Beispiel #1
0
    def generateToonMoveTrack(self, toon):
        """
        """

        #create a temp node that has the same position as
        # the toon that we tell to 'lookAt' the plant
        #import pdb; pdb.set_trace()
        node = NodePath('tempNode')

        displacement = Vec3(toon.getPos(render) - self.getPos(render))
        displacement.setZ(0)  #hmmm should we set this to zero?
        displacement.normalize()

        movieDistance = self.movieNode.getDistance(self.rotateNode)
        displacement *= movieDistance

        node.reparentTo(render)
        node.setPos(displacement + self.getPos(render))
        node.lookAt(self)

        # find the best H to turn the toon
        heading = PythonUtil.fitDestAngle2Src(toon.getH(render),
                                              node.getH(render))
        #heading = PythonUtil.closestDestAngle( toon.getH( render ), node.getH(render) )
        hpr = toon.getHpr(render)
        hpr.setX(heading)

        finalX = node.getX(render)
        finalY = node.getY(render)
        finalZ = node.getZ(render)
        node.removeNode()

        toonTrack = Sequence(
            Parallel(
                ActorInterval(toon, "walk", loop=True, duration=1),
                Parallel(
                    LerpPosInterval(
                        toon,
                        1.,
                        Point3(finalX, finalY, toon.getZ(render)),  #finalZ ),
                        fluid=True,
                        bakeInStart=False,
                    ),
                    #Func(self.unprint, "generateToonMoveTrack LerpPosInterval")
                ),
                LerpHprInterval(toon, 1., hpr=hpr),
            ),
            Func(toon.loop, 'neutral'),
        )
        return toonTrack
Beispiel #2
0
 def _runToonThroughSlot(self, toon, slot, goInside=True):
     helperNode = NodePath('helper')
     helperNode.reparentTo(toon.getParent())
     helperNode.lookAt(self)
     lookAtH = helperNode.getH(self._model)
     toonH = toon.getH(self._model)
     hDiff = abs(lookAtH - toonH)
     distanceFromElev = toon.getDistance(self._model)
     moveSpeed = 9.778
     anim = 'run'
     if toon.animFSM.getCurrentState() == 'Sad':
         moveSpeed *= 0.5
         anim = 'sad-walk'
     runInsideDistance = 20
     track = Sequence(Func(toon.stopSmooth),
                      Func(toon.loop, anim, 1.0),
                      Parallel(
                          toon.hprInterval(hDiff / 360.0,
                                           Point3(lookAtH, 0, 0),
                                           other=self._model,
                                           blendType='easeIn'),
                          toon.posInterval(distanceFromElev / moveSpeed,
                                           Point3(
                                               self._elevatorPoints[slot],
                                               0, 0),
                                           other=self._model,
                                           blendType='easeIn')),
                      name=toon.uniqueName('runThroughExit'),
                      autoPause=1)
     if goInside:
         track.append(
             Parallel(
                 toon.hprInterval(lookAtH / 360.0,
                                  Point3(0, 0, 0),
                                  other=self._model,
                                  blendType='easeOut'),
                 toon.posInterval(runInsideDistance / moveSpeed,
                                  Point3(self._elevatorPoints[slot],
                                         runInsideDistance, 0),
                                  other=self._model,
                                  blendType='easeOut')))
     track.append(Func(self._clearToonTrack, toon))
     track.append(Func(toon.setAnimState, 'Happy', 1.0))
     self._storeToonTrack(toon, track)
     track.start()
Beispiel #3
0
class PartyCog(FSM):
    notify = directNotify.newCategory("PartyCog")

    HpTextGenerator = TextNode("HpTextGenerator")
    hpText = None
    height = 7

    def __init__(self,
                 parentNode,
                 id,
                 bounceSpeed=3,
                 bounceHeight=1,
                 rotateSpeed=1,
                 heightShift=1,
                 xMoveSpeed=0,
                 xMoveDistance=0,
                 bounceOffset=0):
        self.id = id

        FSM.__init__(self, "PartyCogFSM-%d" % self.id)

        self.showFacingStatus = False
        self.xMoveSpeed = xMoveSpeed
        self.xMoveDistance = xMoveDistance
        self.heightShift = heightShift
        self.bounceSpeed = bounceSpeed
        self.bounceHeight = bounceHeight
        self.rotateSpeed = rotateSpeed
        self.parentNode = parentNode
        self.bounceOffset = bounceOffset
        self.hitInterval = None
        self.kaboomTrack = None
        self.resetRollIval = None
        self.netTimeSentToStartByHit = 0

        self.load()
        self.request("Down")

    def load(self):
        self.root = NodePath("PartyCog-%d" % self.id)
        self.root.reparentTo(self.parentNode)

        path = "phase_13/models/parties/cogPinata_"
        self.actor = Actor(
            path + "actor", {
                "idle": path + "idle_anim",
                "down": path + "down_anim",
                "up": path + "up_anim",
                "bodyHitBack": path + "bodyHitBack_anim",
                "bodyHitFront": path + "bodyHitFront_anim",
                "headHitBack": path + "headHitBack_anim",
                "headHitFront": path + "headHitFront_anim",
            })
        self.actor.reparentTo(self.root)

        self.temp_transform = Mat4()
        self.head_locator = self.actor.attachNewNode("temphead")

        self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75)
        self.bodyColl.setTangible(1)
        self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" %
                                          self.id)
        self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.bodyCollNode.addSolid(self.bodyColl)
        self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode)

        self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5)
        self.headColl.setTangible(1)
        self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" %
                                          self.id)
        self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.headCollNode.addSolid(self.headColl)
        self.headCollNodePath = self.root.attachNewNode(self.headCollNode)

        # Cog's Left Arm
        self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0)
        self.arm1Coll.setTangible(1)
        self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" %
                                          self.id)
        self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm1CollNode.addSolid(self.arm1Coll)
        self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode)

        # Cog's Right Arm
        self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0)
        self.arm2Coll.setTangible(1)
        self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" %
                                          self.id)
        self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask)
        self.arm2CollNode.addSolid(self.arm2Coll)
        self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode)

        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()
        self.splatType = globalPropPool.getPropType(splatName)

        self.pieHitSound = globalBattleSoundCache.getSound(
            'AA_wholepie_only.mp3')
        self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3')

        self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole")
        self.hole.setTransparency(True)
        self.hole.setP(-90.0)
        self.hole.setScale(3)
        self.hole.setBin("ground", 3)
        self.hole.reparentTo(self.parentNode)

    def unload(self):
        self.request("Off")
        self.clearHitInterval()

        if self.hole is not None:
            self.hole.removeNode()
            self.hole = None

        if self.actor is not None:
            self.actor.cleanup()
            self.actor.removeNode()
            self.actor = None

        if self.root is not None:
            self.root.removeNode()
            self.root = None

        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()
        self.kaboomTrack = None

        if self.resetRollIval is not None and self.resetRollIval.isPlaying():
            self.resetRollIval.finish()
        self.resetRollIval = None

        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.finish()
        self.hitInterval = None

        del self.upSound
        del self.pieHitSound

#===============================================================================
# FSM States
#===============================================================================

    def enterStatic(self):
        pass

    def exitStatic(self):
        pass

    def enterActive(self, startTime):
        self.root.setR(0.0)

        updateTask = Task.Task(self.updateTask)
        updateTask.startTime = startTime

        taskMgr.add(updateTask, "PartyCog.update-%d" % self.id)

    def exitActive(self):
        taskMgr.remove("PartyCog.update-%d" % self.id)
        taskMgr.remove("PartyCog.bounceTask-%d" % self.id)

        self.clearHitInterval()
        self.resetRollIval = self.root.hprInterval(0.5,
                                                   Point3(
                                                       self.root.getH(), 0.0,
                                                       0.0),
                                                   blendType="easeInOut")
        self.resetRollIval.start()

        self.actor.stop()

    def enterDown(self):
        if self.oldState == "Off":
            self.actor.pose("down", self.actor.getNumFrames("down") - 1)
            return

        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpFunc(self.setAlongSpline,
                     duration=1.0,
                     fromData=self.currentT,
                     toData=0.0),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "down", loop=0),
            ),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def exitDown(self):
        self.root.setR(0.0)
        self.root.setH(0.0)
        self.targetDistance = 0.0
        self.targetFacing = 0.0
        self.currentT = 0.0
        self.setAlongSpline(0.0)
        self.clearHitInterval()
        startScale = self.hole.getScale()
        endScale = Point3(5, 5, 5)
        self.hitInterval = Sequence(
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=endScale,
                              startScale=startScale,
                              blendType="easeIn"),
            Parallel(
                SoundInterval(self.upSound,
                              volume=0.6,
                              node=self.actor,
                              cutOff=PartyGlobals.PARTY_COG_CUTOFF),
                ActorInterval(self.actor, "up", loop=0),
            ),
            Func(self.actor.loop, "idle"),
            LerpScaleInterval(self.hole,
                              duration=0.175,
                              scale=Point3(3, 3, 3),
                              startScale=endScale,
                              blendType="easeOut"),
        )
        self.hitInterval.start()

    def filterDown(self, request, args):
        if request == "Down":
            return None
        else:
            return self.defaultFilter(request, args)

#------------------------------------------------------------------------------

    def setEndPoints(self, start, end, amplitude=1.7):
        self.sinAmplitude = amplitude
        self.sinPeriod = (end.getX() - start.getX()) / 2
        self.sinDisplacement = start.getY()
        self.startPoint = start
        self.endPoint = end
        self.currentT = 0.0
        self.targetDistance = 0.0
        self.currentFacing = 0.0
        self.targetFacing = 0.0
        self.setAlongSpline(self.currentT)
        self.hole.setPos(self.root.getPos())
        self.hole.setZ(0.02)

    def rockBackAndForth(self, task):
        t = task.startTime + task.time
        angle = math.sin(t) * 20.0

        self.root.setR(angle)

        #        if self.id == 0:
        #            print angle

        return task.cont

    def updateDistance(self, distance):
        self.targetDistance = clamp(distance, -1.0, 1.0)

    def updateTask(self, task):
        self.rockBackAndForth(task)

        if self.targetDistance > self.currentT:
            self.currentT += min(0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)
        elif self.targetDistance < self.currentT:
            self.currentT += max(-0.01, self.targetDistance - self.currentT)
            self.setAlongSpline(self.currentT)

        if self.currentT < 0.0:
            self.targetFacing = -90.0
        elif self.currentT > 0.0:
            self.targetFacing = 90.0
        else:
            self.targetFacing = 0.0

        if self.targetFacing > self.currentFacing:
            self.currentFacing += min(10,
                                      self.targetFacing - self.currentFacing)
        elif self.targetFacing < self.currentFacing:
            self.currentFacing += max(-10,
                                      self.targetFacing - self.currentFacing)

        self.root.setH(self.currentFacing)

        return task.cont

    def setAlongSpline(self, t):
        t = t + 1.0
        dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0
        x = self.startPoint.getX() + t * dist
        y = self.startPoint.getY() - math.sin(
            t * 2 * math.pi) * self.sinAmplitude
        self.root.setPos(x, y, 0)

    def startBounce(self):
        taskMgr.add(self.bounce, "PartyCog.bounceTask-%d" % self.id)

    def bounce(self, task):
        #self.root.setH(self.root.getH() - self.rotateSpeed)
        self.root.setZ((math.sin((self.bounceOffset + task.time) *
                                 self.bounceSpeed) * self.bounceHeight) +
                       self.heightShift)

        return task.cont

    def setPos(self, position):
        self.root.setPos(position)

    def respondToPieHit(self, timestamp, position, hot=False, direction=1.0):
        """The toon hit us, react appropriately."""
        assert (self.notify.debugStateCall(self))

        if self.netTimeSentToStartByHit < timestamp:
            self.__showSplat(position, direction, hot)

            if self.netTimeSentToStartByHit < timestamp:
                self.netTimeSentToStartByHit = timestamp
        else:
            #self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI))
            self.notify.debug(
                'respondToPieHit self.netTimeSentToStartByHit = %s' %
                self.netTimeSentToStartByHit)

    def clearHitInterval(self):
        if self.hitInterval is not None and self.hitInterval.isPlaying():
            self.hitInterval.clearToInitial()

    def __showSplat(self, position, direction, hot=False):
        """Show the splat graphic and sound."""
        if self.kaboomTrack is not None and self.kaboomTrack.isPlaying():
            self.kaboomTrack.finish()

        self.clearHitInterval()
        splatName = 'splat-creampie'
        self.splat = globalPropPool.getProp(splatName)
        self.splat.setBillboardPointEye()

        self.splat.reparentTo(render)
        self.splat.setPos(self.root, position)
        self.splat.setAlphaScale(1.0)

        if not direction == 1.0:
            #self.splat.setColorScale(Vec4(0.0, 0.0, 50.0, 1.0))
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0])
            if self.currentFacing > 0.0:
                facing = "HitFront"
            else:
                facing = "HitBack"
        else:
            self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1])
            #self.splat.setColorScale(Vec4(1.0, 0.6, 0.08, 1.0))
            if self.currentFacing > 0.0:
                facing = "HitBack"
            else:
                facing = "HitFront"

        if hot:
            targetscale = 0.75
            part = "head"
        else:
            targetscale = 0.5
            part = "body"

        def setSplatAlpha(amount):
            self.splat.setAlphaScale(amount)

        self.hitInterval = Sequence(
            ActorInterval(self.actor, part + facing, loop=0),
            Func(self.actor.loop, "idle"),
        )
        self.hitInterval.start()

        self.kaboomTrack = Parallel(
            SoundInterval(self.pieHitSound,
                          volume=1.0,
                          node=self.actor,
                          cutOff=PartyGlobals.PARTY_COG_CUTOFF),
            Sequence(
                Func(self.splat.showThrough),
                Parallel(
                    Sequence(
                        LerpScaleInterval(self.splat,
                                          duration=0.175,
                                          scale=targetscale,
                                          startScale=Point3(0.1, 0.1, 0.1),
                                          blendType="easeOut"),
                        Wait(0.175),
                    ),
                    Sequence(
                        Wait(0.1),
                        LerpFunc(
                            setSplatAlpha,
                            duration=1.0,  #0.4,
                            fromData=1.0,
                            toData=0.0,
                            blendType="easeOut"))),
                Func(self.splat.cleanup),
                Func(self.splat.removeNode),
            ))
        self.kaboomTrack.start()

    def showHitScore(self, number, scale=1):
        """
        Shows the hit score.
        Borrowed from otp.avatar.DistributedAvatar.showHpText
        """
        if number <= 0:
            return

        # Get rid of the number if it is already there.
        if self.hpText:
            self.hideHitScore()

        # Set the font
        self.HpTextGenerator.setFont(ToontownGlobals.getSignFont())

        # Show both negative and positive signs
        if number < 0:
            self.HpTextGenerator.setText(str(number))
        else:
            self.HpTextGenerator.setText("+" + str(number))

        # No shadow
        self.HpTextGenerator.clearShadow()

        # Center the number
        self.HpTextGenerator.setAlign(TextNode.ACenter)

        # Red, always
        #if number < 0:
        r = 1  #0.9
        g = 1  #0
        b = 0
        a = 1

        self.HpTextGenerator.setTextColor(r, g, b, a)

        self.hpTextNode = self.HpTextGenerator.generate()

        # Put the hpText over the head of the avatar
        self.hpText = render.attachNewNode(self.hpTextNode)
        self.hpText.setScale(scale)
        # Make sure it is a billboard
        self.hpText.setBillboardPointEye()
        # Render it after other things in the scene.
        self.hpText.setBin('fixed', 100)

        # Initial position ... Center of the body... the "tan tien"
        self.hpText.setPos(self.root, 0, 0, self.height / 2)

        # Black magic from the early days of Panda3D, later replaced by a Sequence
        seq = Task.sequence(
            # Fly the number out of the character
            self.hpText.lerpPos(Point3(
                self.root.getX(render), self.root.getY(render),
                self.root.getZ(render) + self.height + 1.0),
                                0.25,
                                blendType='easeOut'),
            Task.pause(0.25),
            # Fade the number
            self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1),
            # Get rid of the number
            Task.Task(self.__hideHitScoreTask))

        taskMgr.add(seq, "PartyCogHpText" + str(self.id))

    def __hideHitScoreTask(self, task):
        self.hideHitScore()

        return Task.done

    def hideHitScore(self):
        if self.hpText:
            taskMgr.remove("PartyCogHpText" + str(self.id))
            self.hpText.removeNode()
            self.hpText = None

    def getHeadLocation(self):
        (self.actor.getJoints(jointName="head")[0]).getNetTransform(
            self.temp_transform)
        self.head_locator.setMat(self.temp_transform)
        #print self.head_locator.getZ()

        return self.head_locator.getZ(self.root)
Beispiel #4
0
class CogdoFlyingCameraManager:
    def __init__(self, cam, parent, player, level):
        self._toon = player.toon
        self._camera = cam
        self._parent = parent
        self._player = player
        self._level = level
        self._enabled = False

    def enable(self):
        if self._enabled:
            return
        self._toon.detachCamera()
        self._prevToonY = 0.0
        levelBounds = self._level.getBounds()
        l = Globals.Camera.LevelBoundsFactor
        self._bounds = (
            (levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]),
            (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]),
            (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]),
        )
        self._lookAtZ = self._toon.getHeight(
        ) + Globals.Camera.LookAtToonHeightOffset
        self._camParent = NodePath('CamParent')
        self._camParent.reparentTo(self._parent)
        self._camParent.setPos(self._toon, 0, 0, 0)
        self._camParent.setHpr(180, Globals.Camera.Angle, 0)
        self._camera.reparentTo(self._camParent)
        self._camera.setPos(0, Globals.Camera.Distance, 0)
        self._camera.lookAt(self._toon, 0, 0, self._lookAtZ)
        self._cameraLookAtNP = NodePath('CameraLookAt')
        self._cameraLookAtNP.reparentTo(self._camera.getParent())
        self._cameraLookAtNP.setPosHpr(self._camera.getPos(),
                                       self._camera.getHpr())
        self._levelBounds = self._level.getBounds()
        self._enabled = True
        self._frozen = False
        self._initCollisions()

    def _initCollisions(self):
        self._camCollRay = CollisionRay()
        camCollNode = CollisionNode('CameraToonRay')
        camCollNode.addSolid(self._camCollRay)
        camCollNode.setFromCollideMask(OTPGlobals.WallBitmask
                                       | OTPGlobals.CameraBitmask
                                       | ToontownGlobals.FloorEventBitmask
                                       | ToontownGlobals.CeilingBitmask)
        camCollNode.setIntoCollideMask(0)
        self._camCollNP = self._camera.attachNewNode(camCollNode)
        self._camCollNP.show()
        self._collOffset = Vec3(0, 0, 0.5)
        self._collHandler = CollisionHandlerQueue()
        self._collTrav = CollisionTraverser()
        self._collTrav.addCollider(self._camCollNP, self._collHandler)
        self._betweenCamAndToon = {}
        self._transNP = NodePath('trans')
        self._transNP.reparentTo(render)
        self._transNP.setTransparency(True)
        self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
        self._transNP.setBin('fixed', 10000)

    def _destroyCollisions(self):
        self._collTrav.removeCollider(self._camCollNP)
        self._camCollNP.removeNode()
        del self._camCollNP
        del self._camCollRay
        del self._collHandler
        del self._collOffset
        del self._betweenCamAndToon
        self._transNP.removeNode()
        del self._transNP

    def freeze(self):
        self._frozen = True

    def unfreeze(self):
        self._frozen = False

    def disable(self):
        if not self._enabled:
            return
        self._destroyCollisions()
        self._camera.wrtReparentTo(render)
        self._cameraLookAtNP.removeNode()
        del self._cameraLookAtNP
        self._camParent.removeNode()
        del self._camParent
        del self._prevToonY
        del self._lookAtZ
        del self._bounds
        del self._frozen
        self._enabled = False

    def update(self, dt=0.0):
        self._updateCam(dt)
        self._updateCollisions()

    def _updateCam(self, dt):
        toonPos = self._toon.getPos()
        camPos = self._camParent.getPos()
        x = camPos[0]
        z = camPos[2]
        toonWorldX = self._toon.getX(render)
        maxX = Globals.Camera.MaxSpinX
        toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX)
        spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / (
            maxX * maxX)
        newH = 180.0 + spinAngle
        self._camParent.setH(newH)
        spinAngle = spinAngle * (pi / 180.0)
        distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle)
        distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle)
        d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0])
        if abs(d) > Globals.Camera.LeewayX:
            if d > Globals.Camera.LeewayX:
                x = toonPos[0] + Globals.Camera.LeewayX
            else:
                x = toonPos[0] - Globals.Camera.LeewayX
        x = self._toon.getX(render) + distToRightOfToon
        boundToonZ = min(toonPos[2], self._bounds[2][1])
        d = z - boundToonZ
        if d > Globals.Camera.MinLeewayZ:
            if self._player.velocity[2] >= 0 and toonPos[
                    1] != self._prevToonY or self._player.velocity[2] > 0:
                z = boundToonZ + d * INVERSE_E**(dt *
                                                 Globals.Camera.CatchUpRateZ)
            elif d > Globals.Camera.MaxLeewayZ:
                z = boundToonZ + Globals.Camera.MaxLeewayZ
        elif d < -Globals.Camera.MinLeewayZ:
            z = boundToonZ - Globals.Camera.MinLeewayZ
        if self._frozen:
            y = camPos[1]
        else:
            y = self._toon.getY(render) - distBehindToon
        self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z))
        if toonPos[2] < self._bounds[2][1]:
            h = self._cameraLookAtNP.getH()
            if d >= Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ)
            elif d <= -Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._camParent, 0, 0,
                                            self._lookAtZ)
            self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0)
            self._camera.setHpr(
                smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr()))
        self._prevToonY = toonPos[1]

    def _updateCollisions(self):
        pos = self._toon.getPos(self._camera) + self._collOffset
        self._camCollRay.setOrigin(pos)
        direction = -Vec3(pos)
        direction.normalize()
        self._camCollRay.setDirection(direction)
        self._collTrav.traverse(render)
        nodesInBetween = {}
        if self._collHandler.getNumEntries() > 0:
            self._collHandler.sortEntries()
            for entry in self._collHandler.getEntries():
                name = entry.getIntoNode().getName()
                if name.find('col_') >= 0:
                    np = entry.getIntoNodePath().getParent()
                    if np not in nodesInBetween:
                        nodesInBetween[np] = np.getParent()

        for np in list(nodesInBetween.keys()):
            if np in self._betweenCamAndToon:
                del self._betweenCamAndToon[np]
            else:
                np.setTransparency(True)
                np.wrtReparentTo(self._transNP)
                if np.getName().find('lightFixture') >= 0:
                    np.find('**/*floor_mesh').hide()
                elif np.getName().find('platform') >= 0:
                    np.find('**/*Floor').hide()

        for np, parent in list(self._betweenCamAndToon.items()):
            np.wrtReparentTo(parent)
            np.setTransparency(False)
            if np.getName().find('lightFixture') >= 0:
                np.find('**/*floor_mesh').show()
            elif np.getName().find('platform') >= 0:
                np.find('**/*Floor').show()

        self._betweenCamAndToon = nodesInBetween