Esempio n. 1
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class Logger:
    """
    Prints messages to the consol and/or file and or gui element
    """
    def __init__(self, gui=None, out_file=None):
        self.notify = DirectNotify().newCategory('a4p')
        self.gui = gui
        self.out_file = None
        if out_file:
            self.out_file = open(path + out_file, 'a')
            self.out_file.write('---<Opening file on: ' + str(datetime.now()) +
                                ' >---\n')

        self.debug('Logger is now logging')
        self.debug('Logger gui is ' + str(gui))
        self.debug('Logger out_file is ' + str(out_file))

    def error(self, msg):
        if self.gui:
            self.gui.showMsg('Error: ' + msg)
        if self.out_file:
            self.out_file.write('Error:' + msg + '\n')
        self.notify.warning('Error: ' + msg)

    def warning(self, msg):
        self.notify.warning(msg)
        if self.gui:
            self.gui.showMsg('Warning: ' + msg)
        if self.out_file:
            self.out_file.write('Warning: ' + msg + '\n')

    def info(self, msg):
        self.notify.info(msg)
        if self.gui:
            self.gui.showMsg(msg)
        if self.out_file:
            self.out_file.write(msg)

    def debug(self, msg):
        self.notify.debug(msg)
        if self.gui:
            self.gui.showMsg('Debug: ' + msg)
        if self.out_file:
            self.out_file.write('Debug: ' + msg + '\n')

    def exception(self, msg):
        if self.gui:
            self.gui.showMsg('Exception: ' + msg)
        if self.out_file:
            self.out_file.write('Exception: ' + msg + '\n')
        self.notify.error(msg)

    def closeLogFile(self):
        if self.out_file:
            self.out_file.write('---<Closing file on: ' + str(datetime.now()) +
                                ' >---\n')
            self.out_file.close()
        self.out_file = None
Esempio n. 2
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class Logging(object):
    def __init__(self):
        #create a new notify category
        self._notify = DirectNotify().newCategory("CamMovement")
        self._notify.info("Put some informational text here.")
        self._notify.debug("Put some informational text here.")
        self._notify.warning("Put some informational text here.")
        self._notify.error(
            "Put some informational text here.")  #raise an exeption
Esempio n. 3
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File: main.py Progetto: wezu/a4p
class Logger:
    """
    Prints messages to the consol and/or file and or gui element
    """
    def __init__(self, gui=None, out_file=None):
        self.notify = DirectNotify().newCategory('a4p')
        self.gui=gui
        self.out_file=None
        if out_file:
            self.out_file=open(path+out_file,'a')
            self.out_file.write('---<Opening file on: '+str(datetime.now())+' >---\n')

        self.debug('Logger is now logging')
        self.debug('Logger gui is '+str(gui))
        self.debug('Logger out_file is '+str(out_file))

    def error(self, msg):
        if self.gui:
            self.gui.showMsg('Error: '+msg)
        if self.out_file:
            self.out_file.write('Error:'+msg+'\n')
        self.notify.warning('Error: '+msg)

    def warning(self, msg):
        self.notify.warning(msg)
        if self.gui:
            self.gui.showMsg('Warning: '+msg)
        if self.out_file:
            self.out_file.write('Warning: '+msg+'\n')

    def info(self, msg):
        self.notify.info(msg)
        if self.gui:
            self.gui.showMsg(msg)
        if self.out_file:
            self.out_file.write(msg)

    def debug(self, msg):
        self.notify.debug(msg)
        if self.gui:
            self.gui.showMsg('Debug: '+msg)
        if self.out_file:
            self.out_file.write('Debug: '+msg+'\n')

    def exception(self, msg):
        if self.gui:
            self.gui.showMsg('Exception: '+msg)
        if self.out_file:
            self.out_file.write('Exception: '+msg+'\n')
        self.notify.error(msg)

    def closeLogFile(self):
        if self.out_file:
            self.out_file.write('---<Closing file on: '+str(datetime.now())+' >---\n')
            self.out_file.close()
        self.out_file=None
Esempio n. 4
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 def land(self):
     if (self.__z == 0):
         notify = DirectNotify().newCategory("")
         notify.warning("The drone has already landed")
         exit()
     self.__commandCheck()
     seq = self.droneActor.posInterval(self.__z / 5,
                                       Point3(self.__x, self.__y, 0))
     self.__z = 0
     self.__overallSequence.append(seq)
Esempio n. 5
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 def takeoff(self):
     if (self.__z != 0):
         notify = DirectNotify().newCategory("")
         notify.warning("The drone has already taken off")
         exit()
     self.__commandCheck()
     seq = self.droneActor.posInterval(
         2, Point3(self.__x, self.__y, self.__z + 10))
     self.__z = self.__z + 10
     self.__overallSequence.append(seq)
Esempio n. 6
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 def disconnect(self):
     if (self.__connection != None):
         __tello = None
         __commanding = False
         __connection = None
         notify = DirectNotify().newCategory("")
         notify.warning("Disonnected!")
     else:
         notify = DirectNotify().newCategory("")
         notify.warning("You are not connected to a drone yet")
         exit()
Esempio n. 7
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File: engine.py Progetto: etodd/a3p
class Logger:
	def __init__(self):
		self.notify = DirectNotify().newCategory("core")
	def error(self, msg):
		self.notify.warning(msg)
	def warning(self, msg):
		self.notify.warning(msg)
	def info(self, msg):
		self.notify.info(msg)
	def debug(self, msg):
		self.notify.debug(msg)
	def exception(self, msg):
		self.notify.error(msg)
Esempio n. 8
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 def cw(self, amount):
     self.__commandCheck()
     if (amount > 3600 or amount < 1):
         #print("Error Line ",self.__get_linenumber,": Please enter amount between 1 and 3600 ")
         notify = DirectNotify().newCategory("MyCategory")
         notify.warning(
             "Error: For 'cw' please enter amount between 1 and 3600 ")
         exit()
     seq = self.droneActor.hprInterval(amount / 45, Vec3(amount, 0, 0))
     self.__heading = self.__heading + amount
     while (self.__heading > 360):
         self.__heading = self.__heading - 360
     self.__overallSequence.append(seq)
Esempio n. 9
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 def up(self, distance):
     self.__commandCheck()
     if (distance > 500 or distance < 20):
         #print("Error Line ",self.__get_linenumber,": Please enter amount between 1 and 3600 ")
         notify = DirectNotify().newCategory("")
         notify.warning(
             "Error: For 'up' please enter amount between 20 and 500 ")
         exit()
     distance = distance / 10
     newz = self.__z + distance
     seq = self.droneActor.posInterval(distance / 5,
                                       Point3(self.__x, self.__y, newz))
     self.__z = newz
     self.__overallSequence.append(seq)
Esempio n. 10
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 def forward(self, distance):
     self.__commandCheck()
     if (distance > 500 or distance < 20):
         #print("Error Line ",self.__get_linenumber,": Please enter amount between 1 and 3600 ")
         notify = DirectNotify().newCategory("")
         notify.warning(
             "Error: For 'forwards' please enter amount between 20 and 500 "
         )
         exit()
     distance = distance / 10
     newx = (distance * math.cos(self.__heading)) + self.__x
     newy = (distance * math.sin(self.__heading)) + self.__y
     seq = self.droneActor.posInterval(distance / 5,
                                       Point3(newx, newy, self.__z))
     self.__x = newx
     self.__y = newy
     self.__overallSequence.append(seq)
Esempio n. 11
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class Logger:
    def __init__(self):
        self.notify = DirectNotify().newCategory("core")

    def error(self, msg):
        self.notify.warning(msg)

    def warning(self, msg):
        self.notify.warning(msg)

    def info(self, msg):
        self.notify.info(msg)

    def debug(self, msg):
        self.notify.debug(msg)

    def exception(self, msg):
        self.notify.error(msg)
Esempio n. 12
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class MyApp(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        # Load the environment model.
        self.scene = self.loader.loadModel("models/environment")
        # Reparent the model to render.
        self.scene.reparentTo(self.render)
        # Apply scale and position transforms on the model.
        self.scene.setScale(0.25, 0.25, 0.25)
        self.scene.setPos(-8, 42, 0)

        self.accept('a', self.printRepeat)

        self.py3notify = DirectNotify().newCategory("Python3_main")

    def printRepeat(self):
        #print("got 'a'")
        self.py3notify.warning("got 'a'")
Esempio n. 13
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 def connect(self):
     if (self.__connection == None):
         notify = DirectNotify().newCategory("")
         notify.warning("(Connection placeholder)")
         self.__connection = "placeholder"
         notify = DirectNotify().newCategory("")
         notify.warning("Connected!")
         #Note: Connecting to the drone will be considered successful for tests
     else:
         notify = DirectNotify().newCategory("")
         notify.warning("Oops, something went wrong connecting the socket")
         exit()
Esempio n. 14
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class Player(object):
    '''
    '''

    def __init__(self, number, ode_world, ode_space, device=None, camera=None):
        '''
        '''
        self._notify = DirectNotify().newCategory("Player")
        self._notify.info("New Player-Object created: %s" % (self))
        self._ode_world = ode_world
        self._ode_space = ode_space
        self._number = number
        self._camera = camera
        self._vehicle = vehicle.Vehicle(self._ode_world, self._ode_space)  # the properties of the vehicle
        self._device = device  # The input device
        # self._osd_health = OnscreenText(text = "100", pos = ((self._number*0.2)-1,0.9))
        self._position = 0
        self._pre_position = 0
        self._rank = 0
        self._lap = 1
        self._time = 0

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

    def activateGameCam(self):
        self._camera.followVehicle(self._vehicle.boost_direction, self._vehicle)
        self._camera.camera.reparentTo(render)
        self._vehicle.model.reparentTo(render)

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

    def setPosition(self, position):
        '''
        '''
        self._position = position

    def getPosition(self):
        '''
        '''
        return self._position

    position = property(fget=getPosition, fset=setPosition)

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

    def setTime(self, time):
        '''
        '''
        self._time = time

    def getTime(self):
        '''
        '''
        return self._time

    time = property(fget=getTime, fset=setTime)

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

    def setNumber(self, number):
        '''
        '''
        self._number = number

    def getNumber(self):
        '''
        '''
        return self._number

    number = property(fget=getNumber, fset=setNumber)

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

    def setPrePosition(self, pre_position):
        '''
        '''
        self._pre_position = pre_position

    def getPrePosition(self):
        '''
        '''
        return self._pre_position

    pre_position = property(fget=getPrePosition, fset=setPrePosition)

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

    def setLap(self, lap):
        '''
        '''
        self._lap = lap

    def getLap(self):
        '''
        '''
        return self._lap

    lap = property(fget=getLap, fset=setLap)

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

    def setRank(self, rank):
        '''
        '''
        self._rank = rank

    def getRank(self):
        '''
        '''
        return self._rank

    rank = property(fget=getRank, fset=setRank)

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

    def setCamera(self, camera):
        '''
        '''
        self._camera = camera

    def getCamera(self):
        '''
        '''
        return self._camera

    camera = property(fget=getCamera, fset=setCamera)

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

    def updateOSD(self):
        '''
        update the osd-information
        '''
# self._osd_health.setText(str(round(self._vehicle.energy)))

    def recalculateOSD(self):
        '''
        recalculate positions of the osd
        '''
        pass

    # ---------------------------------------------------------
    def setVehicle(self, vehicle):
        '''
        '''
        loading = self.camera.camera.getParent().find("LoadingNode")
        # loading.detachNode()
        if loading:
            loading.removeNode()
        else:
            self._notify.warning("Could not remove the loading node")
        vehicle.hide()
        vehicle.reparentTo(self.camera.camera.getParent())
        self._vehicle.setVehicle(vehicle)
        vehicle.show()

    def getVehicle(self):
        '''
        '''
        return self._vehicle

    vehicle = property(fget=getVehicle, fset=setVehicle)

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

    def setDevice(self, device):
        '''
        '''
        self._device = device

    def getDevice(self):
        '''
        '''
        return self._device

    device = property(fget=getDevice, fset=setDevice)

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

    def doStep(self):
        '''
        Needs to get executed every Ode-Step
        '''
        self._vehicle.doStep()

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

    def updatePlayer(self):
        '''
        Needs to get executed every Ode-Step
        '''
        self._vehicle.model.setPosQuat(render, self._vehicle.physics_model.getPosition(), Quat(self._vehicle.physics_model.getQuaternion()))  # set new position
        self._camera.updateCam()

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

    def __del__(self):
        '''
        destroys all objects of the player-object
        '''
        # Del one Camera
        self._camera.camera.removeNode()  # node()
        self._notify.info("Player-Object deleted: %s" % (self))
Esempio n. 15
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class PlaneCamera(FSM, DirectObject):
    """Give this class a plane as argument and it will create
    some nodes around it which you can parent the camera to (if there are no
    such nodes yet). Keep in mind, that it only uses base.camera the whole
    time - no other cams are involved.

    Usage:
    plane_camera = PlaneCamera(aeroplane)
    plane_camera.setView("ThirdPerson")
    plane_camera.setView("Next")
    """
    def __init__(self, parent):
        """Arguments:
        parent -- Aeroplane which the camera should follow
        """

        # Used for debugging. Verbosity is set in config file.
        # Usually this is called self.notify, but in this case it would
        # override FSM's own.
        self.notifier = DirectNotify().newCategory("azure-camera")
        self.parent = parent
        # Replaced by a NodePath with all available cameras as children and
        # plane node as parent.
        self.cameras = None

        #if parent.__class__.__name__ is not "Aeroplane":
        if not isinstance(self.parent, Aeroplane):
            raise ParamError, "Parent must be an Aeroplane instance, " + \
                              "but is %s" % type(self.parent)

        FSM.__init__(self, "PlaneCamera: %s" % self.parent.name)
        DirectObject.__init__(self)

        try:
            self.camera = base.camera
        except:
            raise BaseMissing

        self.cameras = self.parent.node.find("cameras")
        if self.cameras.isEmpty():
            self.createCamNodes()
        self.updateCamArray()

        self.sideview_direction = 0

        # Set up the default camera
        self.setView("ThirdPerson")

    def createCamNodes(self):
        """Creates a few empty nodes around a plane which the camera might be
        parented to. It looks if there are cameras inside the model file and
        uses those if possible. Where everything named "camera CamType" is
        considered a camera. At least ThirdPerson, FirstPerson and Cockpit
        should be defined inside the egg file, otherwise some guessed defaults
        are taken.
        """

        # Look for cameras inside the model (loaded egg file)
        self.cameras = NodePath("cameras")
        found_cams = self.parent.node.findAllMatches("**/camera ?*")
        found_cams.removeDuplicatePaths()
        found_cams.reparentTo(self.cameras)

        if not found_cams.isEmpty():
            self.notifier.info("Cameras found under model:\n%s"
                               % found_cams)
        else:
            self.notifier.info("No cameras found under model.")

        # FirstPerson camera is a must-have. Set up a guessed one if none
        # defined yet.
        if self.cameras.find("camera FirstPerson").isEmpty():
            assert self.notifier.debug("No first person camera found in %s. "
                                  "Guessing best position." % self.parent.name)
            first_person = NodePath("camera FirstPerson")
            # TODO: Guess best position based on bounding box.
            first_person.setY(5)
            first_person.reparentTo(cameras)

        # ThirdPerson camera is a must-have. Set up a guessed one if none
        # defined yet.
        if self.cameras.find("camera ThirdPerson").isEmpty():
            assert self.notifier.debug("No third person camera found in %s. "
                                  "Guessing best position." % self.parent.name)
            third_person = NodePath("camera ThirdPerson")
            # TODO: Guess best position based on bounding box.
            third_person.setPos(0, -30, 5)
            #third_person.setP(-80)
            third_person.reparentTo(cameras)

        # Cockpit needs to be accurate. Don't try to guess it.
        if self.cameras.find("camera Cockpit").isEmpty():
            assert self.notifier.debug("No cockpit camera found in "
                                       "%s. Cockpit camera disabled."
                                       % self.parent.name)
        self.sideview_cam = NodePath("camera Sideview")
        self.sideview_cam.reparentTo(render)

        # Store the cams at parent node..
        # You can edit the camera nodes from outside as well.
        # If you attach new camera nodes, though, you'll have to call this
        # function again.
        self.cameras.reparentTo(self.parent.node)

    def updateCamArray(self, cameramodes=None):
        """Set the cameras which next and previous will switch to. Expects a
        list or tuple. Defaults to all available cameras."""
        a = []
        if not cameramodes:
            for c in self.cameras.getChildren():
                if c.getName().startswith("camera "):
                    a.append(c.getName().strip("camera "))
            self.setStateArray(a)
        else:
            self.setStateArray(cameramodes)

    def getView(self):
        """Returns the current view mode."""
        return self.getCurrentOrNextState()

    def setView(self, mode, *args):
        """Convenience function."""
        return self.request(mode, args)

    def defaultEnter(self, *args):
        """Executed by the FSM every time an undefined state is entered.
        Note: this function is called AFTER the responsible filter."""

        assert self.notifier.debug("Changing state from %s to %s with args: %s."
                                   % (self.oldState, self.newState, args))
        request = self.newState

        target_cam = self.cameras.find("camera " + request)
        if not target_cam.isEmpty():
            try:
                self.camera.reparentTo(target_cam)
                self.camera.setPosHpr(0, 0, 0, 0, 0, 0)
            except:
                self.notifier.warning(
                        "Ok, now this really shouldn't happen! Filter said the "
                        "camera is there and enter can't find it...")



    def defaultFilter(self, request, args):
        """Executed by the FSM every time an undefined state is requested."""
        assert self.notifier.debug("Requested %s with args: %s"
                                   % (request, args))

        self.camera.setPosHpr(0, 0, 0, 0, 0, 0)

        # Always available.
        if request == "Off":   # implemented in FSM.py
            return (request,) + args
        if request == "Next":  # implemented in FSM.py
            return self.requestNext(args)
        if request == "Prev":  # implemented in FSM.py
            return self.requestPrev(args)
        if request == "Detached":
            return (request,) + args
        if request == "Sideview":
            return (request,) + args
        
        # Depending on airplane.
        if not self.cameras.find("camera " + request).isEmpty():
            # TODO(Nemesis13, 26.10.09): add some nice camera transition
            return (request,) + args
        assert self.notifier.info("Sorry, no %s camera found." % request)
        return None


    def enterOff(self, *args):
        """Clean up everything by reparenting the camera to the airplane."""
        self.camera.reparentTo(self.parent.node)
        self.camera.setPosHpr(0, 0, 0, 0, 0, 0)

    def enterSideview(self, *args):
        self.sideview_direction += 90
        self.camera.reparentTo(self.sideview_cam)
        self.camera.setY(-30)
        self.sideview_cam.setH(self.sideview_direction)
        self.addTask(self.updateSideview, "sideview camera", taskChain="world")

    def exitSideview(self, *args):
        self.removeTask("sideview camera")

    def updateSideview(self, task):
        self.sideview_cam.setPos(self.parent.node.getPos())
        return Task.cont

    def enterDetached(self, *args):
        """Lets the camera view the plane from far away."""
        self.camera.reparentTo(render)
        self.camera.setPosHpr(0, 0, 10, 0, 0, 0)
        self.addTask(self.updateDetachedCam, "detached camera",
                     taskChain="world")

    def exitDetached(self, *args):
        self.removeTask("detached camera")

    def updateDetachedCam(self, task):
        """Updates camera position and rotation for Detached camera."""
        try:
            self.camera.lookAt(self.parent.node)
        except:
            self.notifier.warning("Error on detached cam task. Exit.")
            return Task.done
        return Task.cont

    def enterThirdPerson(self, *args):
        """Lets the camera view the plane from far away."""
        self._hist = []
        self.camera.reparentTo(self.cameras.find("camera ThirdPerson"))
        self.addTask(self.updateThirdPersonCam, "third person camera",
                     taskChain="world")
        #print "entering third person"

    def exitThirdPerson(self, *args):
        self.removeTask("third person camera")
        del self._hist
        #print "third person exited"

    def updateThirdPersonCam(self, task):
        """Updates camera position and rotation for ThirdPerson camera."""
        #speed = self.parent.speed()
        #plane = self.parent.node
        #self._hist.insert(0, [task.time, camera.getPos(plane)])
        #while len(self._hist) > 50:
        #    self._hist.pop()
        #
        #for snapshot in self._hist:
        #    if snapshot[0] > task.time:
        #        break
        #time_delta = snapshot[0] - task.time
        #self.camera.setPos(plane, snapshot[1])

        #print snapshot
        #self.camera.setPos(render, snapshot[1])
        #self.camera.lookAt(plane, (0, 20+1*speed, 0))

        #self.camera.setY(5+0.1*speed)
        #self.camera.setZ(5-0.1*speed)

        return Task.cont

    def destroy(self):
        self.removeAllTasks()
        self.demand("Off")
Esempio n. 16
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                    file.write('\n')
                    file.close()
                else:
                    toonlaff = raw_input(
                        "Enter a positive number of laff for your toon: ")
        else:
            rewrite = raw_input(
                "Would you like to create new toon data? (Yes or No) ")


if os.path.isfile('DataFolder/Data.txt'):
    print "Data file exists"
    create()

else:
    file = open('DataFolder/Data.txt', "w")
    file.close()
    create()
    print "Data file created"

from direct.directnotify.DirectNotify import DirectNotify

notify = DirectNotify().newCategory("MyCategory")
notify.warning("Put some informational text here.")

from LocalAvatar import *
from AvatarGui import *
from TTC import *

run()
Esempio n. 17
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                'world',
                "username":
                "******",
                "version":
                'alpha-dev 20.05 build A'
            }
        }
        settingsfile = open(directory + normpath("assets/settings.dat"), 'xb')
        pickle.dump(settings, settingsfile)
        fileManagerOutputLog.debug(
            "Successfully created a new preferences file.")
        settingsfile.close()

if settings['config']['fullscreen'] == '#t' or settings['config'][
        'fullscreen'] == '#f':
    catchAllOutputLog.warning('User setting \'fullscreen\' was invalid :~(')
    settings['config']['fullscreen'] = 1

try:
    plop = settings['config']['version']
except KeyError:
    settings['config']['version'] = 'alpha-dev 20.05 build A'


class txtfile:
    def __init__(self, path, version, newcontent=None):  # file for download
        self.path = path
        self.version = version
        self.winpath = normpath(self.path)
        self.newcontent = newcontent
        fileManagerOutputLog.debug("Looking for file %s..." % path)
from panda3d.core import ConfigVariableString
from direct.directnotify.DirectNotify import DirectNotify

language = ConfigVariableString('language', 'English')
language = language.getValue()

notify = DirectNotify().newCategory("OTPLocalizer")

def getLanguage():
    return language

_languageModule = 'otp.otpbase.OTPLocalizer' + language

try:
    exec 'from ' + _languageModule + ' import *'
    print ":OTPLocalizer: Running in language: %s" % language
except:
    notify.warning("Error, Language %s not found!" % language)
    notify.warning("Setting language to default (English)")
    from otp.otpbase.OTPLocalizerEnglish import *
    

Esempio n. 19
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    def push(self, val):
        if self.heapSize == len(self):
            super(MaxHeap, self).append(float('-inf'))
            self.heapSize += 1
        else:
            self[self.heapSize] = float('-inf')
            self.heapSize += 1
        self._increaseKey(self.heapSize - 1, val)

    def __str__(self):
        return super(MaxHeap, self).__str__()

if __name__ == '__main__':
    l = list(reversed([10, 9, 8, 7, 6, 5, 4, 3, 2, 1]))
    heap = MaxHeap(l)
    notify.warning("l {0}".format(l))
    notify.warning("heap {0}".format(heap))
    heap.heapSort()
    notify.warning("sorted {0}".format(heap))
    notify.warning("size {0}".format(heap.heapSize))
    heap.buildHeap()
    notify.warning("rebuilt {0}".format(heap))
    notify.warning("l {0}".format(l))
    heap2 = MaxHeap()
    for n in l:
        notify.warning("n {0}".format(n))
        heap2.push(n)
    notify.warning("heap2 {0}".format(heap2))
    notify.warning("isMaxHeap {0}".format(MaxHeap.isMaxHeap(heap2)))
    heap2.heapSort()
    notify.warning("after sort isMaxHeap {0}".format(MaxHeap.isMaxHeap(heap2)))
Esempio n. 20
0
 def get_height(self):
     self.__commandCheck()
     notify = DirectNotify().newCategory("")
     notify.warning(self.__heading)
Esempio n. 21
0
 def __commandCheck(self):
     if (self.__commanding == False):
         notify = DirectNotify().newCategory("")
         notify.warning("The drone is not set to command")
         self.disconnect()
         exit()
Esempio n. 22
0
class Vehicle(object):
    '''
    '''
    def __init__(self, ode_world, ode_space, name="standard"):
        '''
        '''
        self._notify = DirectNotify().newCategory("Vehicle")
        self._notify.info("New Vehicle-Object created: %s" % (self))
        self._ode_world = ode_world
        self._ode_space = ode_space
        self._model = None
        self._physics_model = None
        self._physics_mass = None
        self._collision_model = None
        self._speed = 0.0  # the actual speed of the vehicle (forward direction)
        self._direction = Vec3(0, 0, 0)  # the direction the car is heading
        self._boost_direction = Vec3(0, 0, 0)
        self._boost_strength = 10.0  # the boost propertys of the vehicle
        self._control_strength = 1.5  # impact on the steering behaviour
        self._grip_strength = 0.5  # impact on the steering behaviour
        self._track_grip = 0.8  # impact on the steering behaviour
        self._energy = 100.0
        self._armor = 100.0
        self._max_energy = 100.0
        self._max_armor = 100.0
        self._weight = 10.0
        self._description = "The best vehicle ever"
        self._name = "The flying egg"
        self._brake_strength = 10.0
        self._hit_ground = True
        self._model_loading = False
        self._blowout = []
        self._blowout_on = False
        self._streetnormal = Vec3(0, 0, 1)

        # set up the propertys of the vehicle that schould be loaded
        # the methods get called because the data is immutable and
        # wouldnt get updated when calling the objects directly
        # the last entry is the function to convert the string
        self._tags = [["name", self.setName, str],
                      ["description", self.setDescription, str],
                      ["control_strength", self.setControlStrength, float],
                      ["grip_strength", self.setGripStrength, float],
                      ["track_grip", self.setTrackGrip, float],
                      ["max_energy", self.setMaxEnergy, float],
                      ["max_armor", self.setMaxArmor, float],
                      ["weight", self.setWeight, float],
                      ["brake_strength", self.setBrakeStrength, float],
                      ["boost_strength", self.setBoostStrength, float]]

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

    def setVehicle(self, model):
        '''
        Choose what vehicle the player has chosen. This method initializes all data of this vehicle
        '''
        self.cleanResources()

        self._notify.debug("Set new vehicle: %s" % model)

        # Load the attributes of the vehicle
        attributes = model.find("**/Attributes")
        if attributes.isEmpty():
            self._notify.warning("No Attribute-Node found")
        for tag in self._tags:
            value = attributes.getNetTag(tag[0])
            if value:
                self._notify.debug("%s: %s" % (tag[0], value))
                # translate the value if its a string
                if type(tag[2](value)) == str:
                    tag[1](_(tag[2](value)))
                else:
                    tag[1](tag[2](value))
            else:
                self._notify.warning("No value defined for tag: %s" % (tag[0]))

        self._weight = 10  # for testing purposes

        blowout = model.find("**/Blowout")
        if not blowout.isEmpty():
            self._notify.debug("Loading Blowout-Particles")
            for node in blowout.getChildren():
                particle = ParticleEffect()
                self._blowout.append(particle)
                particle.loadConfig('./data/particles/blowout_test.ptf')

                try:  # try to read out the particle scale
                    scale = float(node.getTag("scale"))
                except Exception:  # default is 0.5
                    scale = .5

                renderer = particle.getParticlesList()[0].getRenderer()
                renderer.setInitialXScale(scale)
                renderer.setInitialYScale(scale)

                particle.setLightOff()
                particle.start(node)
                particle.softStop()
        else:
            self._notify.warning("No Blowout-Node found")

        if self._model is not None:
            heading = self._model.getH()
            self._model.removeNode()
        else:
            heading = 160

        # display the attributes
        text = model.getParent().find("AttributeNode")
        if not text.isEmpty():
            node = text.find("name")
            if not node.isEmpty():
                node = node.node()
                node.setText(self._name)
                node.update()
                text.show()

            node = text.find("description")
            if not node.isEmpty():
                node = node.node()
                node.setText(self._name)
                node.update()
                text.show()

        self._model = model
        self._model.setPos(0, 0, 2)
        self._model.setHpr(heading, 0, 0)

        #        #Test
        #        plightCenter = NodePath( 'plightCenter' )
        #        plightCenter.reparentTo( render )
        #        self.interval = plightCenter.hprInterval(12, Vec3(360, 0, 0))
        #        self.interval.loop()
        #
        #        plight = PointLight('plight')
        #        plight.setColor(VBase4(0.8, 0.8, 0.8, 1))
        #        plight.setAttenuation(Vec3(1,0,0))
        #        plnp = plightCenter.attachNewNode(plight)
        #        plnp.setPos(5, 5, 10)
        #        render.setLight(plnp)
        #
        #        alight = AmbientLight('alight')
        #        alight.setColor(VBase4(0,0,0, 1))
        #        alnp = render.attachNewNode(alight)
        #        render.setLight(alnp)

        #        GlowTextur
        #        self.glowSize=10
        #        self.filters = CommonFilters(base.win, self._model)
        #        self.filters.setBloom(blend=(0,self.glowSize,0,0) ,desat=1, intensity=1, size='medium')
        #        tex = loader.loadTexture( 'data/textures/glowmap.png' )
        #        ts = TextureStage('ts')
        #        ts.setMode(TextureStage.MGlow)
        #        self._model.setTexture(ts, tex)

        # Initialize the physics-simulation for the vehicle
        self._physics_model = OdeBody(self._ode_world)
        self._physics_model.setPosition(self._model.getPos(render))
        self._physics_model.setQuaternion(self._model.getQuat(render))

        # Initialize the mass of the vehicle
        physics_mass = OdeMass()
        physics_mass.setBoxTotal(self._weight, 1, 1, 1)
        self._physics_model.setMass(physics_mass)

        # Initialize the collision-model of the vehicle
        # for use with blender models
        # try:
        # col_model = loader.loadModel("data/models/vehicles/%s.collision" %(self._model.getName()))
        # self.collision_model = OdeTriMeshGeom(self._ode_space, OdeTriMeshData(col_model, True))
        # self._notify.info("Loading collision-file: %s" %("data/models/vehicles/%s.collision" %(self._model.getName())))
        # for fast collisions
        # except:
        # self._notify.warning("Could not load collision-file. Using standard collision-box")
        # self.collision_model = OdeTriMeshGeom(self._ode_space, OdeTriMeshData(model, False))
        # self._collision_model = OdeBoxGeom(self._ode_space, 3,3,2)
        self._collision_model = OdeBoxGeom(self._ode_space, 3, 3, 2)
        self._collision_model.setBody(self._physics_model)
        self._collision_model.setCollideBits(7)
        self._collision_model.setCategoryBits(2)

        # Add collision-rays for the floating effect
        self._ray = CollisionRay(Vec3(5, 0, 0),
                                 Vec3(0, 0, -1),
                                 self._ode_space,
                                 parent=self._collision_model,
                                 collide_bits=0,
                                 length=20.0)
        # This one is used for the floating effect but also for slipstream
        self._frontray = CollisionRay(Vec3(0, 0, 0),
                                      Vec3(1, 0, 0),
                                      self._ode_space,
                                      parent=self._collision_model,
                                      collide_bits=0,
                                      length=15.0)
        # Overwrite variables for testing purposes
        self._grip_strength = 0.9
        self._track_grip = 0.2
        self._boost_strength = 1400
        self._control_strength = 2.5

        # Loading finished
        self._model_loading = False

    def toggleGlow(self):
        self.glowSize += .1
        print((self.glowSize))
        if (self.glowSize == 4):
            self.glowSize = 0
        self.filters.setBloom(blend=(0, self.glowSize, 0, 0),
                              desat=-2,
                              intensity=3,
                              size='medium')

    def boggleGlow(self):
        self.glowSize -= .1
        print((self.glowSize))
        if (self.glowSize == 4):
            self.glowSize = 0
        self.filters.setBloom(blend=(0, self.glowSize, 0, 0),
                              desat=-2,
                              intensity=3.0,
                              size='medium')

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

    def setPos(self, x, y, z):
        '''
        '''
        self._model.setPos(x, y, z)

    def getPos(self):
        '''
        '''
        return self._model.getPos()

    position = property(fget=getPos, fset=setPos)

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

    def startBlowout(self):
        '''
        '''
        if not self._blowout_on:
            self._blowout_on = True
            for particle in self._blowout:
                particle.softStart()

    def stopBlowout(self):
        '''
        '''
        if self._blowout_on:
            self._blowout_on = False
            for particle in self._blowout:
                particle.softStop()

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

    def setModel(self, model):
        '''
        '''
        self._model = model

    def getModel(self):
        '''
        '''
        return self._model

    model = property(fget=getModel, fset=setModel)

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

    def setCollisionModel(self, model):
        '''
        '''
        self._collision_model = model

    def getCollisionModel(self):
        '''
        '''
        return self._collision_model

    collision_model = property(fget=getCollisionModel, fset=setCollisionModel)

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

    def setPhysicsModel(self, model):
        '''
        '''
        self._physics_model = model

    def getPhysicsModel(self):
        '''
        '''
        return self._physics_model

    physics_model = property(fget=getPhysicsModel, fset=setPhysicsModel)

    # ---------------------------------------------------------
    def setBoost(self, strength=1):
        '''
        Boosts the vehicle by indicated strength
        '''
        self.startBlowout()
        if self._hit_ground:
            direction = self._streetnormal.cross(
                self._collision_model.getQuaternion().xform(Vec3(1, 0, 0)))
            self._physics_model.addForce(
                direction *
                ((self._boost_strength *
                  self.physics_model.getMass().getMagnitude() * strength)))
            self._hit_ground = False
            self._collision_model.setCollideBits(7)
        else:
            direction = self._streetnormal.cross(
                self._collision_model.getQuaternion().xform(Vec3(1, 0, 0)))
            self._physics_model.addForce(
                direction * self._boost_strength * 0.5 *
                self.physics_model.getMass().getMagnitude() * strength)

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

    def setDirection(self, dir):
        '''
        Steers the vehicle into the target-direction
        '''
        rel_direction = self._collision_model.getQuaternion().xform(
            Vec3(dir[1], 0, dir[0]))
        # rel_position = self._collision_model.getQuaternion().xform(Vec3(5,0,0))
        # force = Vec3(rel_direction[0]*self.direction[0]*self._control_strength*self.speed,rel_direction[1]*self.direction[1]*self._control_strength*self.speed,rel_direction[2]*self.direction[2]*self._control_strength*self.speed)
        self._physics_model.addTorque(
            -rel_direction * self._control_strength *
            self.physics_model.getMass().getMagnitude())

    def getDirection(self):
        return self._direction

    direction = property(fget=getDirection, fset=setDirection)

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

    def getBoostDirection(self):
        return self._boost_direction

    boost_direction = property(fget=getBoostDirection)

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

    def getSpeed(self):
        return self._speed

    speed = property(fget=getSpeed)

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

    def setEnergy(self, energy):
        '''
        Boosts the vehicle by indicated strength
        '''
        self._energy = energy

    def getEnergy(self):
        return self._energy

    energy = property(fget=getEnergy, fset=setEnergy)

    # ---------------------------------------------------------
    def setModelLoading(self, bool):
        '''
        '''
        self._model_loading = bool

    def getModelLoading(self):
        return self._model_loading

    model_loading = property(fget=getModelLoading, fset=setModelLoading)

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

    def doStep(self):
        '''
        Needs to get executed every Ode-Step
        '''
        # refresh variables
        linear_velocity = self._physics_model.getLinearVel()
        direction = self._streetnormal.cross(
            self._collision_model.getQuaternion().xform(Vec3(1, 0, 0)))
        self._boost_direction[0], self._boost_direction[
            1], self._boost_direction[2] = self.physics_model.getLinearVel(
            )[0], self.physics_model.getLinearVel(
            )[1], self.physics_model.getLinearVel()[2]

        # This needs to be done, so we dont create a new object but only change the existing one. else the camera wont update
        self._direction[0], self._direction[1], self._direction[2] = direction[
            0], direction[1], direction[2]

        xy_direction = self.collision_model.getQuaternion().xform(Vec3(
            1, 1, 0))
        self._speed = Vec3(linear_velocity[0] * xy_direction[0],
                           linear_velocity[1] * xy_direction[1],
                           linear_velocity[2] * xy_direction[2]).length()

        # calculate air resistance
        self._physics_model.addForce(
            -linear_velocity * linear_velocity.length() /
            10)  # *((self._speed/2)*(self._speed/2)))#+linear_velocity)

        # calculate delayed velocity changes
        linear_velocity.normalize()
        self._direction.normalize()
        self._physics_model.addForce(
            self._direction *
            (self._speed * self._grip_strength *
             self.physics_model.getMass().getMagnitude()))  # +linear_velocity)
        self._physics_model.addForce(
            -linear_velocity *
            (self._speed * self._grip_strength *
             self.physics_model.getMass().getMagnitude()))  # +linear_velocity)

        # calculate the grip
        self._physics_model.addTorque(
            self._physics_model.getAngularVel() * -self._track_grip *
            self.physics_model.getMass().getMagnitude())

        # refresh the positions of the collisionrays
        self._ray.doStep()
        self._frontray.doStep()
        self._physics_model.setGravityMode(1)

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

    def getRay(self):
        return self._ray

    ray = property(fget=getRay)

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

    def getFrontRay(self):
        return self._frontray

    frontray = property(fget=getFrontRay)

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

    def getHitGround(self):
        return self._hit_ground

    def setHitGround(self, value):
        if type(value) != bool:
            raise TypeError("Type should be %s not %s" % (bool, type(value)))
        self._hit_ground = value

    hit_ground = property(fget=getHitGround, fset=setHitGround)

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

    def getControlStrength(self):
        return self._control_strength

    def setControlStrength(self, value):
        self._control_strength = value

    control_strength = property(fget=getControlStrength,
                                fset=setControlStrength)

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

    def getBoostStrength(self):
        return self._boost_strength

    def setBoostStrength(self, value):
        self._boost_strength = value

    boost_strength = property(fget=getBoostStrength, fset=setBoostStrength)

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

    def getGripStrength(self):
        return self._grip_strength

    def setGripStrength(self, value):
        self._grip_strength = value

    grip_strength = property(fget=getGripStrength, fset=setGripStrength)

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

    def getTrackGrip(self):
        return self._track_grip

    def setTrackGrip(self, value):
        self._track_grip = value

    track_grip = property(fget=getTrackGrip, fset=setTrackGrip)

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

    def getMaxEnergy(self):
        return self._max_energy

    def setMaxEnergy(self, value):
        self._max_energy = value

    max_energy = property(fget=getMaxEnergy, fset=setMaxEnergy)

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

    def getMaxArmor(self):
        return self._max_armor

    def setMaxArmor(self, value):
        self._max_armor = value

    max_armor = property(fget=getMaxArmor, fset=setMaxArmor)

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

    def getWeight(self):
        return self._weight

    def setWeight(self, value):
        self._weight = value

    weight = property(fget=getWeight, fset=setWeight)

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

    def getDescription(self):
        return self._description

    def setDescription(self, value):
        self._description = value

    description = property(fget=getDescription, fset=setDescription)

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

    def getBrakeStrength(self):
        return self._brake_strength

    def setBrakeStrength(self, value):
        self._brake_strength = value

    brake_strength = property(fget=getBrakeStrength, fset=setBrakeStrength)

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

    def getName(self):
        return self._name

    def setName(self, value):
        self._name = value

    name = property(fget=getName, fset=setName)

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

    def getStreetNormal(self):
        return self._streetnormal

    def setStreetNormal(self, value):
        self._streetnormal = value

    streetnormal = property(fget=getStreetNormal, fset=setStreetNormal)

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

    def cleanResources(self):
        '''
        Removes old nodes, gets called when a new vehcile loads
        '''
        for node in self._blowout:
            node.removeNode()
            self._blowout = []

        if self._model is not None:
            for node in self._model.getChildren():
                node.removeNode()
            self._model.removeNode()
            self._model = None
            # self._physics_model.destroy()
            # self._collision_model.destroy()
            # temporary fix because destroy() doesnt work
            self._physics_model.disable()
            self._collision_model.disable()

        self._notify.info("Vehicle-Object cleaned: %s" % (self))

    def __del__(self):
        '''
        Destroy unused nodes
        '''
        for node in self._blowout:
            node.removeNode()

        if self._model is not None:
            for node in self._model.getChildren():
                node.removeNode()
            self._model.removeNode()
            self._model = None
            self._physics_model.destroy()
            self._collision_model.destroy()
            # temporary fix because destroy() doesnt work
            self._physics_model.disable()
            self._collision_model.disable()

        self._notify.info("Vehicle-Object deleted: %s" % (self))
Esempio n. 23
0
class Grabber(object):
    def __init__( self, levitNP):
        """ A widget to position, rotate, and scale Panda 3D Models and Actors
            * handleM1 decides what to do with a mouse1 click
            -- object selection by calling handleSelection when the grabModel is inactive (hidden)
            -- object manipulation by calling handleManipulationSetup (sets the stage for and launches the dragTask)

            isHidden() when nothing is selected
            isDragging means not running collision checks for selection setup and LMB is pressed

            call handleM1 from another class to push control up
            in the program hierarchy (remove inner class calls)
        """
        # TODO remove selection functionality from grabber and put it in a selector class
        self.levitorNP = levitNP  # TODO remove this and use barebonesNP
        self.selected = None
        self.initialize()

    def initialize(self):
        """Reset everything except LevitorNP and selected, also called inside __init__"""
        self.notify = DirectNotify().newCategory('grabberErr')
        self.currPlaneColNorm = Vec3(0.0)
        self.isCameraControlOn = False
        self.isDragging = False
        self.isMultiselect = False
        self.grabScaleFactor = .075
        self.currTransformDir = Point3(0.0)
        self.interFrameMousePosition = Point3(0.0)
        self.init3DemVal = Point3(0.0)
        # initCommVal holds the value before a command operation has taken place
        self.initialCommandTrgVal = None
        # To load the grabber model, this climbs up the absolute path to /barebones/ to gain access to the model folder
        self.grabModelNP = loader.loadModel(Filename.fromOsSpecific(
                                            ntpath.split( ntpath.split(inspect.stack()[0][1])[0] )[0])
                                            + '/EditorModels/widget')
        self.grabModelNP.setPos(0.0, 0.0, 0.0)
        self.grabModelNP.setBin("fixed", 40)
        self.grabModelNP.setDepthTest(False)
        self.grabModelNP.setDepthWrite(False)
        self.transformOpEnum = Enum('rot, scale, trans')
        self.currTransformOperation = None
        # TODO For readability, use this enum in the nested if/else as was the original intent.
        self.grabInd = Enum('xRot, yRot, zRot, xScaler, yScaler, zScaler, xTrans, yTrans, zTrans, xyTrans, xzTrans, zyTrans, grabCore')
        grbrNodLst = [self.grabModelNP.find("**/XRotator;+h-s-i"),       # 0
                       self.grabModelNP.find("**/YRotator;+h-s-i"),      # 1
                       self.grabModelNP.find("**/ZRotator;+h-s-i"),      # 2 end rotate
                       self.grabModelNP.find("**/XScaler;+h-s-i"),       # 3
                       self.grabModelNP.find("**/YScaler;+h-s-i"),       # 4
                       self.grabModelNP.find("**/ZScaler;+h-s-i"),       # 5 end scale
                       self.grabModelNP.find("**/XTranslator;+h-s-i"),   # 6
                       self.grabModelNP.find("**/YTranslator;+h-s-i"),   # 7
                       self.grabModelNP.find("**/ZTranslator;+h-s-i"),   # 8 end translate / end single dir operations
                       self.grabModelNP.find("**/XYTranslator;+h-s-i"),  # 9
                       self.grabModelNP.find("**/XZTranslator;+h-s-i"),  # 10
                       self.grabModelNP.find("**/ZYTranslator;+h-s-i"),  # 11 end bi-directional operations
                       self.grabModelNP.find("**/WidgetCore;+h-s-i")]    # 12
        #Mat4.yToZUpMat()  # change coordinate to z up
        grbrNodLst[12].getParent().setHprScale(0, 0, 0, 1, 1, -1)
        self.grabModelNP.setPythonTag('grabberRoot', grbrNodLst)
        self.grabModelNP.reparentTo(BBGlobalVars.bareBonesObj.levitorNP)
        self.grabModelNP.hide()
        #self.grabIntoBitMask = COLLISIONMASKS
        self.grabModelNP.setCollideMask(COLLISIONMASKS['default'])
        self.grabModelNP.setPythonTag('grabber', self)

        ##############################################################################
        # This whole section is the basics for setting up mouse selection
        # --The mouse events are added in the events section (next)

        # Create the collision node for the picker ray to add traverser as a 'from' collider
        self.grabberColNode = CollisionNode('grabberMouseRay')
        # Set the collision bitmask
        # TODO: define collision bitmask (let user define thiers? likely not)
        self.defaultBitMask = GeomNode.getDefaultCollideMask()
        self.grabberColNode.setFromCollideMask(self.defaultBitMask)
        self.grabberRayColNP = camera.attachNewNode(self.grabberColNode)
        # Create the grabberRay and add it to the picker CollisionNode
        self.grabberRay = CollisionRay(0.0, 0.0, 0.0,
                                       0.0, 1.0, 0.0)
        self.grabberRayNP = self.grabberColNode.addSolid(self.grabberRay)
        # create a collision queue for the traverser
        self.colHandlerQueue = CollisionHandlerQueue()
        # Create collision traverser
        self.colTraverser = CollisionTraverser('grabberTraverser')
        # Set the collision traverser's 'fromObj' and handler
        # e.g. trav.addCollider( fromObj, handler )
        self.colTraverser.addCollider(self.grabberRayColNP, self.colHandlerQueue)


        ############################################################
        # setup event handling with the messenger
        # URGENT remove all of this messenger code throughout Grabber, especially the camera control
        # disable the mouse when the ~ is pressed (w/o shift)
        self.disableCamera()                            # disable camera control by the mouse
        messenger.accept('`', self, self.enableCamera)  # enable camera control when the ~ key is pressed w/o shift
        messenger.accept('`-up', self, self.disableCamera)  # disable camera control when the ~ key is released

        # handle mouse selection/deselection & manipulating the scene
        messenger.accept('mouse1', self, self.handleM1, persistent=1)  # deselect in event handler

        taskMgr.add(self.scaleGrabber, 'scaleGrabber')
        # ////////////////////////////////////////////////////////////////////
        # comment out: good for debug info
        #taskMgr.add(self.watchMouseColl, name='grabberDebug')
        #this is only good for seeing types and hierarchy
        #self.grabModelNP.ls()
        #render.ls()
        # self.frames = 0  #remove
        # self.axis = loader.loadModel("zup-axis")
        # self.axis.reparentTo(self.grabModelNP)
        # self.axis.setScale(.15)
        # self.axis.setPos(0.0)
        # self.grabModelNP.append( 'newAttrib', self)
        # setattr( self.grabModelNP, 'newAttrib', self)


    def prepareForPickle(self):
        self.colTraverser = None     # Traversers are not picklable
        self.defaultBitMask = None   # BitMasks "..."
        # self.grabIntoBitMask = None  # "..."
        self.colHandlerQueue = None  # CollisonHandlerQueue "..."
        self.grabModelNP.removeNode()
        self.grabModelNP = None
        taskMgr.remove('scaleGrabber')


    def recoverFromPickle(self):
        self.initialize()
        if self.selected is not None:
            self.grabModelNP.setPos(render, self.selected.getPos(render))
            self.grabModelNP.show()
        print "grabber sel ", self.selected, " isHidden() ", self.grabModelNP.isHidden(), '\n'
        taskMgr.add(self.scaleGrabber, 'scaleGrabber')

    #### May use to gain control over pickling.
    # def __repr__(self): # for pickling purposes
    #     if self.colTraverser:
    #         self.colTraverser = None
    #
    #     dictrepr = dict.__repr__(self.__dict__)
    #     dictrepr = '%r(%r)' % (type(self).__name__, dictrepr)
    #     print dictrepr  # REMOVE
    #     return dictrepr


    def watchMouseColl(self, task):
        """ This exists for debugging purposes to perpetually watch mouse collisions.
        """
        # TODO make this highlight objects under the mouse for predictable object selection/grabber operations
        self.colTraverser.showCollisions(render)
        if base.mouseWatcherNode.hasMouse() and False == self.isCameraControlOn:
            # This gives the screen coordinates of the mouse.
            mPos = base.mouseWatcherNode.getMouse()
            # This makes the ray's origin the camera and makes the ray point
            # to the screen coordinates of the mouse.
            self.grabberRay.setFromLens(base.camNode, mPos.getX(), mPos.getY())
            # traverses the graph for collisions
            self.colTraverser.traverse(render)
        return task.cont


    def scaleGrabber(self, task):
        if self.grabModelNP.isHidden():
            return task.cont
        coreLst = self.grabModelNP.getPythonTag('grabberRoot')
        camPos = self.grabModelNP.getRelativePoint(self.grabModelNP, camera.getPos())

        if camPos.z >= 0:        # 1-4
            if camPos.x > 0.0 <= camPos.y:    # quad 1
                coreLst[12].getParent().setScale( 1, 1, -1)

            elif camPos.x < 0.0 <= camPos.y:  # quad 2
                coreLst[12].getParent().setScale( -1, 1, -1)

            elif camPos.x < 0.0 >= camPos.y:  # quad 3
                coreLst[12].getParent().setScale( -1, -1, -1)

            elif camPos.x > 0.0 >= camPos.y:  # quad 4
                coreLst[12].getParent().setScale( 1, -1, -1)

            else:
                self.notify.warning("if-else default, scaleGrabber cam.z > 0")

        else:      # 5-8
            if camPos.x > 0.0 <= camPos.y:    # quad 5
                coreLst[12].getParent().setScale( 1, 1, 1)

            elif camPos.x < 0.0 <= camPos.y:  # quad 6
                coreLst[12].getParent().setScale( -1, 1, 1)

            elif camPos.x < 0.0 >= camPos.y:  # quad 7
                coreLst[12].getParent().setScale( -1, -1, 1)

            elif camPos.x > 0.0 >= camPos.y:  # quad 8
                coreLst[12].getParent().setScale( 1, -1, 1)

            else:
                self.notify.warning("if-else default, scaleGrabber cam.z z < 0")


        distToCam = (camera.getPos() - render.getRelativePoint(BBGlobalVars.currCoordSysNP, self.grabModelNP.getPos())).length()
        self.grabModelNP.setScale(self.grabScaleFactor * distToCam,
                                  self.grabScaleFactor * distToCam,
                                  self.grabScaleFactor * distToCam)
        # keep the position identical to the selection
        # for when outside objects like undo/redo move selected
        self.grabModelNP.setPos(render, self.selected.getPos(render))
        return task.cont

    # TODO find a way to move camera control to a proper camera handler, perhaps move these to a global
    def enableCamera(self):
        self.isCameraControlOn = True
        PanditorEnableMouseFunc()

    def disableCamera(self):
        self.isCameraControlOn = False
        PanditorDisableMouseFunc()


    def handleM3(self):
        """Deselect the selected object."""
        if not self.grabModelNP.isHidden() and not self.isCameraControlOn:
            # if the grab model is in the scene and the camera is not in control
            if base.mouseWatcherNode.hasMouse() and not self.isDragging:
                # we're ignoring accidental mouse3 clicks while dragging here with not isDragging
                self.selected = None              # empty the selected, will be turned back on once something's selected
                messenger.ignore('mouse3', self)  # turn the deselect event off
                self.grabModelNP.hide()           # hide the grab model and set it back to render's pos
                self.grabModelNP.setPos(0.0)


    def handleM1Up(self):
        """Stop dragging the selected object."""
        taskMgr.remove('mouse1Dragging')
        self.isDragging = False
        self.currTransformOperation = None  # NOTE other references have been added, but no other object references them
        # record the mouse1 operation
        BBGlobalVars.undoHandler.record(self.selected, CommandUndo([self.initialCommandTrgVal],
                                                                    self.selected.setMat, self.selected.getMat(render)))
        messenger.ignore('mouse1-up', self)


    def handleM1(self):
        """Decides how to handle a mouse1 click."""
        if self.isCameraControlOn:
            return

        if base.mouseWatcherNode.hasMouse():
            # give the grabber first chance
            if self.grabModelNP.isHidden():
                # no collisions w/ grabber or nothing selected
                # handle selection with scene objects
                self.handleSelection()

            elif not self.isDragging:
                # The grabber is in place but not dragging. Get ready to drag.
                self.handleManipulationSetup()  # it'll call self.handleSelection() if no collision w/ grabber
                # TODO (if warranted) make self.handleManipulationSetup() return false if no col w/ grabber, call selection here instead


    def handleManipulationSetup(self):
        """Sets up all the attributes needed for the mouse dragging task."""
        # This makes the ray's origin the camera and makes the ray point
        # to the screen coordinates of the mouse.
        if self.isDragging:
            return
        camVec = self.grabModelNP.getRelativeVector(self.grabModelNP, camera.getPos())
        mPos = base.mouseWatcherNode.getMouse()
        self.grabberRay.setFromLens(base.camNode, mPos.getX(), mPos.getY())
        self.colTraverser.traverse(self.grabModelNP)  # look for collisions on the grabber

        if not self.isCameraControlOn and self.colHandlerQueue.getNumEntries() > 0 and not self.grabModelNP.isHidden():
            # see if collided with the grabber if not handle re or multi selection
            self.colHandlerQueue.sortEntries()
            grabberObj = self.colHandlerQueue.getEntry(0).getIntoNodePath()
            grabberLst = self.grabModelNP.getPythonTag('grabberRoot')  # see __init__

            # the index gives the operations rot < 3 scale < 6 trans < 9 trans2D < 12
            # mod index gives axis 0 == x, 1 == y, 2 == z
            ind = -1
            for i in range(0, 13):
                if grabberObj == grabberLst[i]:
                    ind = i
                    grabberObj = grabberLst[i]
            # ensure we are not picking ourselves, ahem, the grabber
            assert(not self.grabModelNP.isAncestorOf(self.selected))
            mPos3D = Point3(0.0)
            xVec = Vec3(1, 0, 0)
            yVec = Vec3(0, 1, 0)
            zVec = Vec3(0, 0, 1)
            # TODO: ??? break this up into translate rotate and scale function to make it readable
            if -1 < ind < 3:             # rotate
                if ind % 3 == 0:    # x
                    self.initializeManipVars(Point3(1.0, 0.0, 0.0), self.transformOpEnum.rot,
                                             Point3(mPos.getX(), mPos.getY(), 0.0))
                elif ind % 3 == 1:  # y
                    self.initializeManipVars(Point3(0.0, 1.0, 0.0), self.transformOpEnum.rot,
                                             Point3(mPos.getX(), mPos.getY(), 0.0))
                else:               # z
                    self.initializeManipVars(Point3(0.0, 0.0, 1.0), self.transformOpEnum.rot,
                                             Point3(mPos.getX(), mPos.getY(), 0.0))

            elif ind < 6:                 # scale
                if ind % 3 == 0:    # x
                    self.initializeManipVars(Point3(1.0, 0.0, 0.0), self.transformOpEnum.scale,
                                             Point3(mPos.getX(), mPos.getY(), 0.0))
                elif ind % 3 == 1:  # y
                    # self.currTransformDir = Point3( 0.0, 1.0, 0.0)
                    self.initializeManipVars(Point3(0.0, 1.0, 0.0), self.transformOpEnum.scale,
                                             Point3(mPos.getX(), mPos.getY(), 0.0))
                else:               # z
                    # self.currTransformDir = Point3( 0.0, 0.0, 1.0)
                    self.initializeManipVars(Point3(0.0, 0.0, 1.0), self.transformOpEnum.scale,
                                             Point3(mPos.getX(), mPos.getY(), 0.0))

            elif ind < 9:                 # translate
                if ind % 3 == 0:    # x
                    # if the camera's too flat to the collision plane bad things happen
                    if camVec.angleDeg( zVec) < 89.0 and self.getMousePlaneIntersect(mPos3D, zVec):
                        self.initializeManipVars(Point3(1.0, 0.0, 0.0), self.transformOpEnum.trans, mPos3D, zVec)

                    elif self.getMousePlaneIntersect(mPos3D, yVec):
                        self.initializeManipVars(Point3(1.0, 0.0, 0.0), self.transformOpEnum.trans, mPos3D, yVec)

                elif ind % 3 == 1:  # y
                    if camVec.angleDeg( zVec) < 89.0 and self.getMousePlaneIntersect(mPos3D, zVec):
                        self.initializeManipVars(Point3(0.0, 1.0, 0.0), self.transformOpEnum.trans, mPos3D, zVec)

                    elif self.getMousePlaneIntersect(mPos3D, xVec):
                        self.initializeManipVars(Point3(0.0, 1.0, 0.0), self.transformOpEnum.trans, mPos3D, xVec)

                else:               # z
                    if camVec.angleDeg( yVec) < 89.0 and self.getMousePlaneIntersect(mPos3D, yVec):
                        self.initializeManipVars(Point3(0.0, 0.0, 1.0), self.transformOpEnum.trans, mPos3D, yVec)

                    elif self.getMousePlaneIntersect(mPos3D, xVec):
                        self.initializeManipVars(Point3(0.0, 0.0, 1.0), self.transformOpEnum.trans, mPos3D, xVec)

            elif ind < 12:            # translate 2D
                if ind % 3 == 0:    # xy
                    if self.getMousePlaneIntersect(mPos3D, zVec):
                        self.initializeManipVars(Point3(1.0, 1.0, 0.0), self.transformOpEnum.trans, mPos3D, zVec)

                elif ind % 3 == 1:  # xz
                    if self.getMousePlaneIntersect(mPos3D, yVec):
                        self.initializeManipVars(Point3(1.0, 0.0, 1.0), self.transformOpEnum.trans, mPos3D, yVec)
                else:               # zy
                    if self.getMousePlaneIntersect(mPos3D, xVec):
                        self.initializeManipVars(Point3(0.0, 1.0, 1.0), self.transformOpEnum.trans, mPos3D, xVec)

            elif ind == 12:  # scale in three directions
                self.initializeManipVars(Point3(1.0, 1.0, 1.0), self.transformOpEnum.scale,
                                         Point3(mPos.getX(), mPos.getY(), 0.0))

            else:
                self.notify.warning("Grabber Err: no grabber collision when col entries > 0 AND grabber not hidden")

            # Save initial value for save/undo.
            # The end result of the operation is sent to the undo handler on mouse up event.
            if self.selected:
                self.initialCommandTrgVal = self.selected.getMat(render)
        else:
            # no collisions w/ grabber or nothing selected
            # handle reselection or multi-selection (not yet implemented) with other scene obj
            self.handleSelection()


    def handleSelection(self):
        if self.isDragging:
            return

        # First check that the mouse is not outside the screen.
        if base.mouseWatcherNode.hasMouse() and False == self.isCameraControlOn:

            self.grabberColNode.setFromCollideMask(self.defaultBitMask)
            # This gives the screen coordinates of the mouse.
            mPos = base.mouseWatcherNode.getMouse()

            # This makes the ray's origin the camera and makes the ray point
            # to the screen coordinates of the mouse.
            self.colHandlerQueue.clearEntries()
            self.grabberRay.setFromLens(base.camNode, mPos.getX(), mPos.getY())
            self.colTraverser.traverse(render)  # look for collisions

            if self.colHandlerQueue.getNumEntries() > 0:
                self.colHandlerQueue.sortEntries()
                grabbedObj = self.colHandlerQueue.getEntry(0).getIntoNodePath()
                if not grabbedObj.findNetTag('pickable').isEmpty():
                    grabbedObj = grabbedObj.findNetTag('pickable')
                    self.selected = grabbedObj
                    self.grabModelNP.setPos(render,
                                            grabbedObj.getPos(render).x,
                                            grabbedObj.getPos(render).y,
                                            grabbedObj.getPos(render).z)
                    self.grabModelNP.show()
                    messenger.accept('mouse3', self, self.handleM3)

    def handleDragging(self, task):
        """ Does the actual work of manipulating objects,
            once the needed attributes have been setup by handleManipulationSetup().
        """

        if not self.isDragging:
            return task.done
        mPos3D = Point3(0.0)
        #
        # This section handles the actual translating rotating or scale after it's been set up in mouse1SetupManip...()
        # ONLY one operation is preformed per frame
        if self.currTransformOperation == self.transformOpEnum.trans:
            # 1st translation, rotation's section is at next elif
            if self.getMousePlaneIntersect(mPos3D, self.currPlaneColNorm):

                # get the difference between the last mouse and this frames mouse
                selectedNewPos = mPos3D - self.interFrameMousePosition
                # store this frames mouse
                self.interFrameMousePosition = mPos3D
                # add the difference to the selected object's pos
                self.selected.setPos(render, self.selected.getPos(render).x + self.currTransformDir.x * selectedNewPos.x,
                                             self.selected.getPos(render).y + self.currTransformDir.y * selectedNewPos.y,
                                             self.selected.getPos(render).z + self.currTransformDir.z * selectedNewPos.z)

                self.grabModelNP.setPos(render, self.selected.getPos(render))

        elif self.currTransformOperation == self.transformOpEnum.rot:
            # 2nd rotation, followed finally by scaling
            # if operating on the z-axis, use the y (vertical screen coordinates otherwise use x (horizontal)
            mPos = base.mouseWatcherNode.getMouse()
            #rotMag = 0.0
            if self.currTransformDir == Vec3( 0.0, 0.0, 1.0):
                rotMag = (mPos.x - self.interFrameMousePosition.x) * 1000
            else:
                rotMag = (self.interFrameMousePosition.y - mPos.y) * 1000

            initPos = self.selected.getPos()
            initPar = self.selected.getParent()
            self.selected.wrtReparentTo(render)
            self.selected.setMat(self.selected.getMat() * Mat4.rotateMat(rotMag, self.currTransformDir))
            self.selected.wrtReparentTo(initPar)
            self.selected.setPos(initPos)

            self.interFrameMousePosition = Point3(mPos.x, mPos.y, 0.0)

        elif self.currTransformOperation == self.transformOpEnum.scale:
            # 3rd and final is scaling
            mPos = base.mouseWatcherNode.getMouse()
            # TODO: make dragging away from the object larger and to the object smaller (not simply left right up down)
            # td The problem with this MAY come if negative, mirrored, scaling is implemented.

            # if operating on the z-axis, use the y (vertical screen coordinates otherwise use x (horizontal)
            if self.currTransformDir == Point3( 0.0, 0.0, 1.0):
                sclMag = (mPos.y - self.interFrameMousePosition.y) * 5.5
            elif self.currTransformDir == Point3( 0.0, 1.0, 0.0):
                sclMag = (mPos.x - self.interFrameMousePosition.x) * 5.5
            else:
                sclMag = (self.interFrameMousePosition.x - mPos.x) * 5.5

            # This is the line that prevents scaling past the origin. Flipping the faces doesn't seem to work.
            if -0.0001 < sclMag < 0.0001:
                sclMag = 0.000001

            # create a dummy node to parent to and position such that applying scale to it will scale selected properly
            dummy = self.levitorNP.attachNewNode('dummy')
            initScl = dummy.getScale()
            # Don't forget the parent. Selected needs put back in place
            initPar = self.selected.getParent()
            initPos = self.selected.getPos()
            self.selected.wrtReparentTo(dummy)

            dummy.setScale(initScl.x + sclMag * self.currTransformDir.x,
                           initScl.y + sclMag * self.currTransformDir.y,
                           initScl.z + sclMag * self.currTransformDir.z)

            # reset selected's parent then destroy dummy
            self.selected.wrtReparentTo(initPar)
            self.selected.setPos(initPos)
            dummy.removeNode()
            dummy = None

            self.interFrameMousePosition = Point3( mPos.x, mPos.y, 0.0)
        else:
            self.notify.error("Err: Dragging with invalid curTransformOperation enum in handleDragging")

        return task.cont  # ended by handleM1Up(), the mouse1-up event handler


    def initializeManipVars(self, transformDir, transformOp, mPos3D, planeNormVec=None):
        self.currTransformDir = transformDir
        self.currPlaneColNorm = planeNormVec  # set the norm for the collision plane to be used in mouse1Dragging
        self.interFrameMousePosition = mPos3D
        self.currTransformOperation = transformOp
        self.isDragging = True
        taskMgr.add(self.handleDragging, 'mouse1Dragging')
        messenger.accept('mouse1-up', self, self.handleM1Up)


    def getMousePlaneIntersect(self, mPos3Dref, normVec):
        mPos = base.mouseWatcherNode.getMouse()
        plane = Plane(normVec, self.grabModelNP.getPos())
        nearPoint = Point3()
        farPoint = Point3()
        base.camLens.extrude(mPos, nearPoint, farPoint)
        if plane.intersectsLine(mPos3Dref,
            render.getRelativePoint(camera, nearPoint),
            render.getRelativePoint(camera, farPoint)):
            return True
        return False



    def destroy(self):
        raise NotImplementedError('Make sure messenger etc are cleared of refs and the model node is deleted')
        self.grabModelNP.clearPythonTag('grabberRoot')
        self.grabModelNP.clearPythonTag('grabber')
        self.grabModelNP = None
        messenger.ignoreAll(self)
Esempio n. 24
0
 def printHeading(self):
     notify = DirectNotify().newCategory("")
     notify.warning(self.__heading)
Esempio n. 25
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 def command(self):
     if (self.__commanding == True):
         notify = DirectNotify().newCategory("")
         notify.warning("You are already commanding a drone")
         exit()
     self.__commanding = True
Esempio n. 26
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class PlaneView(FSM, DirectObject):
    """Give this class a plane as argument and it will create
    some nodes around it which you can parent the camera to (if there are no
    such nodes yet).

    Usage:
    plane_camera = PlaneCamera(aeroplane, camera)
    plane_camera.setView("ThirdPerson")
    plane_camera.setView("Next")
    """
    def __init__(self, camera, parent):
        """Arguments:
        camera -- Camera to be used
        parent -- Aeroplane which the camera should follow
        """

        self.notifier = DirectNotify().newCategory("azure-camera")
        self.camera = camera
        self.parent = parent
        # This gets replaced by a NodePath with all available cameras as
        # children and plane node as parent in createCamNodes()
        self.cameras = None

        #if parent.__class__.__name__ is not "Aeroplane":
        if not isinstance(self.parent, Aeroplane):
            raise ParamError, "Parent must be an Aeroplane instance, " + \
                              "but is %s" % type(self.parent)

        FSM.__init__(self, "PlaneCamera: %s" % self.parent.name)
        DirectObject.__init__(self)

        self.cameras = self.parent.node.find("cameras")
        if self.cameras.isEmpty():
            self.createCamNodes()
        self.updateCamArray()

        self.sideview_direction = 0

        # Set up the default camera
        self.setView("ThirdPerson")

    def createCamNodes(self):
        """Creates a few empty nodes around a plane which the camera might be
        parented to. It looks if there are cameras inside the model file and
        uses those if possible. Where everything named "camera CamType" is
        considered a camera. At least ThirdPerson, FirstPerson and Cockpit
        should be defined inside the egg file, otherwise some guessed defaults
        are taken.
        """

        # Look for cameras inside the model (loaded egg file)
        self.cameras = NodePath("cameras")
        found_cams = self.parent.node.findAllMatches("**/camera ?*")
        found_cams.removeDuplicatePaths()
        found_cams.reparentTo(self.cameras)

        if not found_cams.isEmpty():
            self.notifier.info("Cameras found under model:\n%s"
                               % found_cams)
        else:
            self.notifier.info("No cameras found under model.")

        # FirstPerson camera is a must-have. Set up a guessed one if none
        # defined yet.
        if self.cameras.find("camera FirstPerson").isEmpty():
            assert self.notifier.debug("No first person camera found in %s. "
                                  "Guessing best position." % self.parent.name)
            first_person = NodePath("camera FirstPerson")
            # TODO: Guess best position based on bounding box.
            first_person.setY(5)
            first_person.reparentTo(cameras)

        # ThirdPerson camera is a must-have. Set up a guessed one if none
        # defined yet.
        if self.cameras.find("camera ThirdPerson").isEmpty():
            assert self.notifier.debug("No third person camera found in %s. "
                                  "Guessing best position." % self.parent.name)
            third_person = NodePath("camera ThirdPerson")
            # TODO: Guess best position based on bounding box.
            third_person.setPos(0, -30, 5)
            #third_person.setP(-80)
            third_person.reparentTo(cameras)

        # Cockpit needs to be accurate. Don't try to guess it.
        if self.cameras.find("camera Cockpit").isEmpty():
            assert self.notifier.debug("No cockpit camera found in "
                                       "%s. Cockpit camera disabled."
                                       % self.parent.name)
        self.sideview_cam = NodePath("camera Sideview")
        self.sideview_cam.reparentTo(render)

        # Store the cams at parent node..
        # You can edit the camera nodes from outside as well.
        # If you attach new camera nodes, though, you'll have to call this
        # function again.
        self.cameras.reparentTo(self.parent.node)

    def updateCamArray(self, cameramodes=None):
        """Set the cameras which next and previous will switch to. Expects a
        list or tuple. Defaults to all available cameras."""
        a = []
        if not cameramodes:
            for c in self.cameras.getChildren():
                if c.getName().startswith("camera "):
                    a.append(c.getName().strip("camera "))
            self.setStateArray(a)
        else:
            self.setStateArray(cameramodes)

    def getView(self):
        """Returns the current view mode."""
        return self.getCurrentOrNextState()

    def setView(self, mode, *args):
        """Convenience function."""
        return self.request(mode, args)

    def defaultEnter(self, *args):
        """Executed by the FSM every time an undefined state is entered.
        Note: this function is called AFTER the responsible filter."""

        assert self.notifier.debug("Changing state from %s to %s with args: %s."
                                   % (self.oldState, self.newState, args))
        request = self.newState

        target_cam = self.cameras.find("camera " + request)
        if not target_cam.isEmpty():
            try:
                self.camera.reparentTo(target_cam)
                self.camera.setPosHpr(0, 0, 0, 0, 0, 0)
            except:
                self.notifier.warning(
                        "Ok, now this really shouldn't happen! Filter said the "
                        "camera is there and enter can't find it...")



    def defaultFilter(self, request, args):
        """Executed by the FSM every time an undefined state is requested."""
        assert self.notifier.debug("Requested %s with args: %s"
                                   % (request, args))

        self.camera.setPosHpr(0, 0, 0, 0, 0, 0)

        # Always available.
        if request == "Off":   # implemented in FSM.py
            return (request,) + args
        if request == "Next":  # implemented in FSM.py
            return self.requestNext(args)
        if request == "Prev":  # implemented in FSM.py
            return self.requestPrev(args)
        if request == "Detached":
            return (request,) + args
        if request == "Sideview":
            return (request,) + args
        
        # Depending on airplane.
        if not self.cameras.find("camera " + request).isEmpty():
            return (request,) + args
        assert self.notifier.info("Sorry, no %s camera found." % request)
        return None


    def enterOff(self, *args):
        """Clean up everything by reparenting the camera to the airplane."""
        self.camera.reparentTo(self.parent.node)
        self.camera.setPosHpr(0, 0, 0, 0, 0, 0)

    def enterSideview(self, *args):
        self.sideview_direction += 90
        self.camera.reparentTo(self.sideview_cam)
        self.camera.setY(-30)
        self.sideview_cam.setH(self.sideview_direction)
        #self.addTask(self.updateSideview, "sideview camera", taskChain="world")
        self.task = self.updateSideview

    def exitSideview(self, *args):
        #self.removeTask("sideview camera")
        self.task = lambda x: Task.cont

    def updateSideview(self, task):
        self.sideview_cam.setPos(self.parent.node.getPos())
        return Task.cont

    def enterDetached(self, *args):
        """Lets the camera view the plane from far away."""
        self.camera.reparentTo(render)
        self.camera.setPosHpr(0, 0, 10, 0, 0, 0)
        #self.addTask(self.updateDetachedCam, "detached camera",
        #             taskChain="world")
        self.task = self.updateDetachedCam

    def exitDetached(self, *args):
        #self.removeTask("detached camera")
        self.task = lambda x: Task.cont

    def updateDetachedCam(self, task):
        """Updates camera position and rotation for Detached camera."""
        try:
            self.camera.lookAt(self.parent.node)
        except:
            self.notifier.warning("Error on detached cam task. Exit.")
            return Task.done
        return Task.cont

    def enterThirdPerson(self, *args):
        """Lets the camera view the plane from far away."""
        self._hist = []
        self.camera.reparentTo(self.cameras.find("camera ThirdPerson"))
        self.cameras.find("camera ThirdPerson").setPos(0, -30, 0)
        #self.addTask(self.updateThirdPersonCam, "third person camera",
        #             taskChain="world")
        self.task = self.updateThirdPersonCam
        #print "entering third person"

    def exitThirdPerson(self, *args):
        #self.removeTask("third person camera")
        self.task = lambda x: Task.cont
        del self._hist

    def updateThirdPersonCam(self, task):
        """Updates camera position and rotation for ThirdPerson camera."""
        speed = self.parent.physics.speed()
        velocity = self.parent.physics.velocity()
        #v = Point3(self.parent.physics.angVelVector())
        v = Point3(self.parent.physics.angVelBodyHpr())
        print round(v.getX(), 2), round(v.getY(), 2), round(v.getZ(), 2)

        #self.segs = LineSegs("lines");
        #self.segs.setColor(1,1,1,1)
        #self.segs.drawTo(-1, 0)
        #self.segsnode = self.segs.create()
        #render2d.attachNewNode(self.segsnode) 

        vec = Point3(self.parent.physics.angVelBodyHpr())
        # Y hiervon ist pitch, Z ist roll
        #print round(vec.getY(), 2), round(vec.getZ(), 2)
        self.camera.lookAt(self.parent.node)
        self.camera.setR(self.camera, vec.getZ()*3)
        #self.camera.setPos(abs(v.getX()), 0,  vec.getY())

        

        #plane = self.parent.node
        #self._hist.insert(0, [task.time, camera.getPos(plane)])
        #while len(self._hist) > 50:
        #    self._hist.pop()
        #
        #for snapshot in self._hist:
        #    if snapshot[0] > task.time:
        #        break
        #time_delta = snapshot[0] - task.time
        #self.camera.setPos(plane, snapshot[1])

        #print snapshot
        #self.camera.setPos(render, snapshot[1])
        #self.camera.lookAt(plane, (0, 20+1*speed, 0))

        #self.camera.setY(5+0.1*speed)
        #self.camera.setZ(5-0.1*speed)

        return Task.cont

    def update(self, task):
        return self.task(task)
    
    def destroy(self):
        self.removeAllTasks()
        self.demand("Off")