Ejemplo n.º 1
0
    def _add_side_walk2bullet(self, lane_start, lane_end, middle, radius=0.0, direction=0):
        length = norm(lane_end[0] - lane_start[0], lane_end[1] - lane_start[1])
        body_node = BulletRigidBodyNode(BodyName.Side_walk)
        body_node.setActive(False)
        body_node.setKinematic(False)
        body_node.setStatic(True)
        side_np = self.side_walk_node_path.attachNewNode(body_node)
        shape = BulletBoxShape(Vec3(1 / 2, 1 / 2, 1 / 2))
        body_node.addShape(shape)
        body_node.setIntoCollideMask(BitMask32.bit(Block.LANE_LINE_COLLISION_MASK))
        self.dynamic_nodes.append(body_node)

        if radius == 0:
            factor = 1
        else:
            if direction == 1:
                factor = (1 - self.SIDE_WALK_LINE_DIST / radius)
            else:
                factor = (1 + self.SIDE_WALK_WIDTH / radius) * (1 + self.SIDE_WALK_LINE_DIST / radius)
        direction_v = lane_end - lane_start
        vertical_v = (-direction_v[1], direction_v[0]) / numpy.linalg.norm(direction_v)
        middle += vertical_v * (self.SIDE_WALK_WIDTH / 2 + self.SIDE_WALK_LINE_DIST)
        side_np.setPos(panda_position(middle, 0))
        theta = -numpy.arctan2(direction_v[1], direction_v[0])
        side_np.setQuat(LQuaternionf(numpy.cos(theta / 2), 0, 0, numpy.sin(theta / 2)))
        side_np.setScale(
            length * factor, self.SIDE_WALK_WIDTH, self.SIDE_WALK_THICKNESS * (1 + 0.1 * numpy.random.rand())
        )
        if self.render:
            side_np.setTexture(self.ts_color, self.side_texture)
            self.side_walk.instanceTo(side_np)
Ejemplo n.º 2
0
    def _initAgents(self):

        # Load agents
        for agent in self.scene.scene.findAllMatches('**/agents/agent*'):

            transform = TransformState.makeIdentity()
            if self.agentMode == 'capsule':
                shape = BulletCapsuleShape(
                    self.agentRadius, self.agentHeight - 2 * self.agentRadius)
            elif self.agentMode == 'sphere':
                shape = BulletCapsuleShape(self.agentRadius,
                                           2 * self.agentRadius)

            # XXX: use BulletCharacterControllerNode class, which already handles local transform?
            node = BulletRigidBodyNode('physics')
            node.setMass(self.agentMass)
            node.setStatic(False)
            node.setFriction(self.defaultMaterialFriction)
            node.setRestitution(self.defaultMaterialRestitution)
            node.addShape(shape)
            self.bulletWorld.attach(node)

            # Constrain the agent to have fixed position on the Z-axis
            node.setLinearFactor(Vec3(1.0, 1.0, 0.0))

            # Constrain the agent not to be affected by rotations
            node.setAngularFactor(Vec3(0.0, 0.0, 0.0))

            node.setIntoCollideMask(BitMask32.allOn())
            node.setDeactivationEnabled(True)

            # Enable continuous collision detection (CCD)
            node.setCcdMotionThreshold(1e-7)
            node.setCcdSweptSphereRadius(0.50)

            if node.isStatic():
                agent.setTag('physics-mode', 'static')
            else:
                agent.setTag('physics-mode', 'dynamic')

            # Attach the physic-related node to the scene graph
            physicsNp = NodePath(node)
            physicsNp.setTransform(transform)

            # Reparent all child nodes below the new physic node
            for child in agent.getChildren():
                child.reparentTo(physicsNp)
            physicsNp.reparentTo(agent)

            # NOTE: we need this to update the transform state of the internal bullet node
            physicsNp.node().setTransformDirty()

            # Validation
            assert np.allclose(
                mat4ToNumpyArray(physicsNp.getNetTransform().getMat()),
                mat4ToNumpyArray(agent.getNetTransform().getMat()),
                atol=1e-6)
Ejemplo n.º 3
0
    def _initLayoutModels(self):

        # Load layout objects as meshes
        for model in self.scene.scene.findAllMatches('**/layouts/object*/model*'):
            
            # NOTE: ignore models that have no geometry defined
            if model.getTightBounds() is None:
                logger.warning('Object %s has no geometry defined and will be ignored for physics!' % (str(model)))
                continue

            shape, transform = getCollisionShapeFromModel(
                model, mode='mesh', defaultCentered=False)

            node = BulletRigidBodyNode('physics')
            node.setMass(0.0)
            node.setFriction(self.defaultMaterialFriction)
            node.setRestitution(self.defaultMaterialRestitution)
            node.setStatic(True)
            node.addShape(shape)
            node.setDeactivationEnabled(True)
            node.setIntoCollideMask(BitMask32.allOn())
            self.bulletWorld.attach(node)

            # Attach the physic-related node to the scene graph
            physicsNp = model.getParent().attachNewNode(node)
            physicsNp.setTransform(transform)

            if node.isStatic():
                model.getParent().setTag('physics-mode', 'static')
            else:
                model.getParent().setTag('physics-mode', 'dynamic')

            # Reparent render and acoustics nodes (if any) below the new physic node
            # XXX: should be less error prone to just reparent all children
            # (except the hidden model)
            renderNp = model.getParent().find('**/render')
            if not renderNp.isEmpty():
                renderNp.reparentTo(physicsNp)
            acousticsNp = model.getParent().find('**/acoustics')
            if not acousticsNp.isEmpty():
                acousticsNp.reparentTo(physicsNp)
            semanticsNp = model.getParent().find('**/semantics')
            if not semanticsNp.isEmpty():
                semanticsNp.reparentTo(physicsNp)

            # NOTE: we need this to update the transform state of the internal
            # bullet node
            physicsNp.node().setTransformDirty()

            # Validation
            assert np.allclose(mat4ToNumpyArray(physicsNp.getNetTransform().getMat()),
                               mat4ToNumpyArray(model.getNetTransform().getMat()), atol=1e-6)
    def load(self):
        SafeZoneLoader.SafeZoneLoader.load(self, False)
        self.geom.find('**/ground_center').setBin('ground', 18)
        self.geom.find('**/ground_sidewalk').setBin('ground', 18)
        self.geom.find('**/ground').setBin('ground', 18)
        self.geom.find('**/ground_center_coll').setCollideMask(
            CIGlobals.FloorGroup)
        self.geom.find('**/ground_sidewalk_coll').setCollideMask(
            CIGlobals.FloorGroup)
        self.geom.find('**/ground_coll').setCollideMask(CIGlobals.FloorGroup)
        for tree in self.geom.findAllMatches('**/prop_green_tree_*_DNARoot'):
            tree.wrtReparentTo(hidden)

            # Make corrected collisions
            tree.find("**/+BulletRigidBodyNode").removeNode()
            capsule = BulletCapsuleShape(2.0, 6.0, ZUp)
            bnode = BulletRigidBodyNode("tree_collision")
            bnode.addShape(capsule, TransformState.makePos((0, 0, 3.0)))
            bnode.setKinematic(True)
            bnode.setIntoCollideMask(CIGlobals.WallGroup)
            tree.attachNewNode(bnode)

            self.trees.append(tree)
            newShadow = loader.loadModel(
                "phase_3/models/props/drop_shadow.bam")
            newShadow.reparentTo(tree)
            newShadow.setScale(1.5)
            newShadow.setBillboardAxis(2)
            newShadow.setColor(0, 0, 0, 0.5, 1)
            #tree.clearModelNodes()
            #tree.flattenStrong()

        # Fix bank door trigger
        bank = self.geom.find('**/*toon_landmark_TT_bank_DNARoot')
        doorTrigger = bank.find('**/door_trigger*')
        doorTrigger.setY(doorTrigger.getY() - 1.0)

        #self.telescope = Actor(self.geom.find('**/*animated_prop_HQTelescopeAnimatedProp*'), copy = 0)
        #{'chan': 'phase_3.5/models/props/HQ_telescope-chan.bam'}, copy=0)
        #self.telescope.reparentTo(self.geom.find('**/tb20:toon_landmark_hqTT_DNARoot'))
        #self.telescope.setPos(1, 0.46, 0)

        #self.geom.setMaterialOff()

        water = self.geom.find("**/pond_water")
        water.removeNode()

        self.doFlatten()
Ejemplo n.º 5
0
    def _add_chassis(self, pg_physics_world: PGPhysicsWorld):
        para = self.get_config()
        chassis = BulletRigidBodyNode(BodyName.Ego_vehicle_top)
        chassis.setIntoCollideMask(BitMask32.bit(self.COLLISION_MASK))
        chassis_shape = BulletBoxShape(
            Vec3(para[Parameter.vehicle_width] / 2,
                 para[Parameter.vehicle_length] / 2,
                 para[Parameter.vehicle_height] / 2))
        ts = TransformState.makePos(
            Vec3(0, 0, para[Parameter.chassis_height] * 2))
        chassis.addShape(chassis_shape, ts)
        heading = np.deg2rad(-para[Parameter.heading] - 90)
        chassis.setMass(para[Parameter.mass])
        self.chassis_np = self.node_path.attachNewNode(chassis)
        # not random born now
        self.chassis_np.setPos(Vec3(*self.born_place, 1))
        self.chassis_np.setQuat(
            LQuaternionf(np.cos(heading / 2), 0, 0, np.sin(heading / 2)))
        chassis.setDeactivationEnabled(False)
        chassis.notifyCollisions(True)  # advance collision check
        self.pg_world.physics_world.dynamic_world.setContactAddedCallback(
            PythonCallbackObject(self._collision_check))
        self.dynamic_nodes.append(chassis)

        chassis_beneath = BulletGhostNode(BodyName.Ego_vehicle)
        chassis_beneath.setIntoCollideMask(BitMask32.bit(self.COLLISION_MASK))
        chassis_beneath.addShape(chassis_shape)
        self.chassis_beneath_np = self.chassis_np.attachNewNode(
            chassis_beneath)
        self.dynamic_nodes.append(chassis_beneath)

        self.system = BulletVehicle(pg_physics_world.dynamic_world, chassis)
        self.system.setCoordinateSystem(ZUp)
        self.dynamic_nodes.append(
            self.system
        )  # detach chassis will also detach system, so a waring will generate
        self.LENGTH = para[Parameter.vehicle_length]
        self.WIDTH = para[Parameter.vehicle_width]

        if self.render:
            model_path = 'models/ferra/scene.gltf'
            self.chassis_vis = self.loader.loadModel(
                AssetLoader.file_path(model_path))
            self.chassis_vis.setZ(para[Parameter.vehicle_vis_z])
            self.chassis_vis.setY(para[Parameter.vehicle_vis_y])
            self.chassis_vis.setH(para[Parameter.vehicle_vis_h])
            self.chassis_vis.set_scale(para[Parameter.vehicle_vis_scale])
            self.chassis_vis.reparentTo(self.chassis_np)
Ejemplo n.º 6
0
    def __init__(self):
        super(Terrain, self).__init__(random_seed=0)
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)
        node = BulletRigidBodyNode(BodyName.Ground)
        node.setFriction(.9)
        node.addShape(shape)

        node.setIntoCollideMask(self.COLLISION_MASK)
        self.dynamic_nodes.append(node)

        self.origin.attachNewNode(node)
        if self.render:
            self.origin.hide(CamMask.MiniMap | CamMask.Shadow
                             | CamMask.DepthCam | CamMask.ScreenshotCam)
            # self.terrain_normal = self.loader.loadTexture(
            #     AssetLoader.file_path( "textures", "grass2", "normal.jpg")
            # )
            self.terrain_texture = self.loader.loadTexture(
                AssetLoader.file_path("textures", "ground.png"))
            self.terrain_texture.setWrapU(Texture.WM_repeat)
            self.terrain_texture.setWrapV(Texture.WM_repeat)
            self.ts_color = TextureStage("color")
            self.ts_normal = TextureStage("normal")
            self.ts_normal.set_mode(TextureStage.M_normal)
            self.origin.setPos(0, 0, self.HEIGHT)
            cm = CardMaker('card')
            scale = 20000
            cm.setUvRange((0, 0), (scale / 10, scale / 10))
            card = self.origin.attachNewNode(cm.generate())
            # scale = 1 if self.use_hollow else 20000
            card.set_scale(scale)
            card.setPos(-scale / 2, -scale / 2, -0.1)
            card.setZ(-.05)
            card.setTexture(self.ts_color, self.terrain_texture)
            # card.setTexture(self.ts_normal, self.terrain_normal)
            self.terrain_texture.setMinfilter(
                SamplerState.FT_linear_mipmap_linear)
            self.terrain_texture.setAnisotropicDegree(8)
            card.setQuat(
                LQuaternionf(math.cos(-math.pi / 4), math.sin(-math.pi / 4), 0,
                             0))
class DistributedRestockBarrel(DistributedEntity, DistributedNode):
    notify = directNotify.newCategory('DistributedRestockBarrel')
    
    def __init__(self, cr):
        DistributedEntity.__init__(self, cr)
        DistributedNode.__init__(self, cr)
        NodePath.__init__(self, 'restock_barrel')
        self.grabSfx = None
        self.rejectSfx = None
        self.grabSoundPath = 'phase_4/audio/sfx/SZ_DD_treasure.ogg'
        self.rejectSoundPath = 'phase_4/audio/sfx/ring_miss.ogg'
        self.animTrack = None
        self.barrelScale = 0.5
        self.radius = 1.5
        self.height = 4.275
        self.playSoundForRemoteToons = 1
        self.barrel = None
        self.gagNode = None
        self.gagModel = None
        
        # Collision nodes
        self.collSphere = None
        self.collNode = None
        self.collNodePath = None
        
    def load(self):
        DistributedEntity.load(self)
        self.setPos(self.cEntity.getOrigin())
        self.setHpr(self.cEntity.getAngles())
        
    def announceGenerate(self):
        DistributedEntity.announceGenerate(self)
        DistributedNode.announceGenerate(self)
        self.build()
        
        # Build collisions
        self.collSphere = BulletCylinderShape(self.radius, self.height, ZUp)
        self.collNode = BulletRigidBodyNode(self.uniqueName('barrelSphere'))
        self.collNode.setKinematic(True)
        self.collNode.addShape(self.collSphere, TransformState.makePos(Point3(0, 0, self.height / 2)))
        self.collNode.setIntoCollideMask(WallGroup)
        self.collNodePath = self.attachNewNode(self.collNode)
        base.physicsWorld.attach(self.collNodePath.node())
        self.accept('enter' + self.collNodePath.getName(), self.__handleCollision)
        
        self.reparentTo(render)
        
    def disable(self):
        DistributedEntity.disable(self)
        DistributedNode.disable(self)
        self.ignoreAll()
        
        if self.animTrack:
            self.animTrack.pause()
            self.animTrack = None
        return
    
    def delete(self):
        self.gagNode.removeNode()
        self.barrel.removeNode()
        base.physicsWorld.remove(self.collNode)
        self.collNodePath.removeNode()
        del self.barrel
        del self.gagNode
        del self.grabSfx
        del self.rejectSfx
        del self.grabSoundPath
        del self.rejectSoundPath
        del self.animTrack
        del self.barrelScale
        del self.radius
        del self.height
        del self.playSoundForRemoteToons
        del self.gagModel
        del self.collNode
        del self.collNodePath
        del self.collSphere
        DistributedNode.delete(self)
        DistributedEntity.delete(self)
        
    def setLabel(self, labelId):
        if labelId == 0:
            self.gagModel = loader.loadModel('phase_4/models/props/icecream.bam')
            self.gagModel.reparentTo(self.gagNode)
            self.gagModel.find('**/p1_2').clearBillboard()
            self.gagModel.setScale(0.6)
            self.gagModel.setPos(0, -0.1, -0.1 - 0.6)
        elif labelId == 1:
            purchaseModels = loader.loadModel('phase_4/models/gui/purchase_gui.bam')
            self.gagModel = purchaseModels.find('**/Jar')
            self.gagModel.reparentTo(self.gagNode)
            self.gagModel.setScale(3.0)
            self.gagModel.setPos(0, -0.1, 0)
            purchaseModels.removeNode()
        elif labelId < 1000:
            gagId = labelId - 2
            iconName = GagGlobals.InventoryIconByName.get(self.cr.attackMgr.getAttackName(gagId))
            invModel = loader.loadModel('phase_3.5/models/gui/inventory_icons.bam').find('**/%s' % iconName)
            if invModel:
                self.gagModel = invModel
                self.gagModel.reparentTo(self.gagNode)
                self.gagModel.setScale(13.0)
                self.gagModel.setPos(0, -0.1, 0)
            else:
                self.notify.warning('Failed to find gag label %s.' % (str(labelId)))
        else:
            # Provided a hood id, the restock barrel will select the model of the
            # treasure for that playground and use it as the label.
            hoodName = ZoneUtil.ZoneId2Hood.get(labelId)
            modelPath = 'phase_4/models/props/icecream.bam'
            
            if hoodName is ZoneUtil.DonaldsDreamland:
                modelPath = 'phase_8/models/props/zzz_treasure.bam'
            elif hoodName is ZoneUtil.TheBrrrgh:
                modelPath = 'phase_8/models/props/snowflake_treasure.bam'
            elif hoodName is ZoneUtil.MinniesMelodyland:
                modelPath = 'phase_6/models/props/music_treasure.bam'
            elif hoodName is ZoneUtil.DaisyGardens:
                modelPath = 'phase_8/models/props/flower_treasure.bam'
            elif hoodName is ZoneUtil.DonaldsDock:
                modelPath = 'phase_6/models/props/starfish_treasure.bam'
            
            self.gagModel = loader.loadModel(modelPath)
            self.gagModel.reparentTo(self.gagNode)
            self.gagModel.find('**/p1_2').clearBillboard()
            self.gagModel.setScale(0.6)
            self.gagModel.setPos(0, -0.1, -0.7)
        
    def __handleCollision(self, _ = None):
        self.sendUpdate('requestGrab', [])
        
    def setGrab(self, avId):
        local = (avId == base.localAvatar.getDoId())
        if local:
            self.ignore(self.uniqueName('enterbarrelSphere'))
            self.barrel.setColorScale(0.5, 0.5, 0.5, 1)
        if self.playSoundForRemoteToons or local:
            base.playSfx(self.grabSfx)
        if self.animTrack:
            self.animTrack.finish()
            self.animTrack = None
        self.animTrack = Sequence(
            LerpScaleInterval(self.barrel, 0.2, 1.1 * self.barrelScale, blendType='easeInOut'), 
            LerpScaleInterval(self.barrel, 0.2, self.barrelScale, blendType='easeInOut'), 
            Func(self.reset), 
        name=self.uniqueName('animTrack'))
        self.animTrack.start()
        
    def setReject(self):
        base.playSfx(self.rejectSfx)
        self.notify.warning('Pickup rejected.')
        
    def build(self):
        self.grabSfx = base.audio3d.loadSfx(self.grabSoundPath)
        self.rejectSfx = base.audio3d.loadSfx(self.rejectSoundPath)
        base.audio3d.attachSoundToObject(self.grabSfx, self)
        base.audio3d.attachSoundToObject(self.rejectSfx, self)
        self.barrel = loader.loadModel('phase_4/models/cogHQ/gagTank.bam')
        self.barrel.setScale(self.barrelScale)
        self.barrel.reparentTo(self)
        self.barrel.setH(180)
        
        # Set the label background color.
        lblBg = self.barrel.find('**/gagLabelDCS')
        lblBg.setColor(0.15, 0.15, 0.1)
        
        self.gagNode = self.barrel.attachNewNode('gagNode')
        self.gagNode.setPosHpr(0.0, -2.62, 4.0, 0, 0, 0)
        self.gagNode.setColorScale(0.7, 0.7, 0.6, 1)
        
    def reset(self):
        self.barrel.setScale(self.barrelScale)
        self.accept(self.uniqueName('enterbarrelSphere'), self.__handleCollision)
Ejemplo n.º 8
0
    def _initObjects(self):

        # Load objects
        for model in self.scene.scene.findAllMatches(
                '**/objects/object*/model*'):
            modelId = model.getParent().getTag('model-id')

            # XXX: we could create BulletGhostNode instance for non-collidable objects, but we would need to filter out the collisions later on
            if not modelId in self.openedDoorModelIds:

                shape, transform = getCollisionShapeFromModel(
                    model, self.objectMode, defaultCentered=True)

                node = BulletRigidBodyNode('physics')
                node.addShape(shape)
                node.setFriction(self.defaultMaterialFriction)
                node.setRestitution(self.defaultMaterialRestitution)
                node.setIntoCollideMask(BitMask32.allOn())
                node.setDeactivationEnabled(True)

                if self.suncgDatasetRoot is not None:

                    # Check if it is a movable object
                    category = self.modelCatMapping.getCoarseGrainedCategoryForModelId(
                        modelId)
                    if category in self.movableObjectCategories:
                        # Estimate mass of object based on volumetric data and default material density
                        objVoxFilename = os.path.join(self.suncgDatasetRoot,
                                                      'object_vox',
                                                      'object_vox_data',
                                                      modelId,
                                                      modelId + '.binvox')
                        voxelData = ObjectVoxelData.fromFile(objVoxFilename)
                        mass = Panda3dBulletPhysics.defaultDensity * voxelData.getFilledVolume(
                        )
                        node.setMass(mass)
                    else:
                        node.setMass(0.0)
                        node.setStatic(True)
                else:
                    node.setMass(0.0)
                    node.setStatic(True)

                if node.isStatic():
                    model.getParent().setTag('physics-mode', 'static')
                else:
                    model.getParent().setTag('physics-mode', 'dynamic')

                # Attach the physic-related node to the scene graph
                physicsNp = model.getParent().attachNewNode(node)
                physicsNp.setTransform(transform)

                # Reparent render and acoustics nodes (if any) below the new physic node
                #XXX: should be less error prone to just reparent all children (except the hidden model)
                renderNp = model.getParent().find('**/render')
                if not renderNp.isEmpty():
                    renderNp.reparentTo(physicsNp)
                acousticsNp = model.getParent().find('**/acoustics')
                if not acousticsNp.isEmpty():
                    acousticsNp.reparentTo(physicsNp)

                # NOTE: we need this to update the transform state of the internal bullet node
                node.setTransformDirty()

                # NOTE: we need to add the node to the bullet engine only after setting all attributes
                self.bulletWorld.attach(node)

                # Validation
                assert np.allclose(
                    mat4ToNumpyArray(physicsNp.getNetTransform().getMat()),
                    mat4ToNumpyArray(
                        model.getParent().getNetTransform().getMat()),
                    atol=1e-6)

            else:
                logger.debug('Object %s ignored from physics' % (modelId))
Ejemplo n.º 9
0
class Flame(Entity):
    """
    The thing that comes out the end of the thing you hold
    """
    animspeed = 0.1 
    depth = 20 
    playerWidth = 3
    speed = 20 

    def __init__(self, world, pos, hpr):
        super(Flame, self).__init__()

        self.shape = BulletBoxShape(Vec3(0.1,0.05,0.05))
        self.bnode = BulletRigidBodyNode()
        self.bnode.setMass(1.0)
        self.bnode.addShape(self.shape)

        self.np = utilities.app.render.attachNewNode(self.bnode)

        self.world =world 
        self.anim = list()
        self.anim.append(utilities.loadObject("flame1", depth=0))
        self.anim.append(utilities.loadObject("flame2", depth=0))
        self.anim.append(utilities.loadObject("flame3", depth=0))
        world.bw.attachRigidBody(self.bnode)

        self.curspr = 0
        self.obj = self.anim[self.curspr]
        self.obj.show() 
        self.livetime = 0
        self.delta = 0

        self.pos = pos
        self.pos.y = Flame.depth
        #self.pos.z -= 0.2 
        self.hpr = hpr
        self.vel = Point2()
        self.vel.x = cos(world.player.angle)*Flame.speed
        self.vel.y = sin(world.player.angle)*Flame.speed

        tv = Vec3(self.vel.x, 0, self.vel.y)
        # this makes the shot miss the target if the player has any velocity
        tv += world.player.bnode.getLinearVelocity()

        self.bnode.setLinearVelocity(tv)

        tv.normalize()

        # initial position of RB and draw plane
        self.np.setHpr(hpr)
        self.np.setPos(pos+tv/2)

        self.bnode.setAngularFactor(Vec3(0,0,0))
        self.bnode.setLinearFactor(Vec3(1,0,1))
        self.bnode.setGravity(Vec3(0,0,0))

        self.bnode.setCcdMotionThreshold(1e-7)
        self.bnode.setCcdSweptSphereRadius(0.10)

        self.bnode.notifyCollisions(True)
        self.bnode.setIntoCollideMask(BitMask32.bit(1))
        self.bnode.setPythonTag("Entity", self)
        self.noCollideFrames = 4

        for a in self.anim:
            a.hide()
            a.reparentTo(self.np)
            a.setScale(0.25, 1, 0.25)
            a.setPos(0, -0.1,0)

    def update(self, timer):
        #animation
        self.delta += timer
        self.livetime += timer

        if self.noCollideFrames == 0:
            self.bnode.setIntoCollideMask(BitMask32.allOn())

        if self.noCollideFrames > -1:
            self.noCollideFrames -= 1


        if self.delta > Flame.animspeed:
            self.delta = 0
            self.obj.hide()
            self.curspr += 1
        if self.curspr > len(self.anim)-1:
            self.curspr = 0
            self.obj = self.anim[self.curspr]
            self.obj.show()
Ejemplo n.º 10
0
class Player(Entity):

    walkspeed = 50
    damping = 0.9
    topspeed = 15

    leftMove = False
    rightMove = False
    jumpToggle = False
    crouchToggle = False

    def __init__(self, world):
        super(Player, self).__init__()

        self.obj = utilities.loadObject("player", depth=20)

        self.world = world 
        self.health = 100
        self.inventory = dict()

        self.depth = self.obj.getPos().y

        self.location = Point2(0,0)
        self.velocity = Vec3(0)
        self.pt = 0.0

        self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(1.0)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.95)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("Entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0,0,0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def initialise(self):
        self.inventory["LightLaser"] = LightLaser(self.world, self)
        self.inventory["Blowtorch"] = Blowtorch(self.world, self)
        self.inventory["Grenade"] = Grenade(self.world, self)

        for i in self.inventory:
            self.inventory[i].initialise()

        self.currentItem = self.inventory["Blowtorch"]
        self.currentItem.equip()

        self.armNode = self.obj.attachNewNode("arm")
        self.armNode.setPos(0.20,0,0.08)
        self.arm = utilities.loadObject("arm", scaleX = 0.5,scaleY = 0.5, depth = -0.2)
        self.arm.reparentTo(self.armNode)

    def activate(self):
        self.currentItem.activate()

    def update(self, timer):
        self.velocity = self.bnode.getLinearVelocity()

        if (self.leftMove):
            self.bnode.applyCentralForce(Vec3(-Player.walkspeed,0,0))
        if (self.rightMove):
            self.bnode.applyCentralForce(Vec3(Player.walkspeed,0,0))
        if (self.jumpToggle):
            self.bnode.applyCentralForce(Vec3(0,0,Player.walkspeed))
        if (self.crouchToggle):
            self.bnode.applyCentralForce(Vec3(0,0,-Player.walkspeed))
        
        if (self.velocity.x < -self.topspeed):
            self.velocity.x = -self.topspeed
        if (self.velocity.x > self.topspeed):
            self.velocity.x = self.topspeed

        mouse = utilities.app.mousePos
        # extrude test
        near = Point3()
        far = Point3()
        utilities.app.camLens.extrude(mouse, near, far)
        camp = utilities.app.camera.getPos()
        near *= 20 # player depth

        if near.x != 0:
            angle = atan2(near.z + camp.z - self.node.getPos().z, near.x + camp.x - self.node.getPos().x)
            #angle = atan2(near.z, near.x)
        else:
            angle = 90  

        self.angle = angle

        # set current item to point at cursor   
        self.currentItem.update(timer)

        # move the camera so the player is centred horizontally,
        # but keep the camera steady vertically
        utilities.app.camera.setPos(self.node.getPos().x, 0, self.node.getPos().z)

        #move arm into correct position.

        gunLength = 2.0

        self.gunVector = Point2(cos(angle)*gunLength - self.armNode.getX()*5, sin(angle)*gunLength - self.armNode.getZ()*2)
        armAngle = atan2(self.gunVector.y, self.gunVector.x)
        self.arm.setHpr(self.armNode, 0, 0, -1 * degrees(armAngle))

    def moveLeft(self, switch):
        self.leftMove = switch 
        #self.bnode.applyCentralForce(Vec3(-500,0,0))

    def moveRight(self, switch):
        self.rightMove = switch 
        #self.bnode.applyCentralForce(Vec3(500,0,0))

    def jump(self, switch):
        self.jumpToggle = switch

    def crouch(self, switch):
        self.crouchToggle = switch
Ejemplo n.º 11
0
class Flame(Entity):
    """
    The thing that comes out the end of the thing you hold
    """
    animspeed = 0.1
    depth = 20
    playerWidth = 3
    speed = 30
    maxlife = 10
    damage = 30

    def __init__(self, world, pos, hpr):
        super(Flame, self).__init__()

        self.shape = BulletBoxShape(Vec3(0.1, 0.05, 0.05))
        self.bnode = BulletRigidBodyNode()
        self.bnode.setMass(0.00001)
        self.bnode.addShape(self.shape)

        self.np = utilities.app.render.attachNewNode(self.bnode)

        self.remove = False

        self.world = world
        self.anim = list()
        self.anim.append(utilities.loadObject("flame1", depth=0))
        self.anim.append(utilities.loadObject("flame2", depth=0))
        self.anim.append(utilities.loadObject("flame3", depth=0))
        world.bw.attachRigidBody(self.bnode)

        self.curspr = 0
        self.livetime = 0
        self.delta = 0

        self.pos = pos
        self.pos.y = Flame.depth
        self.hpr = hpr
        self.vel = Point2()
        self.vel.x = cos(world.player.angle) * Flame.speed
        self.vel.y = sin(world.player.angle) * Flame.speed

        tv = Vec3(self.vel.x, 0, self.vel.y)
        # this makes the shot miss the target if the player has any velocity
        tv += world.player.bnode.getLinearVelocity()

        self.bnode.setLinearVelocity(tv)

        tv.normalize()

        # initial position of RB and draw plane
        self.np.setHpr(hpr)
        self.np.setPos(pos + tv / 2)

        self.bnode.setAngularFactor(Vec3(0, 0, 0))
        self.bnode.setLinearFactor(Vec3(1, 0, 1))
        self.bnode.setGravity(Vec3(0, 0, 0))

        #self.bnode.setCcdMotionThreshold(1e-7)
        #self.bnode.setCcdSweptSphereRadius(0.50)

        self.bnode.notifyCollisions(True)
        self.bnode.setIntoCollideMask(BitMask32.bit(1))
        self.bnode.setPythonTag("Entity", self)
        self.noCollideFrames = 4

        for a in self.anim:
            a.hide()
            a.reparentTo(self.np)
            a.setScale(0.25, 1, 0.25)
            a.setPos(0, -0.1, 0)

        self.obj = self.anim[self.curspr]
        self.obj.show()

        self.bnode.setPythonTag("entity", self)

    def update(self, timer):
        #animation
        self.delta += timer
        self.livetime += timer

        if self.remove:
            self.obj.hide()
            return

        if self.noCollideFrames == 0:
            self.bnode.setIntoCollideMask(BitMask32.allOn())

        if self.noCollideFrames > -1:
            self.noCollideFrames -= 1

        if self.delta > Flame.animspeed:
            self.delta = 0
            self.obj.hide()
            self.curspr += 1
        if self.curspr > len(self.anim) - 1:
            self.curspr = 0
        self.obj = self.anim[self.curspr]
        self.obj.show()

        if self.livetime > Flame.maxlife:
            self.remove = True

    def hitby(self, index, projectile):
        return

    def destroy(self):
        self.remove = True
        self.obj.hide()
        for model in self.anim:
            model.remove()
        self.world.bw.removeRigidBody(self.bnode)

    def removeOnHit(self):
        self.remove = True
Ejemplo n.º 12
0
class Player(Entity):

    walkspeed = 5
    damping = 0.9
    topspeed = 15

    leftMove = False
    rightMove = False
    jumpToggle = False
    crouchToggle = False

    def __init__(self, world):
        super(Player, self).__init__()

        self.obj = utilities.loadObject("tdplayer", depth=20)

        self.world = world 
        self.health = 100
        self.inventory = list()

        self.depth = self.obj.getPos().y

        self.location = Point2(10,0)
        self.velocity = Vec3(0)

        self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(0.1)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.95)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0,0,0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def initialise(self):
        self.inventory.append(LightLaser(self.world, self))
        self.inventory.append(Blowtorch(self.world, self))
        #self.inventory["Grenade"] = Grenade(self.world, self)

        for item in self.inventory:
            item.initialise()

        self.currentItemIndex = 1
        self.currentItem = self.inventory[self.currentItemIndex]
        self.currentItem.equip()

    def activate(self):
        self.currentItem.activate()

    def update(self, timer):
        self.velocity = self.bnode.getLinearVelocity()

        if (self.leftMove):
            self.bnode.applyCentralForce(Vec3(-Player.walkspeed,0,0))
        if (self.rightMove):
            self.bnode.applyCentralForce(Vec3(Player.walkspeed,0,0))
        if (self.jumpToggle):
            self.bnode.applyCentralForce(Vec3(0,0,Player.walkspeed))
        if (self.crouchToggle):
            self.bnode.applyCentralForce(Vec3(0,0,-Player.walkspeed))
        
        if (self.velocity.x < -self.topspeed):
            self.velocity.x = -self.topspeed
        if (self.velocity.x > self.topspeed):
            self.velocity.x = self.topspeed

        mouse = utilities.app.mousePos
        # extrude test
        near = Point3()
        far = Point3()
        utilities.app.camLens.extrude(mouse, near, far)
        camp = utilities.app.camera.getPos()
        near *= 20 # player depth

        if near.x != 0:
            angle = atan2(near.z + camp.z - self.node.getPos().z, near.x + camp.x - self.node.getPos().x)
            #angle = atan2(near.z, near.x)
        else:
            angle = 90  

        self.angle = angle

        # set current item to point at cursor   
        self.currentItem.update(timer)

        # move the camera so the player is centred horizontally,
        # but keep the camera steady vertically
        utilities.app.camera.setPos(self.node.getPos().x, 0, self.node.getPos().z)

        self.obj.setHpr(0, 0, -1 * degrees(angle))
        self.location.x = self.node.getPos().x
        self.location.y = self.node.getPos().z

    def moveLeft(self, switch):
        self.leftMove = switch 

    def moveRight(self, switch):
        self.rightMove = switch 

    def jump(self, switch):
        self.jumpToggle = switch

    def crouch(self, switch):
        self.crouchToggle = switch

    def scrollItem(self, number):
        self.currentItem.unequip()
        self.currentItemIndex = self.currentItemIndex + number
        if self.currentItemIndex < 0:
            self.currentItemIndex = len(self.inventory) - 1 
        if self.currentItemIndex > len(self.inventory) - 1:
            self.currentItemIndex = 0

        self.currentItem = self.inventory[self.currentItemIndex]
        self.currentItem.equip()

    def selectItem(self, number):
        if (number - 1 < len(self.inventory) and number - 1 >= 0):
            self.currentItem.unequip()
            self.currentItemIndex = number - 1
            self.currentItem = self.inventory[self.currentItemIndex]
            self.currentItem.equip()

    def hitby(self, projectile, index):
        self.health -= projectile.damage 
        if (self.health < 0):
            self.obj.setColor(1,0,0,1)
            return True
        greyscale  = 0.3 + (0.01 * self.health)
        self.obj.setColor(greyscale, greyscale,greyscale,greyscale)
        return False
Ejemplo n.º 13
0
class Catcher(Enemy):
    damage = 25

    def __init__(self, location, player, cmap, world):
        super(Catcher, self).__init__(location)
        self.player = player
        self.cmap = cmap

        self.obj = utilities.loadObject("robot", depth=20)

        self.world = world 
        self.health = 100

        self.depth = self.obj.getPos().y

        self.location = location 
        self.velocity = Vec3(0)

        self.shape = BulletBoxShape(Vec3(0.5, 1.0, 0.5))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(0.1)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.75)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0,0,0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def update(self, time):
         self.location = Point2(self.node.getPos().x - self.player.location.x, self.node.getPos().z - self.player.location.y)

         if self.location.x > 20 or self.location.x < -20:
             return
         if self.location.y > 20 or self.location.y < -20:
             return
         path = findPath(Point2(self.location + Point2(20,20)), Point2(20,20), self.world.cmap)
         if len(path) > 1:
            move = path[1] - self.location
            self.bnode.applyCentralForce(Vec3(move.x-20,0,move.y-20))
    
    def hitby(self, projectile, index):
        self.health -= projectile.damage 
        if (self.health < 0):
            self.remove = True
        greyscale  = 0.3 + (0.01 * self.health)
        self.obj.setColor(1, greyscale,greyscale,1)
        return False

    def removeOnHit(self):
        return

    def destroy(self):
        self.obj.hide()
        self.world.bw.removeRigidBody(self.bnode)
Ejemplo n.º 14
0
class Catcher(Enemy):
    damage = 25

    def __init__(self, location, player, cmap, world):
        super(Catcher, self).__init__(location)
        self.player = player
        self.cmap = cmap

        self.obj = utilities.loadObject("robot", depth=20)

        self.world = world
        self.health = 100

        self.depth = self.obj.getPos().y

        self.location = location
        self.velocity = Vec3(0)

        self.shape = BulletBoxShape(Vec3(0.5, 1.0, 0.5))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(0.1)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.75)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0, 0, 0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def update(self, time):
        self.location = Point2(self.node.getPos().x - self.player.location.x,
                               self.node.getPos().z - self.player.location.y)

        if self.location.x > 20 or self.location.x < -20:
            return
        if self.location.y > 20 or self.location.y < -20:
            return
        path = findPath(Point2(self.location + Point2(20, 20)), Point2(20, 20),
                        self.world.cmap)
        if len(path) > 1:
            move = path[1] - self.location
            self.bnode.applyCentralForce(Vec3(move.x - 20, 0, move.y - 20))

    def hitby(self, projectile, index):
        self.health -= projectile.damage
        if (self.health < 0):
            self.remove = True
        greyscale = 0.3 + (0.01 * self.health)
        self.obj.setColor(1, greyscale, greyscale, 1)
        return False

    def removeOnHit(self):
        return

    def destroy(self):
        self.obj.hide()
        self.world.bw.removeRigidBody(self.bnode)
Ejemplo n.º 15
0
class Player(Entity):

    walkspeed = 5
    damping = 0.9
    topspeed = 15

    leftMove = False
    rightMove = False
    jumpToggle = False
    crouchToggle = False

    def __init__(self, world):
        super(Player, self).__init__()

        self.obj = utilities.loadObject("tdplayer", depth=20)

        self.world = world
        self.health = 100
        self.inventory = list()

        self.depth = self.obj.getPos().y

        self.location = Point2(10, 0)
        self.velocity = Vec3(0)

        self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
        self.bnode = BulletRigidBodyNode('Box')
        self.bnode.setMass(0.1)
        self.bnode.setAngularVelocity(Vec3(0))
        self.bnode.setAngularFactor(Vec3(0))
        self.bnode.addShape(self.shape)
        self.bnode.setLinearDamping(0.95)
        self.bnode.setLinearSleepThreshold(0)

        world.bw.attachRigidBody(self.bnode)
        self.bnode.setPythonTag("entity", self)
        self.bnode.setIntoCollideMask(BitMask32.bit(0))

        self.node = utilities.app.render.attachNewNode(self.bnode)
        self.node.setPos(self.obj.getPos())

        self.obj.setPos(0, 0, 0)
        self.obj.setScale(1)
        self.obj.reparentTo(self.node)
        self.node.setPos(self.location.x, self.depth, self.location.y)

    def initialise(self):
        self.inventory.append(LightLaser(self.world, self))
        self.inventory.append(Blowtorch(self.world, self))
        #self.inventory["Grenade"] = Grenade(self.world, self)

        for item in self.inventory:
            item.initialise()

        self.currentItemIndex = 1
        self.currentItem = self.inventory[self.currentItemIndex]
        self.currentItem.equip()

    def activate(self):
        self.currentItem.activate()

    def update(self, timer):
        self.velocity = self.bnode.getLinearVelocity()

        if (self.leftMove):
            self.bnode.applyCentralForce(Vec3(-Player.walkspeed, 0, 0))
        if (self.rightMove):
            self.bnode.applyCentralForce(Vec3(Player.walkspeed, 0, 0))
        if (self.jumpToggle):
            self.bnode.applyCentralForce(Vec3(0, 0, Player.walkspeed))
        if (self.crouchToggle):
            self.bnode.applyCentralForce(Vec3(0, 0, -Player.walkspeed))

        if (self.velocity.x < -self.topspeed):
            self.velocity.x = -self.topspeed
        if (self.velocity.x > self.topspeed):
            self.velocity.x = self.topspeed

        mouse = utilities.app.mousePos
        # extrude test
        near = Point3()
        far = Point3()
        utilities.app.camLens.extrude(mouse, near, far)
        camp = utilities.app.camera.getPos()
        near *= 20  # player depth

        if near.x != 0:
            angle = atan2(near.z + camp.z - self.node.getPos().z,
                          near.x + camp.x - self.node.getPos().x)
            #angle = atan2(near.z, near.x)
        else:
            angle = 90

        self.angle = angle

        # set current item to point at cursor
        self.currentItem.update(timer)

        # move the camera so the player is centred horizontally,
        # but keep the camera steady vertically
        utilities.app.camera.setPos(self.node.getPos().x, 0,
                                    self.node.getPos().z)

        self.obj.setHpr(0, 0, -1 * degrees(angle))
        self.location.x = self.node.getPos().x
        self.location.y = self.node.getPos().z

    def moveLeft(self, switch):
        self.leftMove = switch

    def moveRight(self, switch):
        self.rightMove = switch

    def jump(self, switch):
        self.jumpToggle = switch

    def crouch(self, switch):
        self.crouchToggle = switch

    def scrollItem(self, number):
        self.currentItem.unequip()
        self.currentItemIndex = self.currentItemIndex + number
        if self.currentItemIndex < 0:
            self.currentItemIndex = len(self.inventory) - 1
        if self.currentItemIndex > len(self.inventory) - 1:
            self.currentItemIndex = 0

        self.currentItem = self.inventory[self.currentItemIndex]
        self.currentItem.equip()

    def selectItem(self, number):
        if (number - 1 < len(self.inventory) and number - 1 >= 0):
            self.currentItem.unequip()
            self.currentItemIndex = number - 1
            self.currentItem = self.inventory[self.currentItemIndex]
            self.currentItem.equip()

    def hitby(self, projectile, index):
        self.health -= projectile.damage
        if (self.health < 0):
            self.obj.setColor(1, 0, 0, 1)
            return True
        greyscale = 0.3 + (0.01 * self.health)
        self.obj.setColor(greyscale, greyscale, greyscale, greyscale)
        return False