncate( self.maxspeed) # Add a small random component to the velocity. The component is too # small to produce any visible result. It is added to avoid a bug in # the obstacle avoidance behavior: if a vehicle heads precisely # toward an obstacle then the surface normal at the point of # collision on the surface of the obstacle is parallel to the forward # direction of the vehicle. So the perpendicular component of the # surface normal to the vehicle's forward direction is zero, and hence # the steering force is zero, and the vehicle plows straight into the # obstacle. With a random element to the vehicle's velocity, this # precise situation will not exist for consecutive simulation frames. x = (random.random() - 0.5) * 0.01 y = (random.random() - 0.5) * 0.01 self._velocity.setX(self._velocity.getX() + self._velocity.getX() * x) self._velocity.setY(self._velocity.getY() + self._velocity.getY() * y) # Update vehicle's position. self._pos += self._velocity * (dt * 50) self._enforceNonPenetrationConstraint() # Fluidly update the NodePath's X and Y positions to match self._pos. # Leave the NodePath's Z-axis position untouched (that is taken care of # by CollisionHandlerFloor). self.prime.setFluidPos(self._pos.getX(), self._pos.getY(), self.prime.getZ()) # Update the Vehicles's CollisionTube, varying the length of the tube # according to the Vehicle's speed. ##zuck ###tube=self.tubenp.node().getSolid(0) tube = self.tubenp.node().modifySolid(0) tube.setPointB( Point3(tube.getPointA() + Point3(0, 15. * self._velocity.length(), 0))) self._prevtime = task.time return Task.cont
def __init__(self, pos=None, radius=45): if pos is None: pos = SteerVec(0, 0) self.pos = pos self.radius = radius
def click(self, pos): """Respond to mouse-click.""" self.vehicles[0].seek(SteerVec(pos.getX(), pos.getY())) self.vehicles[1].flee(SteerVec(pos.getX(), pos.getY()))
def __init__(self,pos=None,mass=1,maxforce=0.1,maxspeed=1,radius=1, avoidVehicles=True,avoidObstacles=True,container=None): """Initialise the vehicle.""" self.mass = mass # mass = 1 means that acceleration = force self.maxforce = maxforce self.maxspeed = maxspeed self.radius = radius self.avoidVehicles = avoidVehicles # Avoid colliding with other Vehicles self.avoidObstacles = avoidObstacles # Avoid colliding with obstacles if pos is None: pos = Point3(0,0,0) # The Vehicle controls a primary NodePath to which other NodePath's for # CollisionSolids are parented. Other nodes, such as animated Actors, # can be attached to this NodePath by user classes. self.prime = NodePath('Vehicle primary NodePath') self.prime.reparentTo(render) self.prime.setPos(pos) # If the Vehicle finds itself outside of its container it will turn # back toward the container. The vehicle also stays within the global # container at all times. The idea is that Vehicle.container can be # used to restrict one particular vehicle to a space smaller than the # global container. self.container = container self._pos = SteerVec(pos.getX(),pos.getY()) # 2D pos for steering # calculations self._velocity = SteerVec(0,0) self._steeringforce = SteerVec(0,0) self._steeringbehavior = [] # Some steering behaviors make use of self._target, which can be # another Vehicle or a point in 2-space (SteerVec), or it might be None # indicating that no target is currently in use. self._target = None # Initialise the Vehicle's CollisionRay which is used with a # CollisionHandlerFloor to keep the Vehicle on the ground. self.raynp = self.prime.attachNewNode(CollisionNode('colNode')) self.raynp.node().addSolid(CollisionRay(0,0,3,0,0,-1)) self.floorhandler = CollisionHandlerFloor() self.floorhandler.addCollider(self.raynp,self.prime) cTrav.addCollider(self.raynp,self.floorhandler) # Uncomment this line to show the CollisionRay: #self.raynp.show() # We only want our CollisionRay to collide with the collision # geometry of the terrain only, se we set a mask here. self.raynp.node().setFromCollideMask(floorMASK) self.raynp.node().setIntoCollideMask(offMASK) # Initialise CollisionTube for detecting oncoming obstacle collisions. x,y,z = self.prime.getX(),self.prime.getY(),self.prime.getZ()+3 #FIXME: Don't hardcode how high the tube goes, add height parameter to __init__ for both tube and sphere vx,vy = self._velocity.getX(),self._velocity.getY() r = self.radius f = self.prime.getNetTransform().getMat().getRow3(1) s = 10 self.tube = CollisionTube(x,y,z,x+f.getX()*s,y+f.getY()*s,z,self.radius) self.tubenp = self.prime.attachNewNode(CollisionNode('colNode')) self.tubenp.node().addSolid(self.tube) # The tube should only collide with obstacles (and is an 'into' object) self.tubenp.node().setFromCollideMask(offMASK) self.tubenp.node().setIntoCollideMask(obstacleMASK) # Uncomment this line to show the CollisionTube #self.tubenp.show() # CollisionSphere for detecting when we've actuallyt collided with # something. self.sphere = CollisionSphere(x,y,z,self.radius) self.spherenp = self.prime.attachNewNode(CollisionNode('cnode')) self.spherenp.node().addSolid(self.sphere) # Only collide with the CollisionSphere's of other vehicles. self.spherenp.node().setFromCollideMask(obstacleMASK) # So the spheres of vehicles will collide with eachother self.spherenp.node().setIntoCollideMask(obstacleMASK) # So obstacles will collide into spheres of vehicles cTrav.addCollider(self.spherenp,collisionHandler) # Uncomment this line to show the CollisionSphere #self.spherenp.show() # Add a task for this Vehicle to the global task manager. self._prevtime = 0 self.stepTask=taskMgr.add(self._step,"Vehicle step task") # Add the Vehicle to the global list of Vehicles vehicles.append(self) # Initialise the DirectLabel used when annotating the Vehicle # FIXME: Needs to be destroyed in self.destroy self.text = "no steering" self.label = DirectLabel(parent=self.prime,pos=(4,4,4),text=self.text, text_wordwrap=10,relief=None, text_scale=(1.5,1.5),text_frame=(0,0,0,1), text_bg=(1,1,1,1)) self.label.component('text0').textNode.setCardDecal(1) self.label.setBillboardAxis() self.label.hide() self.label.setLightOff(1) # A second label for speaking ('Ouch!', 'Sorry!' etc.) self.callout = DirectLabel(parent=self.prime,pos=(4,4,4),text='', text_wordwrap=10,relief=None, text_scale=(1.5,1.5),text_frame=(0,0,0,1), text_bg=(1,1,1,1)) self.callout.component('text0').textNode.setCardDecal(1) self.callout.setBillboardAxis() self.callout.hide() self.callout.setLightOff(1)
class Vehicle: """A steerable point mass with various steering behaviors.""" # FIXME: One fix that is needed is that wanderSide and wanderUp should be # reset whenever a character switches back to the wander behaviour. This # might prevent wandering characters from 'hugging' obstacles and # containers when wandering is combined with obstacle avoidance and/or # containment. What happens is that the characters wanders into the # obstacle, avoidance takes over and steers the character away from it, # then when wandering gets control again it picks up where it left off -- # steering toward the obstacle. # # So make Vehicle a state-machine, with the state being the currently # active steering behaviour, so that there can be transition-in and # transition-out functions for steering behaviours? def __init__(self,pos=None,mass=1,maxforce=0.1,maxspeed=1,radius=1, avoidVehicles=True,avoidObstacles=True,container=None): """Initialise the vehicle.""" self.mass = mass # mass = 1 means that acceleration = force self.maxforce = maxforce self.maxspeed = maxspeed self.radius = radius self.avoidVehicles = avoidVehicles # Avoid colliding with other Vehicles self.avoidObstacles = avoidObstacles # Avoid colliding with obstacles if pos is None: pos = Point3(0,0,0) # The Vehicle controls a primary NodePath to which other NodePath's for # CollisionSolids are parented. Other nodes, such as animated Actors, # can be attached to this NodePath by user classes. self.prime = NodePath('Vehicle primary NodePath') self.prime.reparentTo(render) self.prime.setPos(pos) # If the Vehicle finds itself outside of its container it will turn # back toward the container. The vehicle also stays within the global # container at all times. The idea is that Vehicle.container can be # used to restrict one particular vehicle to a space smaller than the # global container. self.container = container self._pos = SteerVec(pos.getX(),pos.getY()) # 2D pos for steering # calculations self._velocity = SteerVec(0,0) self._steeringforce = SteerVec(0,0) self._steeringbehavior = [] # Some steering behaviors make use of self._target, which can be # another Vehicle or a point in 2-space (SteerVec), or it might be None # indicating that no target is currently in use. self._target = None # Initialise the Vehicle's CollisionRay which is used with a # CollisionHandlerFloor to keep the Vehicle on the ground. self.raynp = self.prime.attachNewNode(CollisionNode('colNode')) self.raynp.node().addSolid(CollisionRay(0,0,3,0,0,-1)) self.floorhandler = CollisionHandlerFloor() self.floorhandler.addCollider(self.raynp,self.prime) cTrav.addCollider(self.raynp,self.floorhandler) # Uncomment this line to show the CollisionRay: #self.raynp.show() # We only want our CollisionRay to collide with the collision # geometry of the terrain only, se we set a mask here. self.raynp.node().setFromCollideMask(floorMASK) self.raynp.node().setIntoCollideMask(offMASK) # Initialise CollisionTube for detecting oncoming obstacle collisions. x,y,z = self.prime.getX(),self.prime.getY(),self.prime.getZ()+3 #FIXME: Don't hardcode how high the tube goes, add height parameter to __init__ for both tube and sphere vx,vy = self._velocity.getX(),self._velocity.getY() r = self.radius f = self.prime.getNetTransform().getMat().getRow3(1) s = 10 self.tube = CollisionTube(x,y,z,x+f.getX()*s,y+f.getY()*s,z,self.radius) self.tubenp = self.prime.attachNewNode(CollisionNode('colNode')) self.tubenp.node().addSolid(self.tube) # The tube should only collide with obstacles (and is an 'into' object) self.tubenp.node().setFromCollideMask(offMASK) self.tubenp.node().setIntoCollideMask(obstacleMASK) # Uncomment this line to show the CollisionTube #self.tubenp.show() # CollisionSphere for detecting when we've actuallyt collided with # something. self.sphere = CollisionSphere(x,y,z,self.radius) self.spherenp = self.prime.attachNewNode(CollisionNode('cnode')) self.spherenp.node().addSolid(self.sphere) # Only collide with the CollisionSphere's of other vehicles. self.spherenp.node().setFromCollideMask(obstacleMASK) # So the spheres of vehicles will collide with eachother self.spherenp.node().setIntoCollideMask(obstacleMASK) # So obstacles will collide into spheres of vehicles cTrav.addCollider(self.spherenp,collisionHandler) # Uncomment this line to show the CollisionSphere #self.spherenp.show() # Add a task for this Vehicle to the global task manager. self._prevtime = 0 self.stepTask=taskMgr.add(self._step,"Vehicle step task") # Add the Vehicle to the global list of Vehicles vehicles.append(self) # Initialise the DirectLabel used when annotating the Vehicle # FIXME: Needs to be destroyed in self.destroy self.text = "no steering" self.label = DirectLabel(parent=self.prime,pos=(4,4,4),text=self.text, text_wordwrap=10,relief=None, text_scale=(1.5,1.5),text_frame=(0,0,0,1), text_bg=(1,1,1,1)) self.label.component('text0').textNode.setCardDecal(1) self.label.setBillboardAxis() self.label.hide() self.label.setLightOff(1) # A second label for speaking ('Ouch!', 'Sorry!' etc.) self.callout = DirectLabel(parent=self.prime,pos=(4,4,4),text='', text_wordwrap=10,relief=None, text_scale=(1.5,1.5),text_frame=(0,0,0,1), text_bg=(1,1,1,1)) self.callout.component('text0').textNode.setCardDecal(1) self.callout.setBillboardAxis() self.callout.hide() self.callout.setLightOff(1) def destroy(self): """Prepare this Vehicle to be garbage-collected by Python: Remove all of the Vehicle's nodes from the scene graph, remove its CollisionSolids from the global CollisionTraverser, clear its CollisionHandler, remove tasks After executing this method, any remaining references to the Vehicle object can be destroyed by the user module, and the Vehicle will be garbage-collected by Python. """ cTrav.removeCollider(self.raynp) cTrav.removeCollider(self.spherenp) self.floorhandler.clearColliders() self.floorhandler = None self.prime.removeNode() taskMgr.remove(self.stepTask) vehicles.remove(self) def getspeed(self): """Return the speed (not the velocity) of this vehicle (float).""" return self._velocity.length() def getX(self): """Convenience method for accessing self._pos.getX()""" return self._pos.getX() def getY(self): """Convenience method for accessing self._pos.getY()""" return self._pos.getY() def getForward(self): """Return this vehicle's forward direction, a unit vector (SteerVec). """ forward = SteerVec(self._velocity.getX(),self._velocity.getY()) forward.normalize() return forward def getRight(self): """Return this vehicle's right direction, a unit vector (SteerVec). """ right = self._velocity.rotate(90) right.normalize() return right def predictFuturePosition(self, predictionTime): """ Return the predicted position (SteerVec) of this vehicle predictionTime units in the future using a simple linear predictor. """ return self._pos + (self._velocity * predictionTime) # Public methods used to activate steering behaviors. Once a steering # behavior is activated it will be applied every simulation frame until # another steering behavior is activated. Only one steering behavior can # be active at once. def stop(self): """Activate 'no steering' behavior. No steering force will be applied. """ self._steeringbehavior = [] def seek(self, target): """Activate seek steering behavior. target should be a SteerVec. """ self._steeringbehavior = ['Seek'] self._target = target def flee(self, target): """Activate flee steering behavior. target should be a SteerVec. """ self._steeringbehavior = ['Flee'] self._target = target def pursue(self, target): """Activate pursue steering behavior. target should be another Vehicle. """ self._steeringbehavior = ['Pursue'] self._target = target def follow(self, target): """Activate follow steering behavior. target should be another Vehicle. """ self._steeringbehavior = ['Follow'] self._target = target def evade(self, target): """Activate evade steering behavior. target should be another Vehicle. """ self._steeringbehavior = ['Evade'] self._target = target def arrive(self, target): """Activate the arrive steering behavior. target should be a SteerVec. """ self._steeringbehavior = ['Arrive'] self._target = target def wander(self): """Activate wander steering behavior. """ # FIXME: when mixin behaviours are in use, wanderSide and wanderUp # should be reset every time a mixin is activated. self.wanderSide=0 self.wanderUp=0 self._steeringbehavior = ['Wander'] def followPath(self,path,loop=False): self._steeringbehavior = ['FollowPath'] self._path = path self._waypoint = path.getNearestWaypoint(self._pos) self._loop = loop # Private methods to compute the steering vectors for steering behaviors. # These methods will be called by self._step(). Each method may return None # indicating that no steering is required at this time for the behavior. def _steerForSeek(self, target=None): """Return the steering_direction (SteerVec) required to seek target. target should be a SteerVec.""" if target == None: target = self._target desired_velocity = -(self._pos - target) * self.maxspeed desired_velocity.normalize() steering_direction = desired_velocity - self._velocity return steering_direction def _steerForFlee(self, target=None): """Return the steering_direction (SteerVec) required to flee target. target should be a SteerVec.""" if target == None: target = self._target desired_velocity = (self._pos - target) * self.maxspeed desired_velocity.normalize() steering_direction = desired_velocity - self._velocity return steering_direction def _steerForPursue(self, target=None): """Return the steering_direction (SteerVec) required to pursue target. target should be another Vehicle.""" # FIXME: Should the prediction interval be a parameter somewhere? if target == None: target = self._target prediction = target.predictFuturePosition(10) return self._steerForSeek(prediction) def _steerForFollow(self, target=None): """Return the steering_direction (SteerVec) required to follow target. target should be another Vehicle. Follow is like the pursue behavior but the vehicle will follow behind its target instead of catching up to it. The arrive behavior is place of seek in pursuit""" if target == None: target = self._target direction = SteerVec(target._velocity.getX(),target._velocity.getY()) direction.normalize() point = target._pos + direction*-5 return self._steerForArrive(point) def _steerForEvade(self, target=None): """Return the steering_direction (SteerVec) required to evade target. target should be another Vehicle.""" # FIXME: Should the prediction interval be a parameter somewhere? if target == None: target = self._target prediction = target.predictFuturePosition(10) return self._steerForFlee(prediction) def _steerForArrive(self, target=None): """Return the steering_direction (SteerVec) required to arrive at target. target should be a SteerVec.""" if target == None: target = self._target else: # Make sure it's a SteerVec (if it's not we assume it's something # with a getX() and getY() and we translate it) if not isinstance(target,SteerVec): target = SteerVec(target.getX(),target.getY()) # FIXME: slowing_distance should be a parameter somewhere. slowing_distance = 20 target_offset = target - self._pos distance = target_offset.length() if distance == 0: return SteerVec(0,0) ramped_speed = self.maxspeed * (distance / slowing_distance) clipped_speed = min(ramped_speed,self.maxspeed) desired_velocity = target_offset * (clipped_speed / distance) steering_direction = desired_velocity - self._velocity return steering_direction def _steerForWander(self): """Return a steering_direction for wandering.""" speed = 0.2 self.wanderSide = self._scalarRandomWalk(self.wanderSide,speed,-1,1) self.wanderUp = self._scalarRandomWalk(self.wanderUp,speed,-1,1) up = self._velocity up.normalize() # The vehicle's forward direction side = up.rotate(90) return ((side * self.wanderSide) + (up * self.wanderUp)).truncate(0.01) def _scalarRandomWalk(self,initial,walkspeed,minimum,maximum): """Helper function for Vehicle._steerForWander() below.""" next = initial + ((random.random()*2)-1)*walkspeed if next < minimum: return minimum if next > maximum: return maximum return next def _steerForAvoidObstacles(self): """ Return a steering force to avoid the nearest obstacle that is considered a collision threat, or None to indicate that no obstacle avoidance steering is required. """ # Check for collisions with obstacles. collision = False obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.tube: collision = True pos = entry.getSurfacePoint(render) nrml = entry.getSurfaceNormal(render) if collision is False: return None # Compute steering to avoid the collision. nrml = SteerVec(nrml.getX(),nrml.getY()) forward = self._velocity forward.normalize() steeringdirection = nrml.perpendicularComponent(forward) steeringdirection.normalize() brakingdirection = -self._velocity brakingdirection.normalize() md = self._velocity.length() + self.radius mf = self.maxforce p = SteerVec(pos.getX(),pos.getY()) d = (self._pos - p).length() if d < 0: d = 0 steeringforce = mf - ((d/md)*mf) brakingforce = mf - ((sqrt(d)/md)*mf) return (brakingdirection*brakingforce)+(steeringdirection*steeringforce) def _steerForContainment(self): """ If this vehicle is outside either the global container or its local self.container return a steering force to turn the vehicle back towards the container. Else return None to indicate no containment steering is required. self.container is given priority over the global container. """ global container for container in (self.container,container): if container is None: continue if not container.isInside(self._pos): # We are outside of the container, steer back toward it seek = self._steerForSeek(container.pos) lateral = seek.perpendicularComponent(self.getForward()) return lateral return None def _steerForFollowPath(self): if (self._pos-self._path[self._waypoint]).length()<3: self._waypoint += 1 if self._waypoint >= len(self._path): if self._loop: self._waypoint = 0 else: self._waypoint = len(self._path)-1 if not self._loop and self._waypoint == len(self._path)-1: return self._steerForArrive(self._path[self._waypoint]) else: return self._steerForSeek(self._path[self._waypoint]) def _steerForAvoidVehicles(self): """ Return a steering force to avoid the site of the soonest potential collision with another vehicle, or None if there is no impending collision. Unaligned collision avoidance behavior: avoid colliding with other nearby vehicles moving in unconstrained directions. Determine which (if any) other other vehicle we would collide with first, then steer to avoid the site of that potential collision. """ # First priority is to steer hard to avoid very close vehicles steering = self._steerForAvoidCloseNeighbors(0) if steering is not False: return steering # Otherwise look for collisions further away. steer = 0 threat = None # Time (in seconds) until the most immediate collision threat found # so far. Initial value is a threshold: don't look more than this # many frames into the future. minTime = 60 # Determine which (if any) neighbor vehicle poses the most immediate # threat of collision. for vehicle in vehicles: if vehicle is self: continue # Avoid when future positions are this close (or less) collisionDangerThreshold = self.radius * 2 # Predicted time until nearest approach time = self._predictNearestApproachTime(vehicle) # If `time` is in the future, sooner than any other threatened # collision... if time >= 0 and time < minTime: # If the two will be close enough to collide make a note of it thrtPosAtNrstApprch,distance = self._computeNearestApproachPositions(time,vehicle) if distance < collisionDangerThreshold: minTime = time threat = vehicle # If a potential collision was found, compute steering to avoid if threat is None: return None else: parallelness = self.getForward().dot(threat.getForward()) angle = 0.707 if parallelness < -angle: # Anti-parallel "head on" paths: steer away from future threat # position offset = thrtPosAtNrstApprch - self._pos sideDot = offset.dot(self.getRight()) if sideDot > 0: steer = -1 else: steer = 1 elif parallelness > angle: # Parallel paths: steer away from threat offset = threat._pos - self._pos sideDot = offset.dot(self.getRight()) if sideDot > 0: steer = -1 else: steer = 1 elif threat.getspeed() <= self.getspeed(): # Perpendicular paths: steer behind threat (only the slower of # the two does this) sideDot = self.getRight().dot(threat._velocity) if sideDot > 0: steer = -1 else: steer = 1 return self.getRight() * steer def _predictNearestApproachTime(self,vehicle): """Return the time until nearest approach between this vehicle and another vehicle.""" # Imagine we are at the origin with no velocity, compute the relative # velocity of the other vehicle myVelocity = self._velocity hisVelocity = vehicle._velocity relVelocity = hisVelocity - myVelocity relSpeed = relVelocity.length() # For parallel paths, the vehicles will always be at the same distance, # so return 0 (aka "now") since "there is no time like the present" if relSpeed == 0: return 0 # Now consider the path of the other vehicle in this relative # space, a line defined by the relative position and velocity. # The distance from the origin (our vehicle) to that line is # the nearest approach. # Take the unit tangent along the other vehicle's path relTangent = relVelocity / relSpeed # Find distance from its path to origin (compute offset from # other to us, find length of projection onto path) relPosition = self._pos - vehicle._pos projection = relTangent.dot(relPosition) return projection / relSpeed def _computeNearestApproachPositions(self, time, vehicle): """Return a tuple containing the position of 'vehicle' at its nearest approach to this vehicle and the distance between the two at that point, given the time until the nearest approach of the two.""" myTravel = (self.getForward() * self.getspeed()) * time hisTravel = vehicle.getForward() * vehicle.getspeed() * time myFinal = self._pos + myTravel hisFinal = vehicle._pos + hisTravel distance = (myFinal - hisFinal).length() return (hisFinal,distance) def _steerForAvoidCloseNeighbors(self, criticalDistance): """Avoidance of "close neighbors" -- used only by _steerForAvoidNeighbors. Does a hard steer away from any other vehicle who comes withing a critical distance.""" for vehicle in vehicles: if vehicle is self: continue # No need to avoid yourself sumOfRadii = self.radius + vehicle.radius minCenterToCenter = criticalDistance + sumOfRadii offset = vehicle._pos - self._pos currentDistance = offset.length() if currentDistance < minCenterToCenter: return (-offset).perpendicularComponent(self.getForward()) return False def _step(self,task): """ Update the vehicle's position using a simple point-mass physics model based on self._steeringforce, self.maxforce, self.mass, and self.maxspeed, and applying the steering behavior indicated by self._steeringbehavior. """ dt = task.time - self._prevtime steeringbehavior = self._steeringbehavior if self.avoidObstacles: steeringbehavior = ['AvoidObstacles'] + steeringbehavior if self.avoidVehicles: steeringbehavior = ['AvoidVehicles'] + steeringbehavior if (self.container is not None) or (container is not None): steeringbehavior = ['Containment'] + steeringbehavior # Set self._steeringforce to be the result of the first method in # steeringbehavior that does not return None. self._steeringforce = SteerVec(0,0) self.label['text'] = 'no steering' for steeringmethod in steeringbehavior: method_name = '_steerFor' + steeringmethod method = getattr(self, method_name) steeringforce = method() if steeringforce is not None: self.label['text'] = steeringmethod self._steeringforce = steeringforce break global show if show: self.label.show() #self.tubenp.show() #self.spherenp.show() else: self.label.hide() #self.tubenp.hide() #self.spherenp.hide() # Compute new velocity according to point-mass physics. steering_force = self._steeringforce.truncate(self.maxforce) acceleration = steering_force/self.mass self._velocity = (self._velocity+acceleration).truncate(self.maxspeed) # Add a small random component to the velocity. The component is too # small to produce any visible result. It is added to avoid a bug in # the obstacle avoidance behavior: if a vehicle heads precisely # toward an obstacle then the surface normal at the point of # collision on the surface of the obstacle is parallel to the forward # direction of the vehicle. So the perpendicular component of the # surface normal to the vehicle's forward direction is zero, and hence # the steering force is zero, and the vehicle plows straight into the # obstacle. With a random element to the vehicle's velocity, this # precise situation will not exist for consecutive simulation frames. x = (random.random()-0.5)*0.01 y = (random.random()-0.5)*0.01 self._velocity.setX(self._velocity.getX()+self._velocity.getX()*x) self._velocity.setY(self._velocity.getY()+self._velocity.getY()*y) # Update vehicle's position. self._pos += self._velocity*(dt*50) self._enforceNonPenetrationConstraint() # Fluidly update the NodePath's X and Y positions to match self._pos. # Leave the NodePath's Z-axis position untouched (that is taken care of # by CollisionHandlerFloor). self.prime.setFluidPos(self._pos.getX(),self._pos.getY(), self.prime.getZ()) # Update the Vehicles's CollisionTube, varying the length of the tube # according to the Vehicle's speed. ##zuck ###tube=self.tubenp.node().getSolid(0) tube=self.tubenp.node().modifySolid(0) tube.setPointB(Point3( tube.getPointA()+Point3(0,15.*self._velocity.length(),0))) self._prevtime = task.time return Task.cont def _enforceNonPenetrationConstraint(self): """Forcibly prevent this vehicle from penetrating obstacles. Based on advice from Craig Reynolds: The obstacle and vehicle are both assumed to be spheres. Measure the distance between their centers. If this is less than the sum of their radii the two spheres intersect. If so, simply "slide" (that is, SET the position of) the vehicle along the line connecting their centers the distance by which they overlap. See code here: http://sourceforge.net/forum/message.php?msg_id=3928822 """ # Handle collisions with obstacles. obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.sphere: other = entry.getFrom() pos = other.getCenter() pos = SteerVec(pos.getX(),pos.getY()) s = self.radius + other.getRadius() overlap = self._pos-pos d = overlap.length() if d>0: s = (s-d)/d overlap *= s self._pos += overlap return # Handle collisions with other vehicles. collisionHandler.sortEntries() for i in range(collisionHandler.getNumEntries()): entry = collisionHandler.getEntry(i) # FIXME: The collisionmasks in this module aren't quite right. # Want Vehicle.sphere to collide with other Vehicle.sphere's and # with obstacles.py/SphereObstacle's, and want Vehicle.tube to # collide with obstacles.py/SphereObstacle's, but we don't want # Vehicle.sphere to collide with the Vehicle.tube of another # vehicle! (or vice-versa) # For now just check for the unwanted tube collisions and ignore # them. if isinstance(entry.getInto(),CollisionTube): continue if entry.getFrom() == self.sphere: pos = entry.getIntoNodePath().getPos(render) pos = SteerVec(pos.getX(),pos.getY()) s = self.radius + entry.getInto().getRadius() overlap = self._pos-pos d = overlap.length() if d>0: s = (s-d)/d overlap *= s self._pos += overlap if self.callout['text'] == '': self.callout['text'] = random.choice(["Ouch!","Sorry!","Hey!"]) self.callout.show() return self.callout['text']='' self.callout.hide()
class Vehicle: """A steerable point mass with various steering behaviors.""" # FIXME: One fix that is needed is that wanderSide and wanderUp should be # reset whenever a character switches back to the wander behaviour. This # might prevent wandering characters from 'hugging' obstacles and # containers when wandering is combined with obstacle avoidance and/or # containment. What happens is that the characters wanders into the # obstacle, avoidance takes over and steers the character away from it, # then when wandering gets control again it picks up where it left off -- # steering toward the obstacle. # # So make Vehicle a state-machine, with the state being the currently # active steering behaviour, so that there can be transition-in and # transition-out functions for steering behaviours? def __init__(self, pos=None, mass=1, maxforce=0.1, maxspeed=1, radius=1, avoidVehicles=True, avoidObstacles=True, container=None): """Initialise the vehicle.""" self.mass = mass # mass = 1 means that acceleration = force self.maxforce = maxforce self.maxspeed = maxspeed self.radius = radius self.avoidVehicles = avoidVehicles # Avoid colliding with other Vehicles self.avoidObstacles = avoidObstacles # Avoid colliding with obstacles if pos is None: pos = Point3(0, 0, 0) # The Vehicle controls a primary NodePath to which other NodePath's for # CollisionSolids are parented. Other nodes, such as animated Actors, # can be attached to this NodePath by user classes. self.prime = NodePath('Vehicle primary NodePath') self.prime.reparentTo(render) self.prime.setPos(pos) # If the Vehicle finds itself outside of its container it will turn # back toward the container. The vehicle also stays within the global # container at all times. The idea is that Vehicle.container can be # used to restrict one particular vehicle to a space smaller than the # global container. self.container = container self._pos = SteerVec(pos.getX(), pos.getY()) # 2D pos for steering # calculations self._velocity = SteerVec(0, 0) self._steeringforce = SteerVec(0, 0) self._steeringbehavior = [] # Some steering behaviors make use of self._target, which can be # another Vehicle or a point in 2-space (SteerVec), or it might be None # indicating that no target is currently in use. self._target = None # Initialise the Vehicle's CollisionRay which is used with a # CollisionHandlerFloor to keep the Vehicle on the ground. self.raynp = self.prime.attachNewNode(CollisionNode('colNode')) self.raynp.node().addSolid(CollisionRay(0, 0, 3, 0, 0, -1)) self.floorhandler = CollisionHandlerFloor() self.floorhandler.addCollider(self.raynp, self.prime) cTrav.addCollider(self.raynp, self.floorhandler) # Uncomment this line to show the CollisionRay: #self.raynp.show() # We only want our CollisionRay to collide with the collision # geometry of the terrain only, se we set a mask here. self.raynp.node().setFromCollideMask(floorMASK) self.raynp.node().setIntoCollideMask(offMASK) # Initialise CollisionTube for detecting oncoming obstacle collisions. x, y, z = self.prime.getX(), self.prime.getY(), self.prime.getZ( ) + 3 #FIXME: Don't hardcode how high the tube goes, add height parameter to __init__ for both tube and sphere vx, vy = self._velocity.getX(), self._velocity.getY() r = self.radius f = self.prime.getNetTransform().getMat().getRow3(1) s = 10 self.tube = CollisionTube(x, y, z, x + f.getX() * s, y + f.getY() * s, z, self.radius) self.tubenp = self.prime.attachNewNode(CollisionNode('colNode')) self.tubenp.node().addSolid(self.tube) # The tube should only collide with obstacles (and is an 'into' object) self.tubenp.node().setFromCollideMask(offMASK) self.tubenp.node().setIntoCollideMask(obstacleMASK) # Uncomment this line to show the CollisionTube #self.tubenp.show() # CollisionSphere for detecting when we've actuallyt collided with # something. self.sphere = CollisionSphere(x, y, z, self.radius) self.spherenp = self.prime.attachNewNode(CollisionNode('cnode')) self.spherenp.node().addSolid(self.sphere) # Only collide with the CollisionSphere's of other vehicles. self.spherenp.node().setFromCollideMask( obstacleMASK ) # So the spheres of vehicles will collide with eachother self.spherenp.node().setIntoCollideMask( obstacleMASK) # So obstacles will collide into spheres of vehicles cTrav.addCollider(self.spherenp, collisionHandler) # Uncomment this line to show the CollisionSphere #self.spherenp.show() # Add a task for this Vehicle to the global task manager. self._prevtime = 0 self.stepTask = taskMgr.add(self._step, "Vehicle step task") # Add the Vehicle to the global list of Vehicles vehicles.append(self) # Initialise the DirectLabel used when annotating the Vehicle # FIXME: Needs to be destroyed in self.destroy self.text = "no steering" self.label = DirectLabel(parent=self.prime, pos=(4, 4, 4), text=self.text, text_wordwrap=10, relief=None, text_scale=(1.5, 1.5), text_frame=(0, 0, 0, 1), text_bg=(1, 1, 1, 1)) self.label.component('text0').textNode.setCardDecal(1) self.label.setBillboardAxis() self.label.hide() self.label.setLightOff(1) # A second label for speaking ('Ouch!', 'Sorry!' etc.) self.callout = DirectLabel(parent=self.prime, pos=(4, 4, 4), text='', text_wordwrap=10, relief=None, text_scale=(1.5, 1.5), text_frame=(0, 0, 0, 1), text_bg=(1, 1, 1, 1)) self.callout.component('text0').textNode.setCardDecal(1) self.callout.setBillboardAxis() self.callout.hide() self.callout.setLightOff(1) def destroy(self): """Prepare this Vehicle to be garbage-collected by Python: Remove all of the Vehicle's nodes from the scene graph, remove its CollisionSolids from the global CollisionTraverser, clear its CollisionHandler, remove tasks After executing this method, any remaining references to the Vehicle object can be destroyed by the user module, and the Vehicle will be garbage-collected by Python. """ cTrav.removeCollider(self.raynp) cTrav.removeCollider(self.spherenp) self.floorhandler.clearColliders() self.floorhandler = None self.prime.removeNode() taskMgr.remove(self.stepTask) vehicles.remove(self) def getspeed(self): """Return the speed (not the velocity) of this vehicle (float).""" return self._velocity.length() def getX(self): """Convenience method for accessing self._pos.getX()""" return self._pos.getX() def getY(self): """Convenience method for accessing self._pos.getY()""" return self._pos.getY() def getForward(self): """Return this vehicle's forward direction, a unit vector (SteerVec). """ forward = SteerVec(self._velocity.getX(), self._velocity.getY()) forward.normalize() return forward def getRight(self): """Return this vehicle's right direction, a unit vector (SteerVec). """ right = self._velocity.rotate(90) right.normalize() return right def predictFuturePosition(self, predictionTime): """ Return the predicted position (SteerVec) of this vehicle predictionTime units in the future using a simple linear predictor. """ return self._pos + (self._velocity * predictionTime) # Public methods used to activate steering behaviors. Once a steering # behavior is activated it will be applied every simulation frame until # another steering behavior is activated. Only one steering behavior can # be active at once. def stop(self): """Activate 'no steering' behavior. No steering force will be applied. """ self._steeringbehavior = [] def seek(self, target): """Activate seek steering behavior. target should be a SteerVec. """ self._steeringbehavior = ['Seek'] self._target = target def flee(self, target): """Activate flee steering behavior. target should be a SteerVec. """ self._steeringbehavior = ['Flee'] self._target = target def pursue(self, target): """Activate pursue steering behavior. target should be another Vehicle. """ self._steeringbehavior = ['Pursue'] self._target = target def follow(self, target): """Activate follow steering behavior. target should be another Vehicle. """ self._steeringbehavior = ['Follow'] self._target = target def evade(self, target): """Activate evade steering behavior. target should be another Vehicle. """ self._steeringbehavior = ['Evade'] self._target = target def arrive(self, target): """Activate the arrive steering behavior. target should be a SteerVec. """ self._steeringbehavior = ['Arrive'] self._target = target def wander(self): """Activate wander steering behavior. """ # FIXME: when mixin behaviours are in use, wanderSide and wanderUp # should be reset every time a mixin is activated. self.wanderSide = 0 self.wanderUp = 0 self._steeringbehavior = ['Wander'] def followPath(self, path, loop=False): self._steeringbehavior = ['FollowPath'] self._path = path self._waypoint = path.getNearestWaypoint(self._pos) self._loop = loop # Private methods to compute the steering vectors for steering behaviors. # These methods will be called by self._step(). Each method may return None # indicating that no steering is required at this time for the behavior. def _steerForSeek(self, target=None): """Return the steering_direction (SteerVec) required to seek target. target should be a SteerVec.""" if target == None: target = self._target desired_velocity = -(self._pos - target) * self.maxspeed desired_velocity.normalize() steering_direction = desired_velocity - self._velocity return steering_direction def _steerForFlee(self, target=None): """Return the steering_direction (SteerVec) required to flee target. target should be a SteerVec.""" if target == None: target = self._target desired_velocity = (self._pos - target) * self.maxspeed desired_velocity.normalize() steering_direction = desired_velocity - self._velocity return steering_direction def _steerForPursue(self, target=None): """Return the steering_direction (SteerVec) required to pursue target. target should be another Vehicle.""" # FIXME: Should the prediction interval be a parameter somewhere? if target == None: target = self._target prediction = target.predictFuturePosition(10) return self._steerForSeek(prediction) def _steerForFollow(self, target=None): """Return the steering_direction (SteerVec) required to follow target. target should be another Vehicle. Follow is like the pursue behavior but the vehicle will follow behind its target instead of catching up to it. The arrive behavior is place of seek in pursuit""" if target == None: target = self._target direction = SteerVec(target._velocity.getX(), target._velocity.getY()) direction.normalize() point = target._pos + direction * -5 return self._steerForArrive(point) def _steerForEvade(self, target=None): """Return the steering_direction (SteerVec) required to evade target. target should be another Vehicle.""" # FIXME: Should the prediction interval be a parameter somewhere? if target == None: target = self._target prediction = target.predictFuturePosition(10) return self._steerForFlee(prediction) def _steerForArrive(self, target=None): """Return the steering_direction (SteerVec) required to arrive at target. target should be a SteerVec.""" if target == None: target = self._target else: # Make sure it's a SteerVec (if it's not we assume it's something # with a getX() and getY() and we translate it) if not isinstance(target, SteerVec): target = SteerVec(target.getX(), target.getY()) # FIXME: slowing_distance should be a parameter somewhere. slowing_distance = 20 target_offset = target - self._pos distance = target_offset.length() if distance == 0: return SteerVec(0, 0) ramped_speed = self.maxspeed * (distance / slowing_distance) clipped_speed = min(ramped_speed, self.maxspeed) desired_velocity = target_offset * (clipped_speed / distance) steering_direction = desired_velocity - self._velocity return steering_direction def _steerForWander(self): """Return a steering_direction for wandering.""" speed = 0.2 self.wanderSide = self._scalarRandomWalk(self.wanderSide, speed, -1, 1) self.wanderUp = self._scalarRandomWalk(self.wanderUp, speed, -1, 1) up = self._velocity up.normalize() # The vehicle's forward direction side = up.rotate(90) return ((side * self.wanderSide) + (up * self.wanderUp)).truncate(0.01) def _scalarRandomWalk(self, initial, walkspeed, minimum, maximum): """Helper function for Vehicle._steerForWander() below.""" next = initial + ((random.random() * 2) - 1) * walkspeed if next < minimum: return minimum if next > maximum: return maximum return next def _steerForAvoidObstacles(self): """ Return a steering force to avoid the nearest obstacle that is considered a collision threat, or None to indicate that no obstacle avoidance steering is required. """ # Check for collisions with obstacles. collision = False obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.tube: collision = True pos = entry.getSurfacePoint(render) nrml = entry.getSurfaceNormal(render) if collision is False: return None # Compute steering to avoid the collision. nrml = SteerVec(nrml.getX(), nrml.getY()) forward = self._velocity forward.normalize() steeringdirection = nrml.perpendicularComponent(forward) steeringdirection.normalize() brakingdirection = -self._velocity brakingdirection.normalize() md = self._velocity.length() + self.radius mf = self.maxforce p = SteerVec(pos.getX(), pos.getY()) d = (self._pos - p).length() if d < 0: d = 0 steeringforce = mf - ((d / md) * mf) brakingforce = mf - ((sqrt(d) / md) * mf) return (brakingdirection * brakingforce) + (steeringdirection * steeringforce) def _steerForContainment(self): """ If this vehicle is outside either the global container or its local self.container return a steering force to turn the vehicle back towards the container. Else return None to indicate no containment steering is required. self.container is given priority over the global container. """ global container for container in (self.container, container): if container is None: continue if not container.isInside(self._pos): # We are outside of the container, steer back toward it seek = self._steerForSeek(container.pos) lateral = seek.perpendicularComponent(self.getForward()) return lateral return None def _steerForFollowPath(self): if (self._pos - self._path[self._waypoint]).length() < 3: self._waypoint += 1 if self._waypoint >= len(self._path): if self._loop: self._waypoint = 0 else: self._waypoint = len(self._path) - 1 if not self._loop and self._waypoint == len(self._path) - 1: return self._steerForArrive(self._path[self._waypoint]) else: return self._steerForSeek(self._path[self._waypoint]) def _steerForAvoidVehicles(self): """ Return a steering force to avoid the site of the soonest potential collision with another vehicle, or None if there is no impending collision. Unaligned collision avoidance behavior: avoid colliding with other nearby vehicles moving in unconstrained directions. Determine which (if any) other other vehicle we would collide with first, then steer to avoid the site of that potential collision. """ # First priority is to steer hard to avoid very close vehicles steering = self._steerForAvoidCloseNeighbors(0) if steering is not False: return steering # Otherwise look for collisions further away. steer = 0 threat = None # Time (in seconds) until the most immediate collision threat found # so far. Initial value is a threshold: don't look more than this # many frames into the future. minTime = 60 # Determine which (if any) neighbor vehicle poses the most immediate # threat of collision. for vehicle in vehicles: if vehicle is self: continue # Avoid when future positions are this close (or less) collisionDangerThreshold = self.radius * 2 # Predicted time until nearest approach time = self._predictNearestApproachTime(vehicle) # If `time` is in the future, sooner than any other threatened # collision... if time >= 0 and time < minTime: # If the two will be close enough to collide make a note of it thrtPosAtNrstApprch, distance = self._computeNearestApproachPositions( time, vehicle) if distance < collisionDangerThreshold: minTime = time threat = vehicle # If a potential collision was found, compute steering to avoid if threat is None: return None else: parallelness = self.getForward().dot(threat.getForward()) angle = 0.707 if parallelness < -angle: # Anti-parallel "head on" paths: steer away from future threat # position offset = thrtPosAtNrstApprch - self._pos sideDot = offset.dot(self.getRight()) if sideDot > 0: steer = -1 else: steer = 1 elif parallelness > angle: # Parallel paths: steer away from threat offset = threat._pos - self._pos sideDot = offset.dot(self.getRight()) if sideDot > 0: steer = -1 else: steer = 1 elif threat.getspeed() <= self.getspeed(): # Perpendicular paths: steer behind threat (only the slower of # the two does this) sideDot = self.getRight().dot(threat._velocity) if sideDot > 0: steer = -1 else: steer = 1 return self.getRight() * steer def _predictNearestApproachTime(self, vehicle): """Return the time until nearest approach between this vehicle and another vehicle.""" # Imagine we are at the origin with no velocity, compute the relative # velocity of the other vehicle myVelocity = self._velocity hisVelocity = vehicle._velocity relVelocity = hisVelocity - myVelocity relSpeed = relVelocity.length() # For parallel paths, the vehicles will always be at the same distance, # so return 0 (aka "now") since "there is no time like the present" if relSpeed == 0: return 0 # Now consider the path of the other vehicle in this relative # space, a line defined by the relative position and velocity. # The distance from the origin (our vehicle) to that line is # the nearest approach. # Take the unit tangent along the other vehicle's path relTangent = relVelocity / relSpeed # Find distance from its path to origin (compute offset from # other to us, find length of projection onto path) relPosition = self._pos - vehicle._pos projection = relTangent.dot(relPosition) return projection / relSpeed def _computeNearestApproachPositions(self, time, vehicle): """Return a tuple containing the position of 'vehicle' at its nearest approach to this vehicle and the distance between the two at that point, given the time until the nearest approach of the two.""" myTravel = (self.getForward() * self.getspeed()) * time hisTravel = vehicle.getForward() * vehicle.getspeed() * time myFinal = self._pos + myTravel hisFinal = vehicle._pos + hisTravel distance = (myFinal - hisFinal).length() return (hisFinal, distance) def _steerForAvoidCloseNeighbors(self, criticalDistance): """Avoidance of "close neighbors" -- used only by _steerForAvoidNeighbors. Does a hard steer away from any other vehicle who comes withing a critical distance.""" for vehicle in vehicles: if vehicle is self: continue # No need to avoid yourself sumOfRadii = self.radius + vehicle.radius minCenterToCenter = criticalDistance + sumOfRadii offset = vehicle._pos - self._pos currentDistance = offset.length() if currentDistance < minCenterToCenter: return (-offset).perpendicularComponent(self.getForward()) return False def _step(self, task): """ Update the vehicle's position using a simple point-mass physics model based on self._steeringforce, self.maxforce, self.mass, and self.maxspeed, and applying the steering behavior indicated by self._steeringbehavior. """ dt = task.time - self._prevtime steeringbehavior = self._steeringbehavior if self.avoidObstacles: steeringbehavior = ['AvoidObstacles'] + steeringbehavior if self.avoidVehicles: steeringbehavior = ['AvoidVehicles'] + steeringbehavior if (self.container is not None) or (container is not None): steeringbehavior = ['Containment'] + steeringbehavior # Set self._steeringforce to be the result of the first method in # steeringbehavior that does not return None. self._steeringforce = SteerVec(0, 0) self.label['text'] = 'no steering' for steeringmethod in steeringbehavior: method_name = '_steerFor' + steeringmethod method = getattr(self, method_name) steeringforce = method() if steeringforce is not None: self.label['text'] = steeringmethod self._steeringforce = steeringforce break global show if show: self.label.show() #self.tubenp.show() #self.spherenp.show() else: self.label.hide() #self.tubenp.hide() #self.spherenp.hide() # Compute new velocity according to point-mass physics. steering_force = self._steeringforce.truncate(self.maxforce) acceleration = steering_force / self.mass self._velocity = (self._velocity + acceleration).truncate( self.maxspeed) # Add a small random component to the velocity. The component is too # small to produce any visible result. It is added to avoid a bug in # the obstacle avoidance behavior: if a vehicle heads precisely # toward an obstacle then the surface normal at the point of # collision on the surface of the obstacle is parallel to the forward # direction of the vehicle. So the perpendicular component of the # surface normal to the vehicle's forward direction is zero, and hence # the steering force is zero, and the vehicle plows straight into the # obstacle. With a random element to the vehicle's velocity, this # precise situation will not exist for consecutive simulation frames. x = (random.random() - 0.5) * 0.01 y = (random.random() - 0.5) * 0.01 self._velocity.setX(self._velocity.getX() + self._velocity.getX() * x) self._velocity.setY(self._velocity.getY() + self._velocity.getY() * y) # Update vehicle's position. self._pos += self._velocity * (dt * 50) self._enforceNonPenetrationConstraint() # Fluidly update the NodePath's X and Y positions to match self._pos. # Leave the NodePath's Z-axis position untouched (that is taken care of # by CollisionHandlerFloor). self.prime.setFluidPos(self._pos.getX(), self._pos.getY(), self.prime.getZ()) # Update the Vehicles's CollisionTube, varying the length of the tube # according to the Vehicle's speed. ##zuck ###tube=self.tubenp.node().getSolid(0) tube = self.tubenp.node().modifySolid(0) tube.setPointB( Point3(tube.getPointA() + Point3(0, 15. * self._velocity.length(), 0))) self._prevtime = task.time return Task.cont def _enforceNonPenetrationConstraint(self): """Forcibly prevent this vehicle from penetrating obstacles. Based on advice from Craig Reynolds: The obstacle and vehicle are both assumed to be spheres. Measure the distance between their centers. If this is less than the sum of their radii the two spheres intersect. If so, simply "slide" (that is, SET the position of) the vehicle along the line connecting their centers the distance by which they overlap. See code here: http://sourceforge.net/forum/message.php?msg_id=3928822 """ # Handle collisions with obstacles. obstacleHandler.sortEntries() for i in range(obstacleHandler.getNumEntries()): entry = obstacleHandler.getEntry(i) if entry.getInto() == self.sphere: other = entry.getFrom() pos = other.getCenter() pos = SteerVec(pos.getX(), pos.getY()) s = self.radius + other.getRadius() overlap = self._pos - pos d = overlap.length() if d > 0: s = (s - d) / d overlap *= s self._pos += overlap return # Handle collisions with other vehicles. collisionHandler.sortEntries() for i in range(collisionHandler.getNumEntries()): entry = collisionHandler.getEntry(i) # FIXME: The collisionmasks in this module aren't quite right. # Want Vehicle.sphere to collide with other Vehicle.sphere's and # with obstacles.py/SphereObstacle's, and want Vehicle.tube to # collide with obstacles.py/SphereObstacle's, but we don't want # Vehicle.sphere to collide with the Vehicle.tube of another # vehicle! (or vice-versa) # For now just check for the unwanted tube collisions and ignore # them. if isinstance(entry.getInto(), CollisionTube): continue if entry.getFrom() == self.sphere: pos = entry.getIntoNodePath().getPos(render) pos = SteerVec(pos.getX(), pos.getY()) s = self.radius + entry.getInto().getRadius() overlap = self._pos - pos d = overlap.length() if d > 0: s = (s - d) / d overlap *= s self._pos += overlap if self.callout['text'] == '': self.callout['text'] = random.choice( ["Ouch!", "Sorry!", "Hey!"]) self.callout.show() return self.callout['text'] = '' self.callout.hide()
def __init__(self, pos=None, mass=1, maxforce=0.1, maxspeed=1, radius=1, avoidVehicles=True, avoidObstacles=True, container=None): """Initialise the vehicle.""" self.mass = mass # mass = 1 means that acceleration = force self.maxforce = maxforce self.maxspeed = maxspeed self.radius = radius self.avoidVehicles = avoidVehicles # Avoid colliding with other Vehicles self.avoidObstacles = avoidObstacles # Avoid colliding with obstacles if pos is None: pos = Point3(0, 0, 0) # The Vehicle controls a primary NodePath to which other NodePath's for # CollisionSolids are parented. Other nodes, such as animated Actors, # can be attached to this NodePath by user classes. self.prime = NodePath('Vehicle primary NodePath') self.prime.reparentTo(render) self.prime.setPos(pos) # If the Vehicle finds itself outside of its container it will turn # back toward the container. The vehicle also stays within the global # container at all times. The idea is that Vehicle.container can be # used to restrict one particular vehicle to a space smaller than the # global container. self.container = container self._pos = SteerVec(pos.getX(), pos.getY()) # 2D pos for steering # calculations self._velocity = SteerVec(0, 0) self._steeringforce = SteerVec(0, 0) self._steeringbehavior = [] # Some steering behaviors make use of self._target, which can be # another Vehicle or a point in 2-space (SteerVec), or it might be None # indicating that no target is currently in use. self._target = None # Initialise the Vehicle's CollisionRay which is used with a # CollisionHandlerFloor to keep the Vehicle on the ground. self.raynp = self.prime.attachNewNode(CollisionNode('colNode')) self.raynp.node().addSolid(CollisionRay(0, 0, 3, 0, 0, -1)) self.floorhandler = CollisionHandlerFloor() self.floorhandler.addCollider(self.raynp, self.prime) cTrav.addCollider(self.raynp, self.floorhandler) # Uncomment this line to show the CollisionRay: #self.raynp.show() # We only want our CollisionRay to collide with the collision # geometry of the terrain only, se we set a mask here. self.raynp.node().setFromCollideMask(floorMASK) self.raynp.node().setIntoCollideMask(offMASK) # Initialise CollisionTube for detecting oncoming obstacle collisions. x, y, z = self.prime.getX(), self.prime.getY(), self.prime.getZ( ) + 3 #FIXME: Don't hardcode how high the tube goes, add height parameter to __init__ for both tube and sphere vx, vy = self._velocity.getX(), self._velocity.getY() r = self.radius f = self.prime.getNetTransform().getMat().getRow3(1) s = 10 self.tube = CollisionTube(x, y, z, x + f.getX() * s, y + f.getY() * s, z, self.radius) self.tubenp = self.prime.attachNewNode(CollisionNode('colNode')) self.tubenp.node().addSolid(self.tube) # The tube should only collide with obstacles (and is an 'into' object) self.tubenp.node().setFromCollideMask(offMASK) self.tubenp.node().setIntoCollideMask(obstacleMASK) # Uncomment this line to show the CollisionTube #self.tubenp.show() # CollisionSphere for detecting when we've actuallyt collided with # something. self.sphere = CollisionSphere(x, y, z, self.radius) self.spherenp = self.prime.attachNewNode(CollisionNode('cnode')) self.spherenp.node().addSolid(self.sphere) # Only collide with the CollisionSphere's of other vehicles. self.spherenp.node().setFromCollideMask( obstacleMASK ) # So the spheres of vehicles will collide with eachother self.spherenp.node().setIntoCollideMask( obstacleMASK) # So obstacles will collide into spheres of vehicles cTrav.addCollider(self.spherenp, collisionHandler) # Uncomment this line to show the CollisionSphere #self.spherenp.show() # Add a task for this Vehicle to the global task manager. self._prevtime = 0 self.stepTask = taskMgr.add(self._step, "Vehicle step task") # Add the Vehicle to the global list of Vehicles vehicles.append(self) # Initialise the DirectLabel used when annotating the Vehicle # FIXME: Needs to be destroyed in self.destroy self.text = "no steering" self.label = DirectLabel(parent=self.prime, pos=(4, 4, 4), text=self.text, text_wordwrap=10, relief=None, text_scale=(1.5, 1.5), text_frame=(0, 0, 0, 1), text_bg=(1, 1, 1, 1)) self.label.component('text0').textNode.setCardDecal(1) self.label.setBillboardAxis() self.label.hide() self.label.setLightOff(1) # A second label for speaking ('Ouch!', 'Sorry!' etc.) self.callout = DirectLabel(parent=self.prime, pos=(4, 4, 4), text='', text_wordwrap=10, relief=None, text_scale=(1.5, 1.5), text_frame=(0, 0, 0, 1), text_bg=(1, 1, 1, 1)) self.callout.component('text0').textNode.setCardDecal(1) self.callout.setBillboardAxis() self.callout.hide() self.callout.setLightOff(1)
def click(self,pos): """Respond to mouse-click.""" self.vehicles[0].arrive(SteerVec(pos.getX(),pos.getY()))
def __init__(self): """Initialise the scene.""" # Show the framerate base.setFrameRateMeter(True) # Initialise terrain: # Make 4 terrain nodepath objects with different hilliness values # and arrange them side-by-side in a 2x2 grid, giving a big terrain # with variable hilly and flat areas. color = (0.6, 0.8, 0.5, 1) # Bright green-ish scale = 12 height = 18 # FIXME: For now we are raising the terrain so it # floats above the sea to prevent lakes from # appearing (but you still get them sometimes) t1 = Terrain(color=color, scale=scale, trees=0.7, pos=P.Point3(0, 0, height)) t1.prime.reparentTo(render) t2 = Terrain(color=color, scale=scale, h=24, pos=P.Point3(32 * scale, 0, height), trees=0.5) t2.prime.reparentTo(render) t3 = Terrain(color=color, scale=scale, h=16, pos=P.Point3(32 * scale, 32 * scale, height), trees=0.3) t3.prime.reparentTo(render) t4 = Terrain(color=color, scale=scale, h=2, pos=P.Point3(0, 32 * scale, height), trees=0.9) t4.prime.reparentTo(render) #tnp1.setPos(tnp1,-32,-32,terrainHeight) # Initialise sea sea = Sea() # Initialise skybox. self.box = loader.loadModel("models/skybox/space_sky_box.x") self.box.setScale(6) self.box.reparentTo(render) # Initialise characters self.characters = [] self.player = C.Character(model='models/eve', run='models/eve-run', walk='models/eve-walk') self.player.prime.setZ(100) self.player._pos = SteerVec(32 * 12 + random.random() * 100, 32 * 12 + random.random() * 100) self.player.maxforce = 0.4 self.player.maxspeed = 0.55 EdgeScreenTracker(self.player.prime, dist=200) # Setup camera for i in range(0, 11): self.characters.append(C.Character()) self.characters[i].prime.setZ(100) self.characters[i].wander() self.characters[i].maxforce = 0.3 self.characters[i].maxspeed = 0.2 self.characters[i]._pos = SteerVec(32 * 12 + random.random() * 100, 32 * 12 + random.random() * 100) C.setContainer( ContainerSquare(pos=SteerVec(32 * 12, 32 * 12), radius=31 * 12)) #C.toggleAnnotation() # Initialise keyboard controls. self.accept("c", C.toggleAnnotation) self.accept("escape", sys.exit) # Setup CollisionRay and CollisionHandlerQueue for mouse picking. self.pickerQ = P.CollisionHandlerQueue() self.picker = camera.attachNewNode( P.CollisionNode('Picker CollisionNode')) self.picker.node().addSolid(P.CollisionRay()) # We want the picker ray to collide with the floor and nothing else. self.picker.node().setFromCollideMask(C.floorMASK) self.picker.setCollideMask(P.BitMask32.allOff()) base.cTrav.addCollider(self.picker, self.pickerQ) try: handler.addCollider(self.picker, camera) except: pass self.accept('mouse1', self.onClick) # Set the far clipping plane to be far enough away that we can see the # skybox. base.camLens.setFar(10000) # Initialise lighting self.alight = AmbientLight('alight') self.alight.setColor(VBase4(0.35, 0.35, 0.35, 1)) self.alnp = render.attachNewNode(self.alight) render.setLight(self.alnp) self.dlight = DirectionalLight('dlight') self.dlight.setColor(VBase4(0.4, 0.4, 0.4, 1)) self.dlnp = render.attachNewNode(self.dlight) self.dlnp.setHpr(45, -45, 0) render.setLight(self.dlnp) self.plight = PointLight('plight') self.plight.setColor(VBase4(0.8, 0.8, 0.5, 1)) self.plnp = render.attachNewNode(self.plight) self.plnp.setPos(160, 160, 50) self.slight = Spotlight('slight') self.slight.setColor(VBase4(1, 1, 1, 1)) lens = PerspectiveLens() self.slight.setLens(lens) self.slnp = render.attachNewNode(self.slight) self.slnp.setPos(-20, -20, 20) self.slnp.lookAt(50, 50, 0) # Initialise some scene-wide exponential fog colour = (0.5, 0.8, 0.8) self.expfog = Fog("Scene-wide exponential Fog object") self.expfog.setColor(*colour) self.expfog.setExpDensity(0.0005) render.setFog(self.expfog) base.setBackgroundColor(*colour) # Add a task for this Plant to the global task manager. self.stepcount = 0 taskMgr.add(self.step, "Plant step task")
def _step(self,task): """ Update the vehicle's position using a simple point-mass physics model based on self._steeringforce, self.maxforce, self.mass, and self.maxspeed, and applying the steering behavior indicated by self._steeringbehavior. """ dt = task.time - self._prevtime steeringbehavior = self._steeringbehavior if self.avoidObstacles: steeringbehavior = ['AvoidObstacles'] + steeringbehavior if self.avoidVehicles: steeringbehavior = ['AvoidVehicles'] + steeringbehavior if (self.container is not None) or (container is not None): steeringbehavior = ['Containment'] + steeringbehavior # Set self._steeringforce to be the result of the first method in # steeringbehavior that does not return None. self._steeringforce = SteerVec(0,0) self.label['text'] = 'no steering' for steeringmethod in steeringbehavior: method_name = '_steerFor' + steeringmethod method = getattr(self, method_name) steeringforce = method() if steeringforce is not None: self.label['text'] = steeringmethod self._steeringforce = steeringforce break global show if show: self.label.show() #self.tubenp.show() #self.spherenp.show() else: self.label.hide() #self.tubenp.hide() #self.spherenp.hide() # Compute new velocity according to point-mass physics. steering_force = self._steeringforce.truncate(self.maxforce) acceleration = steering_force/self.mass self._velocity = (self._velocity+acceleration).truncate(self.maxspeed) # Add a small random component to the velocity. The component is too # small to produce any visible result. It is added to avoid a bug in # the obstacle avoidance behavior: if a vehicle heads precisely # toward an obstacle then the surface normal at the point of # collision on the surface of the obstacle is parallel to the forward # direction of the vehicle. So the perpendicular component of the # surface normal to the vehicle's forward direction is zero, and hence # the steering force is zero, and the vehicle plows straight into the # obstacle. With a random element to the vehicle's velocity, this # precise situation will not exist for consecutive simulation frames. x = (random.random()-0.5)*0.01 y = (random.random()-0.5)*0.01 self._velocity.setX(self._velocity.getX()+self._velocity.getX()*x) self._velocity.setY(self._velocity.getY()+self._velocity.getY()*y) # Update vehicle's position. self._pos += self._velocity*(dt*50) self._enforceNonPenetrationConstraint() # Fluidly update the NodePath's X and Y positions to match self._pos. # Leave the NodePath's Z-axis position untouched (that is taken care of # by CollisionHandlerFloor). self.prime.setFluidPos(self._pos.getX(),self._pos.getY(), self.prime.getZ()) # Update the Vehicles's CollisionTube, varying the length of the tube # according to the Vehicle's speed. ##zuck ###tube=self.tubenp.node().getSolid(0) tube=self.tubenp.node().modifySolid(0) tube.setPointB(Point3( tube.getPointA()+Point3(0,15.*self._velocity.length(),0))) self._prevtime = task.time return Task.cont