def addRalph(self, pos): ralphStartPos = pos self.ralph = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(ralphStartPos) self.cTrav = CollisionTraverser() self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0,0,1000) self.ralphGroundRay.setDirection(0,0,-1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0,0,1000) self.camGroundRay.setDirection(0,0,-1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
def __init__(self): self.accept('mouse1', self.onMouse1Down, []) # Left click self.accept('mouse1-up', self.onMouse1Up, []) self.accept('mouse3', self.onMouse3Down, []) # Right click self.showCollisions = False pickerNode = CollisionNode('mouseRay') pickerNP = camera.attachNewNode(pickerNode) pickerNode.setFromCollideMask(cardBuilder.cardCollisionMask) self.pickerRay = CollisionRay() pickerNode.addSolid(self.pickerRay) base.cTrav.addCollider(pickerNP, base.handler) if self.showCollisions: base.cTrav.showCollisions(render) base.disableMouse() self.activeCard = None self._targeting = False self._dragging = None # Counts down between clicks to detect double click self.doubleClickTimer = -1.0 self.doubleClickInterval = 1.0 self.line = attackLine.Line()
def createPlayerCollisions(self): """ create a collision solid and ray for the player """ cn = CollisionNode('player') cn.setFromCollideMask(COLLISIONMASKS['geometry']) cn.setIntoCollideMask(COLLISIONMASKS['portals'] | COLLISIONMASKS['exit'] | COLLISIONMASKS['lava']) cn.addSolid(CollisionSphere(0,0,0,3)) solid = self.node.attachNewNode(cn) # TODO : find a way to remove that, it's the cause of the little # "push me left" effect we see sometime when exiting a portal self.base.cTrav.addCollider(solid,self.base.pusher) self.base.pusher.addCollider(solid,self.node, self.base.drive.node()) # init players floor collisions ray = CollisionRay() ray.setOrigin(0,0,-.2) ray.setDirection(0,0,-1) cn = CollisionNode('playerRay') cn.setFromCollideMask(COLLISIONMASKS['player']) cn.setIntoCollideMask(BitMask32.allOff()) cn.addSolid(ray) solid = self.node.attachNewNode(cn) self.nodeGroundHandler = CollisionHandlerQueue() self.base.cTrav.addCollider(solid, self.nodeGroundHandler) # init players ceil collisions ray = CollisionRay() ray.setOrigin(0,0,.2) ray.setDirection(0,0,1) cn = CollisionNode('playerUpRay') cn.setFromCollideMask(COLLISIONMASKS['player']) cn.setIntoCollideMask(BitMask32.allOff()) cn.addSolid(ray) solid = self.node.attachNewNode(cn) self.ceilGroundHandler = CollisionHandlerQueue() self.base.cTrav.addCollider(solid, self.ceilGroundHandler)
def startSeeking(self): if not self.avatar: return self.cleanupShadow() self.buildShadow() # Let's increase the distance if the shadow is smaller than expected. scale = self.dropShadow.getScale() if scale < 1.0: self.maxDistance += 40 # Let's setup the drop shadow's initial position. x, y, z = self.avatar.getPos(render) self.dropShadow.reparentTo(render) self.dropShadow.setPos(x, y + 5, z + 2) # Let's setup the collisions for the mouse. self.cameraNode = CollisionNode('coll_camera') self.cameraNode.setFromCollideMask(CIGlobals.WallBitmask) self.cameraRay = CollisionRay() self.cameraNode.addSolid(self.cameraRay) self.cameraNP = camera.attachNewNode(self.cameraNode) base.cTrav.addCollider(self.cameraNP, CollisionHandlerQueue()) if not self.legacyMode: # Let's setup the collisions for the shadow. shadowNode = CollisionNode('coll_shadow') self.shadowRay = CollisionRay(0, 0, 6, 0, 0, -1) shadowNode.addSolid(self.shadowRay) shadowNode.setFromCollideMask(CIGlobals.FloorBitmask) self.shadowNP = self.dropShadow.attachNewNode(shadowNode) base.cTrav.addCollider(self.shadowNP, self.collHdlFl) # Finally, let's start moving the shadow with the mouse and accept left mouse clicks. base.taskMgr.add(self.__moveShadow, self.moveShadowTaskName) self.avatar.acceptOnce('mouse1', self.locationChosen)
def __init__(self): self.enabled = False self.locked = False self.position = Vec3(0, 0, 0) self.delta = Vec3(0, 0, 0) self.prev_x = 0 self.prev_y = 0 self.start_x = 0 self.start_y = 0 self.velocity = Vec3(0, 0, 0) self.prev_click_time = time.time() self.double_click_distance = .5 self.hovered_entity = None self.left = False self.right = False self.middle = False self.delta_drag = Vec3(0, 0, 0) self.update_step = 1 self._i = 0 self._mouse_watcher = None self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('mouseRay') self._pickerNP = camera.attach_new_node(self._pickerNode) self._pickerRay = CollisionRay() # Make our ray self._pickerNode.addSolid(self._pickerRay) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNode.set_into_collide_mask(0) self.raycast = True self.collision = None self.collisions = list() self.enabled = True
def __init__(self, render, objid, start_pos, gameclient): self.client = gameclient self.id = objid self.motion_controller = None self.is_player = False # state management self.isAnimating = False self.state = state.IDLE self.render = render # scene graph root # create the panda3d actor: just load a default model for now self.actor = Actor("models/ralph", { "run": "models/ralph-run", "walk": "models/ralph-walk" }) self.actor.reparentTo(render) self.actor.setScale(.2) self.actor.setPos(start_pos) # prepare collision handling self.cTrav = CollisionTraverser() self.GroundRay = CollisionRay() self.GroundRay.setOrigin(0, 0, 1000) self.GroundRay.setDirection(0, 0, -1) self.GroundCol = CollisionNode('actorRay') self.GroundCol.addSolid(self.GroundRay) self.GroundCol.setFromCollideMask(BitMask32.bit(0)) self.GroundCol.setIntoCollideMask(BitMask32.allOff()) self.GroundColNp = self.actor.attachNewNode(self.GroundCol) self.GroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.GroundColNp, self.GroundHandler)
def startSeeking(self): if not self.avatar: return self.cleanupShadow() self.buildShadow() scale = self.dropShadow.getScale() if scale < 1.0: self.maxDistance += 40 x, y, z = self.avatar.getPos(render) self.dropShadow.reparentTo(render) self.dropShadow.setPos(x, y + 5, z + 2) self.cameraNode = CollisionNode('coll_camera') self.cameraNode.setFromCollideMask(CIGlobals.WallBitmask) self.cameraRay = CollisionRay() self.cameraNode.addSolid(self.cameraRay) self.cameraNP = camera.attachNewNode(self.cameraNode) base.cTrav.addCollider(self.cameraNP, CollisionHandlerQueue()) if not self.legacyMode: shadowNode = CollisionNode('coll_shadow') self.shadowRay = CollisionRay(0, 0, 6, 0, 0, -1) shadowNode.addSolid(self.shadowRay) shadowNode.setFromCollideMask(CIGlobals.FloorBitmask) self.shadowNP = self.dropShadow.attachNewNode(shadowNode) base.cTrav.addCollider(self.shadowNP, self.collHdlFl) base.taskMgr.add(self.__moveShadow, self.moveShadowTaskName) self.avatar.acceptOnce('mouse1', self.locationChosen)
def __init__(self): #selection detection self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) #self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) #TODO WOW geometry collision is SUPER slow... self.pickerNode.setFromCollideMask(BitMask32.bit(BITMASK_COLL_CLICK)) #render.find('**selectable').node().setIntoCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq) #self.picker.showCollisions(render) #box selection detection HINT: start with drawing the 2d thing yo! self.__shift__ = False self.accept("shift", self.shiftOn) self.accept("shift-up", self.shiftOff) self.__ctrl__ = False self.accept("control", self.ctrlOn) self.accept("control-up", self.ctrlOff) #mouse handling self.accept("mouse1", self.clickHandler) self.accept("shift-mouse1", self.clickHandler) self.accept("mouse1-up", self.releaseHandler) #dragging self.dragTask = taskMgr.add(self.dragTask, 'dragTask')
def __init__(self, parent: NodePath): super().__init__() self.parent = parent self.mouse_np = p3d.camera.attach_new_node(PandaNode('mouse')) self.mouse_np.set_y(p3d.lens.get_near()) picker_node = CollisionNode('mouse_ray') picker_np = p3d.camera.attach_new_node(picker_node) self._picker_ray = CollisionRay() picker_node.add_solid(self._picker_ray) self._collision_handler = CollisionHandlerQueue() self._traverser = CollisionTraverser('mouse_traverser') self._traverser.add_collider(picker_np, self._collision_handler) self.actor = Actor( resource_filename('tsim', 'data/models/cursor'), {'spin': resource_filename('tsim', 'data/models/cursor-spin')}) self.actor.loop('spin') self.actor.reparent_to(parent) self.actor.set_pos(0.0, 0.0, 0.0) self.actor.set_shader_off() self._position = Point(0.0, 0.0) self.last_position = self._position self.moved = False self.pointed_at = None self._tool: Optional[Tool] = None self._register_events()
def setUpCarCollider(self): self.carCollideTrav = CollisionTraverser() base.cTrav = self.carCollideTrav self.handler = CollisionHandlerQueue() self.carRay = CollisionRay(self.carPositionX, self.carPositionY, self.carPositionZ, 0, 0, -1) self.carForwardHandler = CollisionHandlerQueue() # so that it doesn't collide with things forward and backward. degToRad = math.pi / 180 (xDir, yDir, zDir) = self.findCarFrontDir() self.carRayForward = CollisionRay(self.carPositionX, self.carPositionY, self.carPositionZ, xDir, yDir, zDir) self.carForwardCollision = CollisionNode("forwardCollision") self.carForwardCollision.addSolid(self.carRayForward) self.carForwardCollision.setIntoCollideMask(CollideMask.allOff()) self.carForwardCollisionNode = self.car.attachNewNode( self.carForwardCollision) (centerX, centerY) = self.findActualCenter(0, 0, self.adjustedXForCenter, self.adjustedYForCenter, self.carYaw) self.carRayForward.setOrigin(5, 10, 5) self.carCollision = CollisionNode("groundCollision") self.carCollision.addSolid(self.carRay) self.carCollision.setIntoCollideMask(CollideMask.allOff()) self.carCollisionNode = self.car.attachNewNode(self.carCollision) self.carCollideTrav.addCollider(self.carCollisionNode, self.handler) self.carCollideTrav.addCollider(self.carForwardCollisionNode, self.carForwardHandler) self.carForwardCollisionNode.show()
def __init__(self, cr): DistributedObject.__init__(self, cr) #self.model = loader.loadModel('environment') #self.model.setZ(0) #self.builder = Builder(self, "map.txt", "development") plane = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))) cnode = CollisionNode('cnode') cnode.setIntoCollideMask(BitMask32.bit(1)) cnode.setFromCollideMask(BitMask32.bit(1)) cnode.addSolid(plane) self.planeNP = self.model.attachNewNode(cnode) self.planeNP.show() # Setup a traverser for the picking collisions self.picker = CollisionTraverser() # Setup mouse ray self.pq = CollisionHandlerQueue() # Create a collision Node pickerNode = CollisionNode('MouseRay') # set the nodes collision bitmask pickerNode.setFromCollideMask(BitMask32.bit(1)) # create a collision ray self.pickerRay = CollisionRay() # add the ray as a solid to the picker node pickerNode.addSolid(self.pickerRay) # create a nodepath with the camera to the picker node self.pickerNP = base.camera.attachNewNode(pickerNode) # add the nodepath to the base traverser self.picker.addCollider(self.pickerNP, self.pq) print "model loaded" #TODO: check how to load multiple levels and set players in specific levels! self.accept("mouse1", self.mouseClick)
def __init__(self, services: Services, base: ShowBase, map_data: MapData, name: Optional[str] = None): self.__services = services self.__services.ev_manager.register_listener(self) self.__base = base self.__name = name if name is not None else (map_data.name + "_picker") self.__map = map_data self.__data = map_data.data # collision traverser & queue self.__ctrav = CollisionTraverser(self.name + '_ctrav') self.__cqueue = CollisionHandlerQueue() # collision boxes self.__cn = CollisionNode(self.name + '_cn') self.__cn.set_collide_mask(MapPicker.COLLIDE_MASK) self.__cnp = self.__map.root.attach_new_node(self.__cn) self.__ctrav.add_collider(self.__cnp, self.__cqueue) self.__points = [] z_offset = 1 if self.__map.dim == 3 else self.__map.depth for idx in np.ndindex(self.__data.shape): if bool(self.__data[idx] & MapData.TRAVERSABLE_MASK): p = Point(*idx) self.__points.append(p) idx = self.__cn.add_solid(CollisionBox(idx, Point3(p.x+1, p.y+1, p.z-z_offset))) assert idx == (len(self.__points) - 1) # mouse picker self.__pn = CollisionNode(self.name + '_pray') self.__pnp = self.__base.cam.attach_new_node(self.__pn) self.__pn.set_from_collide_mask(MapPicker.COLLIDE_MASK) self.__pray = CollisionRay() self.__pn.add_solid(self.__pray) self.__ctrav.add_collider(self.__pnp, self.__cqueue)
def __init__(self): GameObject.__init__(self, Vec3(0, 0, 0), "Models/PandaChan/act_p3d_chan", { "stand" : "Models/PandaChan/a_p3d_chan_idle", "walk" : "Models/PandaChan/a_p3d_chan_run" }, 5, 10, "player") self.actor.getChild(0).setH(180) mask = BitMask32() mask.setBit(1) self.collider.node().setIntoCollideMask(mask) mask = BitMask32() mask.setBit(1) self.collider.node().setFromCollideMask(mask) base.pusher.addCollider(self.collider, self.actor) base.cTrav.addCollider(self.collider, base.pusher) self.lastMousePos = Vec2(0, 0) self.groundPlane = Plane(Vec3(0, 0, 1), Vec3(0, 0, 0)) self.ray = CollisionRay(0, 0, 0, 0, 1, 0) rayNode = CollisionNode("playerRay") rayNode.addSolid(self.ray) mask = BitMask32() mask.setBit(2) rayNode.setFromCollideMask(mask) mask = BitMask32() rayNode.setIntoCollideMask(mask) self.rayNodePath = render.attachNewNode(rayNode) self.rayQueue = CollisionHandlerQueue() base.cTrav.addCollider(self.rayNodePath, self.rayQueue) self.beamModel = loader.loadModel("Models/Misc/bambooLaser") self.beamModel.reparentTo(self.actor) self.beamModel.setZ(1.5) self.beamModel.setLightOff() self.beamModel.hide() self.damagePerSecond = -5.0 self.yVector = Vec2(0, 1) self.actor.loop("stand")
def initializeSmartCameraCollisions(self): if self.initialized: return self.ccTrav = CollisionTraverser('LocalAvatar.ccTrav') self.ccLine = CollisionSegment(0.0, 0.0, 0.0, 1.0, 0.0, 0.0) self.ccLineNode = CollisionNode('ccLineNode') self.ccLineNode.addSolid(self.ccLine) self.ccLineNodePath = base.localAvatar.attachNewNode(self.ccLineNode) self.ccLineBitMask = CIGlobals.CameraBitmask self.ccLineNode.setFromCollideMask(self.ccLineBitMask) self.ccLineNode.setIntoCollideMask(BitMask32.allOff()) self.camCollisionQueue = CollisionHandlerQueue() self.ccTrav.addCollider(self.ccLineNodePath, self.camCollisionQueue) self.ccSphere = CollisionSphere(0, 0, 0, 1) self.ccSphereNode = CollisionNode('ccSphereNode') self.ccSphereNode.addSolid(self.ccSphere) self.ccSphereNodePath = base.camera.attachNewNode(self.ccSphereNode) self.ccSphereNode.setFromCollideMask(CIGlobals.CameraBitmask) self.ccSphereNode.setIntoCollideMask(BitMask32.allOff()) self.camPusher = CollisionHandlerPusher() self.camPusher.addCollider(self.ccSphereNodePath, base.camera) self.camPusher.setCenter(base.localAvatar) self.ccPusherTrav = CollisionTraverser('LocalAvatar.ccPusherTrav') self.ccSphere2 = self.ccSphere self.ccSphereNode2 = CollisionNode('ccSphereNode2') self.ccSphereNode2.addSolid(self.ccSphere2) self.ccSphereNodePath2 = base.camera.attachNewNode(self.ccSphereNode2) self.ccSphereNode2.setFromCollideMask(CIGlobals.CameraBitmask) self.ccSphereNode2.setIntoCollideMask(BitMask32.allOff()) self.camPusher2 = CollisionHandlerPusher() self.ccPusherTrav.addCollider(self.ccSphereNodePath2, self.camPusher2) self.camPusher2.addCollider(self.ccSphereNodePath2, base.camera) self.camPusher2.setCenter(base.localAvatar) self.camFloorRayNode = base.localAvatar.attachNewNode('camFloorRayNode') self.ccRay = CollisionRay(0.0, 0.0, 0.0, 0.0, 0.0, -1.0) self.ccRayNode = CollisionNode('ccRayNode') self.ccRayNode.addSolid(self.ccRay) self.ccRayNodePath = self.camFloorRayNode.attachNewNode(self.ccRayNode) self.ccRayBitMask = CIGlobals.FloorBitmask self.ccRayNode.setFromCollideMask(self.ccRayBitMask) self.ccRayNode.setIntoCollideMask(BitMask32.allOff()) self.ccTravFloor = CollisionTraverser('LocalAvatar.ccTravFloor') self.camFloorCollisionQueue = CollisionHandlerQueue() self.ccTravFloor.addCollider(self.ccRayNodePath, self.camFloorCollisionQueue) self.ccTravOnFloor = CollisionTraverser('LocalAvatar.ccTravOnFloor') self.ccRay2 = CollisionRay(0.0, 0.0, 0.0, 0.0, 0.0, -1.0) self.ccRay2Node = CollisionNode('ccRay2Node') self.ccRay2Node.addSolid(self.ccRay2) self.ccRay2NodePath = self.camFloorRayNode.attachNewNode(self.ccRay2Node) self.ccRay2BitMask = CIGlobals.FloorBitmask self.ccRay2Node.setFromCollideMask(self.ccRay2BitMask) self.ccRay2Node.setIntoCollideMask(BitMask32.allOff()) self.ccRay2MoveNodePath = hidden.attachNewNode('ccRay2MoveNode') self.camFloorCollisionBroadcaster = CollisionHandlerFloor() self.camFloorCollisionBroadcaster.setInPattern('on-floor') self.camFloorCollisionBroadcaster.setOutPattern('off-floor') self.camFloorCollisionBroadcaster.addCollider(self.ccRay2NodePath, self.ccRay2MoveNodePath) self.cTrav.addCollider(self.ccRay2NodePath, self.camFloorCollisionBroadcaster) self.initialized = True
class DPlayer(DistributedObject): def __init__(self, cr): DistributedObject.__init__(self, cr) self.name = "Player" self.piece = None self.pickerQueue = CollisionHandlerQueue() self.pickerRay = CollisionRay() pickerNode = CollisionNode('mouseRay') pickerNode.setFromCollideMask(BitMask32(0x80)) pickerNode.addSolid(self.pickerRay) self.pickerNP = base.camera.attachNewNode(pickerNode) base.cTrav.addCollider(self.pickerNP, self.pickerQueue) self.accept("mouse1", self.checkClick) def delete(self): """Cleanup just before the object gets deleted""" self.ignoreAll() base.cTrav.removeCollider(self.pickerNP) self.pickerNP.removeNode() if self.piece is not None: self.piece.sendDeleteMsg() DistributedObject.delete(self) def d_getName(self): self.sendUpdate("requestName") def setName(self, newName): self.name = newName base.messenger.send(self.cr.uniqueName("setPlayerName"), [self.name]) def setPiece(self, piece): self.piece = piece def checkClick(self): """Check if the player has clicked on a field and send a request to move to it to the server.""" if base.mouseWatcherNode.hasMouse(): mpos = base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(base.camNode, mpos.x, mpos.y) base.cTrav.traverse(render) if self.pickerQueue.getNumEntries() > 0: self.pickerQueue.sortEntries() pickedObj = self.pickerQueue.getEntry(0).getIntoNodePath() fieldName = pickedObj.getParent().getName() base.messenger.send("requestMoveToField", [fieldName]) def d_updateInventory(self): self.sendUpdate("updateInventory") def doUpdateInventory(self, level, inventoryDir): base.messenger.send("updateInventory", [level, inventoryDir]) def doUpdatePotions(self, numPotions): base.messenger.send("updateHealthPotions", [numPotions])
def setupMouseCollision(self): self.mouseTraverser = CollisionTraverser() self.mouseCollisionQueue = CollisionHandlerQueue() self.mouseRay = CollisionRay() self.mouseRay.setOrigin(self.pandaScene.camera.getPos(self.pandaScene.render)) self.mouseRay.setDirection(self.pandaScene.render.getRelativeVector(self.pandaScene.camera, Vec3(0,1,0))) self.mouseNode = CollisionNode('mouseRay') self.mouseNode.addSolid(self.mouseRay) self.mouseNodePath = self.pandaScene.camera.attachNewNode(self.mouseNode) self.mouseNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.mouseTraverser.addCollider(self.mouseNodePath, self.mouseCollisionQueue)
def __init__(self, camera, level): self.camera = camera self.level = level self.handler = CollisionHandlerQueue() self.traverser = CollisionTraverser('traverser') pickerNode = CollisionNode('mouseRay') pickerNP = self.camera.attachNewNode(pickerNode) pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() pickerNode.addSolid(self.pickerRay) self.traverser.addCollider(pickerNP, self.handler)
def setup_interactiongeometries(self): """ set up collision rays, spheres, and planes for mouse manipulation :return: None author: weiwei date: 20161110 """ # create a trackball ray and set its bitmask to 8 # the trackball ray must be a subnode of cam since we will # transform the clicked point (in the view of the cam) to the world coordinate system # using the ray self.tracker_cn = CollisionNode("tracker") self.tracker_ray = CollisionRay() self.tracker_cn.addSolid(self.tracker_ray) self.tracker_cn.setFromCollideMask(BitMask32.bit(8)) self.tracker_cn.setIntoCollideMask(BitMask32.allOff()) self.tracker_np = self.base.cam.attachNewNode(self.tracker_cn) # create an inverted collision sphere and puts it into a collision node # its bitmask is set to 8, and it will be the only collidable object at bit 8 self.trackball_cn = CollisionNode("trackball") self.trackball_cn.addSolid( CollisionSphere(self.lookatpos_pdv3[0], self.lookatpos_pdv3[1], self.lookatpos_pdv3[2], self.camdist)) self.trackball_cn.setFromCollideMask(BitMask32.allOff()) self.trackball_cn.setIntoCollideMask(BitMask32.bit(8)) self.trackball_np = self.base.render.attachNewNode(self.trackball_cn) # self.trackball_np.show() # This creates a collision plane for mouse track self.trackplane_cn = CollisionNode("trackplane") self.trackplane_cn.addSolid( CollisionPlane( Plane( Point3(-self.base.cam.getMat().getRow3(1)), Point3(self.lookatpos_pdv3[0], self.lookatpos_pdv3[1], 0.0)))) self.trackplane_cn.setFromCollideMask(BitMask32.allOff()) self.trackplane_cn.setIntoCollideMask(BitMask32.bit(8)) self.trackplane_np = self.base.render.attachNewNode(self.trackplane_cn) # self.trackplane_np.show() # creates a traverser to do collision testing self.ctrav = CollisionTraverser() # creates a queue type handler to receive the collision event info self.chandler = CollisionHandlerQueue() # register the ray as a collider with the traverser, # and register the handler queue as the handler to be used for the collisions. self.ctrav.addCollider(self.tracker_np, self.chandler) # create a pickerray self.picker_cn = CollisionNode('picker') self.picker_ray = CollisionRay() self.picker_cn.addSolid(self.picker_ray) self.picker_cn.setFromCollideMask(BitMask32.bit(7)) self.picker_cn.setIntoCollideMask(BitMask32.allOff()) self.picker_np = self.base.cam.attachNewNode(self.picker_cn) self.ctrav.addCollider(self.picker_np, self.chandler)
def createMouseCollisions(self): # Fire the portals firingNode = CollisionNode('mouseRay') firingNP = self.base.camera.attachNewNode(firingNode) firingNode.setFromCollideMask(COLLISIONMASKS['geometry']) firingNode.setIntoCollideMask(BitMask32.allOff()) firingRay = CollisionRay() firingRay.setOrigin(0,0,0) firingRay.setDirection(0,1,0) firingNode.addSolid(firingRay) self.firingHandler = CollisionHandlerQueue() self.base.cTrav.addCollider(firingNP, self.firingHandler)
def initMouseToWorldCoordConversion(self): self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = self.showBase.camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq)
class Mouse(DirectObject): def __init__(self, levelNP): self.setCursor() # store the nodepath to the level collisions # will be used to check for intersections with the mouse ray self.levelNP = levelNP # Setup a traverser for the picking collisions self.picker = CollisionTraverser() # Setup mouse ray self.pq = CollisionHandlerQueue() # Create a collision Node pickerNode = CollisionNode('MouseRay') # set the nodes collision bitmask pickerNode.setFromCollideMask(BitMask32.bit(1))#GeomNode.getDefaultCollideMask()) # create a collision ray self.pickerRay = CollisionRay() # add the ray as a solid to the picker node pickerNode.addSolid(self.pickerRay) # create a nodepath with the camera to the picker node self.pickerNP = base.camera.attachNewNode(pickerNode) # add the nodepath to the base traverser self.picker.addCollider(self.pickerNP, self.pq) def setCursor(self): base.win.clearRejectedProperties() props = WindowProperties() if sys.platform.startswith('linux'): props.setCursorFilename("./assets/cursor.x11") else: props.setCursorFilename("./assets/cursor.ico") base.win.requestProperties(props) def getMousePos(self): # check if we have a mouse on the window if base.mouseWatcherNode.hasMouse(): # get the mouse position on the screen mpos = base.mouseWatcherNode.getMouse() # set the ray's position self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY()) # Now call the traverse function to let the traverser check for collisions # with the added colliders and the levelNP self.picker.traverse(self.levelNP) # check if we have a collision if self.pq.getNumEntries() > 0: # sort the entries to get the closest first self.pq.sortEntries() # This is the point at where the mouse ray and the level plane intersect hitPos = self.pq.getEntry(0).getSurfacePoint(render) return hitPos return Point3(0, 0, 0) task.cont
def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.traverser = CollisionTraverser() self.queue = CollisionHandlerQueue() self.picker_ray = CollisionRay() self.picker_node = CollisionNode('mouse ray') self.picker_node.add_solid(self.picker_ray) self.picker_node.set_from_collide_mask(MOUSEOVER_MASK) self.picker_node.set_into_collide_mask(0x0) self.picker_node_path = NodePath(self.picker_node) self.traverser.add_collider(self.picker_node_path, self.queue)
def __init__(self): super().__init__( name = 'raycaster', eternal = True ) self._picker = CollisionTraverser() # Make a traverser self._pq = CollisionHandlerQueue() # Make a handler self._pickerNode = CollisionNode('raycaster') self._pickerNP = self.attach_new_node(self._pickerNode) self._collision_ray = CollisionRay() # Make our ray self._pickerNode.addSolid(self._collision_ray) self._picker.addCollider(self._pickerNP, self._pq) self._pickerNP.show()
def create(self): self.mPickerTraverser = CollisionTraverser() self.mCollisionQue = CollisionHandlerQueue() self.mPickRay = CollisionRay() self.mPickRay.setOrigin(base.camera.getPos(base.render)) self.mPickRay.setDirection( base.render.getRelativeVector(base.camera, Vec3(0, 1, 0))) #create our collison Node to hold the ray self.mPickNode = CollisionNode(self.nodeName) self.mPickNode.addSolid(self.mPickRay) #Attach that node to the camera since the ray will need to be positioned #relative to it, returns a new nodepath #well use the default geometry mask #this is inefficent but its for mouse picking only self.mPickNP = base.camera.attachNewNode(self.mPickNode) #we'll use what panda calls the "from" node. This is reall a silly convention #but from nodes are nodes that are active, while into nodes are usually passive environments #this isnt a hard rule, but following it usually reduces processing #Everything to be picked will use bit 1. This way if we were doing other #collision we could seperate it, we use bitmasks to determine what we check other objects against #if they dont have a bitmask for bit 1 well skip them! self.mPickNode.setFromCollideMask(BitMask32(1)) #Register the ray as something that can cause collisions self.mPickerTraverser.addCollider(self.mPickNP, self.mCollisionQue) #Setup 2D picker self.mPickerTraverser2D = CollisionTraverser() self.mCollisionQue2D = CollisionHandlerQueue() self.mPickNode2D = CollisionNode('2D PickNode') self.mPickNode2D.setFromCollideMask(BitMask32(1)) self.mPickNode2D.setIntoCollideMask(BitMask32.allOff()) self.mPick2DNP = base.camera2d.attachNewNode(self.mPickNode2D) self.mPickRay2D = CollisionRay() self.mPickNode2D.addSolid(self.mPickRay2D) self.mPickerTraverser2D.addCollider(self.mPick2DNP, self.mCollisionQue2D) if self.showCollisions: self.mPickerTraverser.showCollisions(base.render) self.mPickerTraverser2D.showCollisions(base.aspect2d)
def __init__(self, camera_gear, tq_render, mousewatchernode, dragAndDropObjectsManager): """ """ self.dragAndDropObjectsManager = dragAndDropObjectsManager # -- things that are needed to do picking from different camera orientations self.camera_gear = camera_gear # e.g. the orbiter class is a camera_gear self.tq_render = tq_render self.mouse_watcher_node = mousewatchernode # -- things that are needed for collision detection by picking a 3d object self.pick_traverser = CollisionTraverser() self.collision_queue = CollisionHandlerQueue() # ---- build the CollisionRay self.pick_collision_ray = CollisionRay( ) # the pick ray is apparently a 'Solid' # -- a ray is a half-inifinite straight line # it is supposed to shoot out orthogonally to the view plane and hit an object self.pick_collision_ray.setOrigin( self.camera_gear.p3d_camera.getPos( self.tq_render.get_p3d_nodepath())) # -- TODO: update this every time the orbiter camera position changes # first, transform the (0,1,0) vector into render's coordinate system self.pick_collision_ray.setDirection( engine.tq_graphics_basics.tq_render.getRelativeVector( camera, Vec3(0, 1, 0))) # ---- build the CollisionNode self.pick_collision_node = CollisionNode('pick_collision_ray') self.pick_collision_node.addSolid( self.pick_collision_ray) # the pick ray is actually a 3d object # attach the CollisionNode to the camera (not the CollisionRay) self.pick_collision_node_nodepath = self.camera_gear.p3d_camera.attachNewNode( self.pick_collision_node) # set a collide mask to the pick_collision_node, 2 objects that should be able to collide must have the same collide mask! self.pick_collision_node.setFromCollideMask( GeomNode.getDefaultCollideMask() # DragDropObject.dragMask ) # set bit 20 (Default) to the ray # add the ray as sth. that can cause collisions, and tell it to fill up our collision queue object when traversing and detecting self.pick_traverser.addCollider(self.pick_collision_node_nodepath, self.collision_queue)
def __setup_collision(self): #Colisao self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0, 0, 5) self.ralphGroundRay.setDirection(0, 0, -1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.__modelo.attachNewNode( self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() base.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
class Mouse(object): def __init__(self, base): self.base = base if settings.mouse_over: taskMgr.add(self.mouse_task, 'mouse-task') self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = self.base.cam.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask( CollisionNode.getDefaultCollideMask() | GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq) #self.picker.showCollisions(render) self.over = None def find_over(self): over = None if self.base.mouseWatcherNode.hasMouse(): mpos = self.base.mouseWatcherNode.getMouse() self.pickerRay.setFromLens(self.base.camNode, mpos.getX(), mpos.getY()) self.picker.traverse(render) if self.pq.getNumEntries() > 0: self.pq.sortEntries() np = self.pq.getEntry(0).getIntoNodePath().findNetPythonTag( 'owner') owner = np.getPythonTag('owner') over = owner np = self.pq.getEntry(0).getIntoNodePath().findNetPythonTag( 'patch') if np is not None: self.patch = np.getPythonTag('patch') else: self.patch = None return over def get_over(self): if settings.mouse_over: over = self.over else: over = self.find_over() return over def mouse_task(self, task): if self.mouseWatcherNode.hasMouse(): self.over = self.find_over() return Task.cont
def __init__(self, cr): DistributedObject.__init__(self, cr) self.name = "Player" self.piece = None self.pickerQueue = CollisionHandlerQueue() self.pickerRay = CollisionRay() pickerNode = CollisionNode('mouseRay') pickerNode.setFromCollideMask(BitMask32(0x80)) pickerNode.addSolid(self.pickerRay) self.pickerNP = base.camera.attachNewNode(pickerNode) base.cTrav.addCollider(self.pickerNP, self.pickerQueue) self.accept("mouse1", self.checkClick)
def create(self): self.mPickerTraverser = CollisionTraverser() self.mCollisionQue = CollisionHandlerQueue() self.mPickRay = CollisionRay() self.mPickRay.setOrigin(base.camera.getPos(base.render)) self.mPickRay.setDirection(base.render.getRelativeVector(base.camera, Vec3(0, 1, 0))) # create our collison Node to hold the ray self.mPickNode = CollisionNode(self.nodeName) self.mPickNode.addSolid(self.mPickRay) # Attach that node to the camera since the ray will need to be positioned # relative to it, returns a new nodepath # well use the default geometry mask # this is inefficent but its for mouse picking only self.mPickNP = base.camera.attachNewNode(self.mPickNode) # we'll use what panda calls the "from" node. This is reall a silly convention # but from nodes are nodes that are active, while into nodes are usually passive environments # this isnt a hard rule, but following it usually reduces processing # Everything to be picked will use bit 1. This way if we were doing other # collision we could seperate it, we use bitmasks to determine what we check other objects against # if they dont have a bitmask for bit 1 well skip them! self.mPickNode.setFromCollideMask(BitMask32(1)) # Register the ray as something that can cause collisions self.mPickerTraverser.addCollider(self.mPickNP, self.mCollisionQue) # Setup 2D picker self.mPickerTraverser2D = CollisionTraverser() self.mCollisionQue2D = CollisionHandlerQueue() self.mPickNode2D = CollisionNode("2D PickNode") self.mPickNode2D.setFromCollideMask(BitMask32(1)) self.mPickNode2D.setIntoCollideMask(BitMask32.allOff()) self.mPick2DNP = base.camera2d.attachNewNode(self.mPickNode2D) self.mPickRay2D = CollisionRay() self.mPickNode2D.addSolid(self.mPickRay2D) self.mPickerTraverser2D.addCollider(self.mPick2DNP, self.mCollisionQue2D) if self.showCollisions: self.mPickerTraverser.showCollisions(base.render) self.mPickerTraverser2D.showCollisions(base.aspect2d)
def __init__(self, game): self.game = game self.cells = {} self.cells_by_collider = {} self.cell_picker_world = NodePath('cell_picker_world') self.ray = CollisionRay() self.ray.setDirection(LVector3.down()) cnode = CollisionNode('cell_raycast_cnode') self.ray_nodepath = self.cell_picker_world.attachNewNode(cnode) self.ray_nodepath.node().addSolid(self.ray) self.ray_nodepath.node().setIntoCollideMask( 0) # not for colliding into self.ray_nodepath.node().setFromCollideMask(1) self.traverser = CollisionTraverser('traverser') self.last_known_cell = None
class PlayerObject(): def __init__(self, render, player): self.username = player.getUsername() self.isMoving = False self.render = render self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0} self.actor = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.actor.reparentTo(render) self.actor.setScale(0.2) self.actor.setPos(player.getX(), player.getY(), player.getZ()) self.actor.setH(player.getH()) self.cTrav = CollisionTraverser() self.GroundRay = CollisionRay() self.GroundRay.setOrigin(0,0,1000) self.GroundRay.setDirection(0,0,-1) self.GroundCol = CollisionNode('actorRay') self.GroundCol.addSolid(self.GroundRay) self.GroundCol.setFromCollideMask(BitMask32.bit(0)) self.GroundCol.setIntoCollideMask(BitMask32.allOff()) self.GroundColNp = self.actor.attachNewNode(self.GroundCol) self.GroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.GroundColNp, self.GroundHandler) # def getUsername(self): # return self.username def getActor(self): return self.actor def setPos(self, x, y, z): self.actor.setPos(x, y, z) def setH(self, h): self.actor.setH(h) def move(self, isActorMove): if isActorMove == "True": if self.isMoving is False: self.actor.loop("run") self.isMoving = True else: if self.isMoving: self.actor.stop() self.actor.pose("walk",5) self.isMoving = False
def __init__(self, render, objid, start_pos, gameclient): self.client = gameclient self.id = objid self.motion_controller = None self.is_player = False # state management self.isAnimating = False self.state = state.IDLE self.render = render # scene graph root # create the panda3d actor: just load a default model for now self.actor = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.actor.reparentTo(render) self.actor.setScale(.2) self.actor.setPos(start_pos) # prepare collision handling self.cTrav = CollisionTraverser() self.GroundRay = CollisionRay() self.GroundRay.setOrigin(0,0,1000) self.GroundRay.setDirection(0,0,-1) self.GroundCol = CollisionNode('actorRay') self.GroundCol.addSolid(self.GroundRay) self.GroundCol.setFromCollideMask(BitMask32.bit(0)) self.GroundCol.setIntoCollideMask(BitMask32.allOff()) self.GroundColNp = self.actor.attachNewNode(self.GroundCol) self.GroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.GroundColNp, self.GroundHandler)
def __init__(self, nick): self.player = player.Player(nick=nick) self.controller = controller.ClientController(self.player) self.handgui = hand.HandGUI(self.player.hand) camera.setPos(0, -20, 0) self.accept("turn_time_changed", self.update_turn_time) self.turn_timer = TurnTimer() # Mouse detection: base.cTrav = CollisionTraverser() self.mouse_ray_handler = CollisionHandlerQueue() mouse_ray_node = CollisionNode('mouse_ray') mouse_ray_np = camera.attachNewNode(mouse_ray_node) mouse_ray_node.setFromCollideMask(GeomNode.getDefaultCollideMask()) mouse_ray_node.setIntoCollideMask(0) self.mouse_ray = CollisionRay() mouse_ray_node.addSolid(self.mouse_ray) base.cTrav.addCollider(mouse_ray_np, self.mouse_ray_handler) self.mouse_overed_entry = None self.accept("mouse_enter", self.enlarge_entry) self.accept("mouse_leave", self.shrink_entry) self.accept("p-up", self.change_card_picture) taskMgr.doMethodLater(0.1, self.check_mouse_over, "check_mouse_over")
def __init__(self, render, player): self.username = player.getUsername() self.isMoving = False self.render = render self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0} #self.actor = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.actor = Actor("models/panda-model", {"walk": "models/panda-walk4"}) self.actor.reparentTo(render) self.actor.setScale(0.002, 0.002, 0.002) self.actor.setPos(player.getX(), player.getY(), player.getZ()) self.actor.setH(player.getH()) #self.actor.loop("walk") self.cTrav = CollisionTraverser() self.GroundRay = CollisionRay() self.GroundRay.setOrigin(0,0,1000) self.GroundRay.setDirection(0,0,-1) self.GroundCol = CollisionNode('actorRay') self.GroundCol.addSolid(self.GroundRay) self.GroundCol.setFromCollideMask(BitMask32.bit(0)) self.GroundCol.setIntoCollideMask(BitMask32.allOff()) self.GroundColNp = self.actor.attachNewNode(self.GroundCol) self.GroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.GroundColNp, self.GroundHandler)
def __init__(self,gmap,gaming_zone): DirectObject.__init__(self) #gaming zone (used for mouse movement), as a tools.Rectangle self.gaming_zone=gaming_zone #actual camera node self.p3dcam=base.camera #what the cam is oriented to self._target=base.render.attachNewNode('GaminCam.target') #range=[0,1] between min and max closeness to ground self.level=.7 # #keys_down acts as a pool containing keys (+mouse buttons) currently down self.keys_down=[] update_list.append(self.update) #setup for mouse picking picker_node=CollisionNode('gcam_to_mouse_ray')#general collision node picker_node.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.picker_ray=CollisionRay()#solid ray to attach to coll node picker_node.addSolid(self.picker_ray) self.picker_np=self.p3dcam.attachNewNode(picker_node)#attach this node to gcam self.collision_queue=CollisionHandlerQueue()#stores collisions self.collision_traverser=CollisionTraverser('gcam_traverser')#actual computer self.collision_traverser.addCollider(self.picker_np,self.collision_queue) base.cTrav=self.collision_traverser self.gmap=gmap #stack of states (state=pos+zoom) self.states_stack=[] #enable the cam to move according to keyboard and mouse self.move_enabled=True
def start(self): self.fullyChargedSound = base.loadSfx('phase_4/audio/sfx/MG_pairing_match.mp3') self.rechargeSound = base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_blue_arrow.mp3') self.batteryFrame = DirectFrame(parent=base.a2dBottomRight, pos=(-0.2, 0, 0.1), scale=(0.8, 0, 1)) self.batteryBg = OnscreenImage(image='phase_4/maps/battery_charge_frame.png', parent=self.batteryFrame) self.batteryBg.setTransparency(1) self.batteryBg.setX(0.03) self.batteryBg.setScale(0.17, 0, 0.05) self.batteryBar = DirectWaitBar(value=0, range=5, barColor=(1, 1, 1, 1), relief=None, scale=(0.12, 0.0, 0.3), parent=self.batteryFrame) self.cameraFocus = loader.loadModel('phase_4/models/minigames/photo_game_viewfinder.bam') self.cameraFocus.reparentTo(base.aspect2d) self.focusCollHandler = CollisionHandlerEvent() self.focusCollHandler.setInPattern('%fn-into') self.focusCollHandler.setOutPattern('%fn-out') self.focusCollNode = CollisionNode('mouseRay') self.focusCollNP = base.camera.attachNewNode(self.focusCollNode) self.focusCollNode.setCollideMask(BitMask32(0)) self.focusCollNode.setFromCollideMask(CIGlobals.WallBitmask) self.focusRay = CollisionRay() self.focusRay.setFromLens(base.camNode, 0.0, 0.0) self.focusCollNode.addSolid(self.focusRay) base.cTrav.addCollider(self.focusCollNP, self.focusCollHandler) base.localAvatar.walkControls.setWalkSpeed(CIGlobals.ToonForwardSpeed, 0.0, CIGlobals.ToonReverseSpeed, CIGlobals.ToonRotateSpeed) FirstPerson.start(self) return
def __init__(self, base): self.base = base if settings.mouse_over: taskMgr.add(self.mouse_task, 'mouse-task') self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = self.base.cam.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask( CollisionNode.getDefaultCollideMask() | GeomNode.getDefaultCollideMask()) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq) #self.picker.showCollisions(render) self.over = None
def init_picker(self): # Collision traverser self.traverser = CollisionTraverser("traverser") # Collision handler self.handler = CollisionHandlerQueue() # Initialize and set up picker ray node and NodePath self.picker = CollisionNode("mouse_ray") self.pickerNP = self.camera.attachNewNode(self.picker) self.picker.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.picker_ray = CollisionRay() self.picker.addSolid(self.picker_ray) self.traverser.addCollider(self.pickerNP, self.handler) mark_color = (1, 1, 1, 0.3) self.base_mark = self.create_mark(color=mark_color) connector_color = (1, 1, 1, 1) self.base_connector = self.create_connector(color=connector_color)
def player_init(self): self.base.pusher.addCollider(self.collider, self.actor) self.base.cTrav.addCollider(self.collider, self.base.pusher) self.collider.setPythonTag("player", self) self.score = 0 self.score_string = str(self.score) # self.base.camLens.setFov(150) #---------------------------------------------- # self.base.camLens.setFov(5) self.textObject = OnscreenText(text='Score:' + self.score_string, pos=(-1.15, -0.95), scale=0.1) self.ray = CollisionRay(0, 0, 0, 0, -1, 0) rayNode = CollisionNode("playerRay") rayNode.addSolid(self.ray) self.rayNodePath = self.actor.attachNewNode(rayNode) self.rayQueue = CollisionHandlerQueue() self.base.cTrav.addCollider(self.rayNodePath, self.rayQueue) # self.damagePerSecond = -5.0 self.beamModel = self.base.loader.loadModel("models/frowney") self.beamModel.reparentTo(self.actor) self.beamModel.setZ(10) self.beamModel.setLightOff() self.beamModel.hide()
def generate(self): data = CIGlobals.SuitBodyData[self.SUIT] type = data[0] team = data[1] self.team = team self.level = 12 self.suit = type Suit.generate(self, SuitBank.MrHollywood, 0, hideFirst=False) self.suit = type base.taskMgr.add(self.__viewDistance, self.viewDistanceTaskName) self.setPythonTag('guard', self) self.eyeLight = Spotlight('eyes') self.eyeLens = PerspectiveLens() self.eyeLens.setMinFov(90.0 / (4.0 / 3.0)) self.eyeLight.setLens(self.eyeLens) self.eyeNode = self.headModel.attachNewNode(self.eyeLight) self.eyeNode.setZ(-5) self.eyeNode.setY(-4.5) self.trav = CollisionTraverser(self.uniqueName('eyeTrav')) ray = CollisionRay(0, 0, 0, 0, 1, 0) rayNode = CollisionNode('ToonFPS.rayNode') rayNode.addSolid(ray) rayNode.setFromCollideMask(CGG.GuardBitmask | CIGlobals.WallBitmask) rayNode.setIntoCollideMask(BitMask32.allOff()) self.rayNP = base.camera.attachNewNode(rayNode) self.rayNP.setZ(3) self.queue = CollisionHandlerQueue() self.trav.addCollider(self.rayNP, self.queue) self.trav.addCollider(self.gameWorld.mg.avatarBody, self.queue) self.request('Guard')
def __init__(self): colliderNode = CollisionNode(self.colliderName + "WallCollider") colliderNode.addSolid(CollisionSphere(0, 0, 0, 0.3)) self.collider = self.root.attachNewNode(colliderNode) self.collider.setPythonTag(TAG_OWNER, self) colliderNode.setFromCollideMask(MASK_WALLS) colliderNode.setIntoCollideMask(0) self.collider.setZ(self.height * 0.5) base.pusher.addCollider(self.collider, self.root) base.traverser.addCollider(self.collider, base.pusher) self.ray = CollisionRay(0, 0, self.height / 2, 0, 0, -1) rayNode = CollisionNode(self.colliderName + "Ray") rayNode.addSolid(self.ray) rayNode.setFromCollideMask(MASK_FLOORS) rayNode.setIntoCollideMask(0) self.rayNodePath = self.root.attachNewNode(rayNode) self.rayQueue = CollisionHandlerQueue() base.traverser.addCollider(self.rayNodePath, self.rayQueue)
def placeItem(self, item): # Add ground collision detector to the health item self.collectGroundRay = CollisionRay() self.collectGroundRay.setOrigin(0,0,300) self.collectGroundRay.setDirection(0,0,-1) self.collectGroundCol = CollisionNode('colRay') self.collectGroundCol.addSolid(self.collectGroundRay) self.collectGroundCol.setFromCollideMask(BitMask32.bit(0)) self.collectGroundCol.setIntoCollideMask(BitMask32.allOff()) self.collectGroundColNp = item.attachNewNode(self.collectGroundCol) self.collectGroundHandler = CollisionHandlerQueue() base.cTrav.addCollider(self.collectGroundColNp, self.collectGroundHandler) placed = False; while placed == False: # re-randomize position item.setPos(-random.randint(0,140),-random.randint(0,40),0) base.cTrav.traverse(render) # Get Z position from terrain collision entries = [] for j in range(self.collectGroundHandler.getNumEntries()): entry = self.collectGroundHandler.getEntry(j) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): item.setZ(entries[0].getSurfacePoint(render).getZ()+1) placed = True # remove placement collider self.collectGroundColNp.removeNode()
def setupMouseCollision(self): """ """ # Since we are using collision detection to do picking, we set it up # any other collision detection system with a traverser and a handler self.mPickerTraverser = CollisionTraverser() # Make a traverser self.mCollisionQue = CollisionHandlerQueue() # create a collision solid ray to detect against self.mPickRay = CollisionRay() self.mPickRay.setOrigin(self.camera.getPos(self.render)) self.mPickRay.setDirection(render.getRelativeVector(camera, Vec3(0, 1, 0))) # create our collison Node to hold the ray self.mPickNode = CollisionNode("pickRay") self.mPickNode.addSolid(self.mPickRay) # Attach that node to the camera since the ray will need to be positioned # relative to it, returns a new nodepath # well use the default geometry mask # this is inefficent but its for mouse picking only self.mPickNP = self.camera.attachNewNode(self.mPickNode) # well use what panda calls the "from" node. This is reall a silly convention # but from nodes are nodes that are active, while into nodes are usually passive environments # this isnt a hard rule, but following it usually reduces processing # Everything to be picked will use bit 1. This way if we were doing other # collision we could seperate it, we use bitmasks to determine what we check other objects against # if they dont have a bitmask for bit 1 well skip them! self.mPickNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) # Register the ray as something that can cause collisions self.mPickerTraverser.addCollider(self.mPickNP, self.mCollisionQue)
def loadCursorPicker(self): self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq)
def setUpCamera(self): """ puts camera behind the player in third person """ # Set up the camera # Adding the camera to actor is a simple way to keep the camera locked # in behind actor regardless of actor's movement. base.camera.reparentTo(self.actor) # We don't actually want to point the camera at actors's feet. # This value will serve as a vertical offset so we can look over the actor self.cameraTargetHeight = 0.5 # How far should the camera be from the actor self.cameraDistance = 10 # Initialize the pitch of the camera self.cameraPitch = 45 # The mouse moves rotates the camera so lets get rid of the cursor props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) #set up FOV pl = base.cam.node().getLens() pl.setFov(70) base.cam.node().setLens(pl) # A CollisionRay beginning above the camera and going down toward the # ground is used to detect camera collisions and the height of the # camera above the ground. A ray may hit the terrain, or it may hit a # rock or a tree. If it hits the terrain, we detect the camera's # height. If it hits anything else, the camera is in an illegal # position. """ TODO:: This will need to be changed to bullet """ self.cTrav = CollisionTraverser() self.groundRay = CollisionRay() self.groundRay.setOrigin(0,0,1000) self.groundRay.setDirection(0,0,-1) self.groundCol = CollisionNode('camRay') self.groundCol.addSolid(self.groundRay) self.groundCol.setFromCollideMask(BitMask32.bit(1)) self.groundCol.setIntoCollideMask(BitMask32.allOff()) self.groundColNp = base.camera.attachNewNode(self.groundCol) self.groundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.groundColNp, self.groundHandler) # We will detect anything obstructing the camera's view of the player self.cameraRay = CollisionSegment((0,0,self.cameraTargetHeight),(0,5,5)) self.cameraCol = CollisionNode('cameraRay') self.cameraCol.addSolid(self.cameraRay) self.cameraCol.setFromCollideMask(BitMask32.bit(0)) self.cameraCol.setIntoCollideMask(BitMask32.allOff()) self.cameraColNp = self.actor.attachNewNode(self.cameraCol) self.cameraColHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.cameraColNp, self.cameraColHandler)
def setupPicker(self): self.pickerTrav = CollisionTraverser('LT.pickerTrav') self.pickerRay = CollisionRay() rayNode = CollisionNode('LT.pickerNode') rayNode.addSolid(self.pickerRay) rayNode.setCollideMask(BitMask32(0)) rayNode.setFromCollideMask(CIGlobals.WallBitmask) self.pickerRayNode = base.camera.attachNewNode(rayNode) self.pickerHandler = CollisionHandlerQueue() self.pickerTrav.addCollider(self.pickerRayNode, self.pickerHandler)
def _get_collision(self, node, debug=False): mx = self.mouseWatcherNode.getMouseX() my = self.mouseWatcherNode.getMouseY() if debug: print "mouse:", (mx, my) # get the origin and direction of the ray extending from the # camera to the mouse pointer cm = np.array(self.cam.getNetTransform().getMat()) cr = CollisionRay() cr.setFromLens(self.cam.node(), (mx, my)) cp = np.hstack([cr.getOrigin(), 1]) cd = np.hstack([cr.getDirection(), 0]) cp = np.dot(cm.T, cp)[:3] cd = np.dot(cm.T, cd)[:3] if cd[2] > -1: cd[2] = -1 if debug: print "direction:", cd print "origin:", cp # point on the plane, z-axis pz = node.getPos(self.render)[2] sz = node.getScale(self.render)[2] / 2.0 p0 = np.array([0, 0, pz + sz]) if debug: print "p0:", p0 # this is the intersection equation that we want to solve, # where s is the point on the line that intersects # e_z(cp + s*cd - p0) = 0 s = (p0[2] - cp[2]) / cd[2] if debug: print "s:", s # transform the collision point from line coordinates to world # coordinates cv = cp + s * cd if debug: print "collision:", cv return cv
def addCollisionOnMainChar(self): self.mainCharGroundRay = CollisionRay() self.mainCharGroundRay.setOrigin(0,0,1000) self.mainCharGroundRay.setDirection(0,0,-1) self.mainCharGroundCol = CollisionNode('mainChar') self.mainCharGroundCol.addSolid(self.mainCharGroundRay) self.mainCharGroundCol.setFromCollideMask(BitMask32.bit(0)) self.mainCharGroundCol.setIntoCollideMask(BitMask32.allOff()) self.mainCharGroundColNp = self.mainChar.attachNewNode(self.mainCharGroundCol) self.mainCharGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.mainCharGroundColNp, self.mainCharGroundHandler)
def addCollisionOnCam(self): self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0,0,1000) self.camGroundRay.setDirection(0,0,-1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)
def setupPicking(self): self.picker = CollisionTraverser() self.pq = CollisionHandlerQueue() self.pickerNode = CollisionNode('mouseRay') self.pickerNP = camera.attachNewNode(self.pickerNode) self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) self.picker.addCollider(self.pickerNP, self.pq) self.targetRoot = render.attachNewNode('targetRoot') self.mouseTask = taskMgr.add(self.mouseTask, 'mouseTask')
def collisionInit(self): # Kollisionserkennung, um auf dem Boden zu laufen. Der Collisionray # erkennt die Hoehe des Gelaendes und wenn ein Objekt da ist, wird # die Bewegung als illegal gewertet. self.cTrav = CollisionTraverser() self.spielerGroundRay = CollisionRay() self.spielerGroundRay.setOrigin(0,0,1000) self.spielerGroundRay.setDirection(0,0,-1) self.spielerGroundCol = CollisionNode('spielerRay') self.spielerGroundCol.addSolid(self.spielerGroundRay) self.spielerGroundCol.setFromCollideMask(BitMask32.bit(0)) self.spielerGroundCol.setIntoCollideMask(BitMask32.allOff()) self.spielerGroundColNp = self.spieler.actor.attachNewNode(self.spielerGroundCol) self.spielerGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.spielerGroundColNp, self.spielerGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0,0,1000) self.camGroundRay.setDirection(0,0,-1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler) self.gegnerGroundRay = CollisionRay() self.gegnerGroundRay.setOrigin(0,0,1000) self.gegnerGroundRay.setDirection(0,0,-1) self.gegnerGroundCol = CollisionNode('gegnerRay') self.gegnerGroundCol.addSolid(self.gegnerGroundRay) self.gegnerGroundCol.setFromCollideMask(BitMask32.bit(0)) self.gegnerGroundCol.setIntoCollideMask(BitMask32.allOff()) self.gegnerGroundColNp = self.gegner.actor.attachNewNode(self.gegnerGroundCol) self.gegnerGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.gegnerGroundColNp, self.gegnerGroundHandler)
def __setup_collision(self): #Colisao self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0,0,5) self.ralphGroundRay.setDirection(0,0,-1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.__modelo.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() base.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)
def __init__(self, game): self.game = game self.cells = {} self.cells_by_collider = {} self.cell_picker_world = NodePath('cell_picker_world') self.ray = CollisionRay() self.ray.setDirection(LVector3.down()) cnode = CollisionNode('cell_raycast_cnode') self.ray_nodepath = self.cell_picker_world.attachNewNode(cnode) self.ray_nodepath.node().addSolid(self.ray) self.ray_nodepath.node().setIntoCollideMask(0) # not for colliding into self.ray_nodepath.node().setFromCollideMask(1) self.traverser = CollisionTraverser('traverser') self.last_known_cell = None
def __init__(self): ShowBase.__init__(self) # Create a traverser and a handler self.cTrav = CollisionTraverser() self.cQueue = CollisionHandlerQueue() # Create the collision node that will store the collision # ray solid self.pickerNode = CollisionNode('mouseRay') # Set bitmask for efficiency, only hit from objects with same mask self.pickerNode.setFromCollideMask(BitMask32.bit(1)) # Attach collision node to camera, since that is the source self.pickerNP = camera.attachNewNode(self.pickerNode) # Add collision solid(ray) to collision node self.pickerRay = CollisionRay() self.pickerNode.addSolid(self.pickerRay) # Add collidable node(pickerNP) to the traverser # Collisions detected when traversed will go to cQueue self.cTrav.addCollider(self.pickerNP, self.cQueue) # Create visible sphere self.tmpSphere = self.loader.loadModel("models/misc/sphere") self.tmpSphere.reparentTo(self.render) self.tmpSphere.setColor(1, 1, 1, 1) self.tmpSphere.setPos(0, 100, 0) # Create collision sphere and attach to tmpSphere cSphere = CollisionSphere(0, 0, 0, 3) cnodePath = self.tmpSphere.attachNewNode(CollisionNode('cnode')) # Add collision solid(sphere) to collision node # Because tmpSphere/cSphere is child of render, which we traverse # later, it becomes a from collider automatically, we don't # need to addCollider since that is only for from collision nodes cnodePath.node().addSolid(cSphere) # Set bitmask to match the from collisionnode mask for efficiency cnodePath.setCollideMask(BitMask32.bit(1)) # Show the collision sphere visibly, for debugging. cnodePath.show() # Set a custom tag on the collision node which becomes available # inside the collision event stored in the collision handler cnodePath.setTag('someTag', '1') # Add task to run every frame - set collision solid(ray) # to start at the current camera position, self.mouseTask = taskMgr.add(self.mouseTask, 'mouseTask')
def setupMouseCollision(self): self.mClicker = CollisionTraverser() self.mCollisionQue = CollisionHandlerQueue() self.mClickRay = CollisionRay() self.mClickRay.setOrigin(self.camera.getPos(self.render)) self.mClickRay.setDirection(render.getRelativeVector(camera, Vec3(0,1,0))) self.mClickNode = CollisionNode('clickRay') self.mClickNode.addSolid(self.mClickRay) self.mClickNP = self.camera.attachNewNode(self.mClickNode) self.mClickNode.setFromCollideMask(GeomNode.getDefaultCollideMask()) self.mClicker.addCollider(self.mClickNP, self.mCollisionQue)