/
main.py
executable file
·283 lines (246 loc) · 11 KB
/
main.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
#!/usr/bin/python
from direct.showbase.ShowBase import ShowBase
from direct.showbase.DirectObject import DirectObject
from direct.actor.Actor import Actor
from pandac.PandaModules import loadPrcFileData, BitMask32
loadPrcFileData('', 'win-size 960 600')
loadPrcFileData('', 'interpolate-frames 1')
loadPrcFileData('', 'notify-level-collide debug')
FLOOR_MASK = BitMask32(1)
OBSTACLE_MASK = BitMask32(2)
ZONE_MASK = BitMask32(4)
def clamp_deg_sign(heading):
return (heading + 180) % 360 - 180
def avg_deg_sign(heading1, heading2):
if heading2 - heading1 > 180:
heading2 -= 360
if heading2 - heading1 < -180:
heading2 += 360
return clamp_deg_sign(.85 * heading1 + .15 * heading2)
class Character(DirectObject):
def __init__(self, name, char_rig):
from pandac.PandaModules import CollisionNode, CollisionRay, CollisionSphere
self.name = name
self.char_rig = char_rig
self.actor = Actor('models/robot3', {'run': 'models/robot3-run'})
self.actor.setPlayRate(2.0, 'run')
self.actor.reparentTo(self.char_rig)
self.actor.setCompass()
self.actor.setCollideMask(0)
self.actor_from_floor = self.actor.attachNewNode(CollisionNode('blockchar_floor'))
self.actor_from_floor.node().addSolid(CollisionRay(0, 0, 0.25, 0, 0, -10))
self.actor_from_floor.node().setCollideMask(0)
self.actor_from_floor.node().setFromCollideMask(FLOOR_MASK)
self.actor_from_obstacle = self.actor.attachNewNode(CollisionNode('blockchar_obstacle'))
self.actor_from_obstacle.node().addSolid(CollisionSphere(0, 0, 0.35, 0.35))
self.actor_from_obstacle.node().setCollideMask(0)
self.actor_from_obstacle.node().setFromCollideMask(OBSTACLE_MASK)
self.actor_from_zone = self.actor.attachNewNode(CollisionNode('blockchar_zone'))
self.actor_from_zone.node().addSolid(CollisionSphere(0, 0, 0.55, 0.55))
self.actor_from_zone.node().setCollideMask(0)
self.actor_from_zone.node().setFromCollideMask(ZONE_MASK)
self.move_forward = False
self.move_left = False
self.move_backward = False
self.move_right = False
self.moving = False
self.spinning = False
self.move_prev_time = None
# Based on a jogging speed of 6mph
self.move_speed = 2.7 # m/s
def begin_forward(self):
self.move_forward = True
self.actor.loop('run')
def begin_left(self):
self.move_left = True
self.actor.loop('run')
def begin_backward(self):
self.move_backward = True
self.actor.loop('run')
def begin_right(self):
self.move_right = True
self.actor.loop('run')
def end_forward(self):
self.move_forward = False
def end_left(self):
self.move_left = False
def end_backward(self):
self.move_backward = False
def end_right(self):
self.move_right = False
def MoveTask(self, task):
keys = 0
if self.move_left ^ self.move_right:
keys += 1
if self.move_backward ^ self.move_forward:
keys += 1
self.moving = False
if keys and self.move_prev_time:
heading = 0
if self.move_left and not self.move_right:
heading += 90
elif self.move_right and not self.move_left:
heading -= 90
if self.move_backward and not self.move_forward:
if self.move_left and not self.move_right:
heading += 180
else:
heading -= 180
elif self.move_forward and not self.move_backward:
heading += 0
heading /= keys
speed = self.move_speed * (task.time - self.move_prev_time)
if heading % 90 == 45:
speed = 0.70710678118654746 * speed
if heading == 0:
vector = (0, speed, 0)
elif heading == 45:
vector = (-speed, speed, 0)
elif heading == 90:
vector = (-speed, 0, 0)
elif heading == 135:
vector = (-speed, -speed, 0)
elif heading == -45:
vector = (speed, speed, 0)
elif heading == -90:
vector = (speed, 0, 0)
elif heading == -135:
vector = (speed, -speed, 0)
elif heading == -180:
vector = (0, -speed, 0)
h = self.actor.getH()
rig_h = self.char_rig.getH()
self.actor.setH(avg_deg_sign(h, rig_h + heading))
self.moving = True
self.char_rig.setFluidPos(self.char_rig, *vector)
print 'POSITION SET'
else:
self.actor.stop()
self.move_prev_time = task.time
return task.cont
def begin_spin(self):
self.spinning = True
def end_spin(self):
self.spinning = False
self.prev_pos = None
def spin(self, new_h):
if self.spinning and not self.moving:
char_new_h = avg_deg_sign(self.actor.getH(), new_h)
self.actor.setH(char_new_h)
class FreeBLiTZ(ShowBase):
def __init__(self):
from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
ShowBase.__init__(self)
self.sky = self.loader.loadModel('models/sky-sphere')
self.sky.reparentTo(self.render)
self.stage = self.loader.loadModel('models/test-collide')
self.stage.reparentTo(self.render)
self.floor = self.stage.findAllMatches('**/=CollideType=floor')
self.floor.setCollideMask(FLOOR_MASK)
self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
if self.obstacles:
self.obstacles.setCollideMask(OBSTACLE_MASK)
self.zones = self.stage.findAllMatches('**/=CollideType=zone')
if self.zones:
self.zones.setCollideMask(ZONE_MASK)
self.create_stanchions()
# Character rig, which allows camera to follow character
self.char_rig = self.stage.attachNewNode('char_rig')
self.active_char = Character('mainchar', self.char_rig)
self.cam.reparentTo(self.char_rig)
self.cam.setPos(0.5, -3, 1.5)
self.cam.lookAt(0.5, 0, 1.5)
self.light = DirectionalLight('dlight')
self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
self.lightNP = self.stage.attachNewNode(self.light)
self.lightNP.setHpr(-75, -45, 0)
self.stage.setLight(self.lightNP)
self.amblight = AmbientLight('amblight')
self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
self.amblightNP = self.stage.attachNewNode(self.amblight)
self.stage.setLight(self.amblightNP)
self.accept('w', self.active_char.begin_forward)
self.accept('a', self.active_char.begin_left)
self.accept('s', self.active_char.begin_backward)
self.accept('d', self.active_char.begin_right)
self.accept('w-up', self.active_char.end_forward)
self.accept('a-up', self.active_char.end_left)
self.accept('s-up', self.active_char.end_backward)
self.accept('d-up', self.active_char.end_right)
self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')
self.look = False
self.prev_pos = None
self.accept('mouse2', self.begin_look)
self.accept('mouse2-up', self.end_look)
self.accept('mouse3', self.active_char.begin_spin)
self.accept('mouse3-up', self.active_char.end_spin)
self.taskMgr.add(self.MouseTask, 'MouseTask')
self.floor_handler = CollisionHandlerFloor()
self.floor_handler.addCollider(self.active_char.actor_from_floor, self.char_rig)
self.wall_handler = CollisionHandlerPusher()
self.wall_handler.addCollider(self.active_char.actor_from_obstacle, self.char_rig)
self.zone_handler = CollisionHandlerEvent()
self.zone_handler.addInPattern('%fn-into')
self.zone_handler.addOutPattern('%fn-out')
def foo(entry):
print 'You are in the zone'
def bar(entry):
print 'You are not in the zone'
self.accept('blockchar_zone-into', foo)
self.accept('blockchar_zone-out', bar)
self.cTrav = CollisionTraverser('main traverser')
self.cTrav.setRespectPrevTransform(True)
self.cTrav.addCollider(self.active_char.actor_from_floor, self.floor_handler)
self.cTrav.addCollider(self.active_char.actor_from_obstacle, self.wall_handler)
self.cTrav.addCollider(self.active_char.actor_from_zone, self.zone_handler)
#self.cTrav.showCollisions(self.stage)
def create_stanchions(self):
from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
self.stanchions = self.stage.findAllMatches('**/=Stanchion')
for stanchion in self.stanchions:
geomnode = stanchion.node()
radius = float(stanchion.getTag('Stanchion'))
geom = geomnode.getGeom(0)
vdata = geom.getVertexData()
for gp in range(geom.getNumPrimitives()):
vreader = GeomVertexReader(vdata, 'vertex')
prim = geom.getPrimitive(gp)
prim = prim.decompose()
for p in range(prim.getNumPrimitives()):
start = prim.getPrimitiveStart(p)
end = prim.getPrimitiveEnd(p)
vertices = []
for v in range(start, end):
vi = prim.getVertex(v)
vreader.setRow(vi)
vertex = vreader.getData3f()
vertices.append(vertex)
vertices.append(vertices[0])
for i in range(1, len(vertices)):
a, b = vertices[i-1], vertices[i]
stanchion_np = stanchion.attachNewNode(CollisionNode('stanchion'))
print 'creating cyl with radius %f from %s to %s' % (radius, a, b)
stanchion_np.node().addSolid(CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2], radius))
stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
geomnode.removeAllGeoms()
def begin_look(self):
self.look = True
def end_look(self):
self.look = False
self.prev_pos = None
def MouseTask(self, task):
if self.mouseWatcherNode.hasMouse():
(x, y) = self.mouseWatcherNode.getMouse()
if self.prev_pos:
if self.look or self.active_char.spinning:
h_diff = (x - self.prev_pos[0]) * 180
p_diff = (y - self.prev_pos[1]) * 90
new_h = clamp_deg_sign(self.char_rig.getH() - h_diff)
self.char_rig.setH(new_h)
self.cam.setP(self.cam.getP() + p_diff)
self.active_char.spin(new_h)
self.prev_pos = (x, y)
return task.cont
app = FreeBLiTZ()
app.run()