Esempio n. 1
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    def postUpdate(self):
        planet = Point3.zero()
        normal = Vec3(self.playernp.getX() - planet.getX(),
                      self.playernp.getY() - planet.getY(),
                      self.playernp.getZ() - planet.getZ())
        normal.normalize()
        fwd = render.getRelativePoint(self.playernp, Vec3(0, 1, 0))
        self.playernp.headsUp(fwd, normal)

        self.__currentPos = self.playernp.getPos()

        #player movement
        #space physcis
        #speed = self.playernp.node().getLinearVelocity()
        #normal physcis
        speed = Vec3(0, 0, 0)
        omega = 0.0
        v = 5.8
        if inputState.isSet('forward'): speed.setY(v)
        if inputState.isSet('reverse'): speed.setY(-v)
        if inputState.isSet('left'): speed.setX(-v)
        if inputState.isSet('right'): speed.setX(v)

        if inputState.isSet('flyUp'): speed.setZ(2.0)
        if inputState.isSet('flyDown'): speed.setZ(-2.0)

        if inputState.isSet('turnLeft'): omega = 40.0
        if inputState.isSet('turnRight'): omega = -40.0

        self.playernp.setH(self.playernp, omega * globalClock.getDt())

        globalVel = self.playernp.getQuat(render).xform(
            speed) * globalClock.getDt()

        normalVel = Vec3(globalVel)
        normalVel.normalize()

        if globalVel != Vec3():
            globalVelDir = Vec3(globalVel)
            globalVelDir.normalize()

            fn = Vec3(0.0, 0.0, 0.0)
            fn.normalize()

            velDot = 1.0 - globalVelDir.angleDeg(fn) / 180.0
            if velDot < 0.5:
                self.__currentPos -= Vec3(fn.x * globalVel.x,
                                          fn.y * globalVel.y,
                                          globalVel.z * globalVel.y) * velDot

            globalVel *= velDot

        self.__currentPos += globalVel

        self.playernp.setPos(self.__currentPos)
Esempio n. 2
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    def postUpdate(self):
        planet = Point3.zero()
        normal = Vec3(self.playernp.getX() - planet.getX(), self.playernp.getY() - planet.getY(), self.playernp.getZ() - planet.getZ())
        normal.normalize()
        fwd = render.getRelativePoint(self.playernp, Vec3(0, 1, 0))
        self.playernp.headsUp(fwd, normal)

        self.__currentPos = self.playernp.getPos()

        #player movement
        #space physcis
        #speed = self.playernp.node().getLinearVelocity()
        #normal physcis
        speed = Vec3(0, 0, 0)
        omega = 0.0
        v = 5.8
        if inputState.isSet('forward'): speed.setY(v)
        if inputState.isSet('reverse'): speed.setY(-v)
        if inputState.isSet('left'):    speed.setX(-v)
        if inputState.isSet('right'):   speed.setX(v)

        if inputState.isSet('flyUp'):   speed.setZ( 2.0)
        if inputState.isSet('flyDown'):   speed.setZ( -2.0)

        if inputState.isSet('turnLeft'):  omega =  40.0
        if inputState.isSet('turnRight'): omega = -40.0

        self.playernp.setH(self.playernp, omega * globalClock.getDt())

        globalVel = self.playernp.getQuat(render).xform(speed) * globalClock.getDt()

        normalVel = Vec3(globalVel)
        normalVel.normalize()

        if globalVel != Vec3():
            globalVelDir = Vec3(globalVel)
            globalVelDir.normalize()

            fn = Vec3(0.0, 0.0, 0.0)
            fn.normalize()

            velDot = 1.0 - globalVelDir.angleDeg(fn) / 180.0
            if velDot < 0.5:
                self.__currentPos -= Vec3(fn.x * globalVel.x, fn.y * globalVel.y, globalVel.z * globalVel.y) * velDot

            globalVel *= velDot

        self.__currentPos += globalVel

        self.playernp.setPos(self.__currentPos)
Esempio n. 3
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    def __init__(self, distributed_object: Character, host: PastryClient):
        self.host = proxy(host)

        # Save the actual game object to this instance
        self.do = distributed_object
        self.do.avatar = proxy(self)
        print(self.do.destination)
        # TODO: Make this the keyframe beginning
        initial_position = Point3.zero()

        # TODO: Make into a list of keyframes to do waypoints
        # TODO: And this kind of info should live on the DO
        self.start_kf = Keyframe(initial_position, time=now())
        self.end_kf = Keyframe(initial_position, time=now())

        # show where the avatar is headed TODO: Use an arrow or something?
        self._marker = base.loader.loadModel('models/Sinbad')
        self._marker.reparentTo(base.render)
        self._marker.setScale(.05, .05, .05)

        super().__init__()
Esempio n. 4
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 def update(self):
     # Apply gravity
     gravity = Point3.zero() - self.playernp.getPos()
     gravity.normalize()
     gravity *= G * M * m / (R**2)
     self.playernp.node().applyCentralForce(gravity)
Esempio n. 5
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 def __init__(self, mass=1, location = Point3.zero(), velocity=Vec3.zero(), acceleration=Vec3.zero()):
     # instance variables
     self.mass = mass
     self.location = location
     self.velocity = velocity
     self.acceleration = acceleration
Esempio n. 6
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 def update(self):
     # Apply gravity
     gravity = Point3.zero() - self.playernp.getPos()
     gravity.normalize()
     gravity *= G * M * m / (R ** 2)
     self.playernp.node().applyCentralForce(gravity)