Esempio n. 1
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 def __init__(self, 
                 modelStanding, 
                 modelAnimationDict, 
                 turnRate, 
                 speed, 
                 agentList, 
                 massKg, 
                 collisionMask, 
                 name="",
                 collisionHandler = None,
                 collisionTraverser = None):
     NodePath.__init__(self, ActorNode(name + " actor node"))
     self.name = name
     
     self.actor = Actor()
     self.actor.loadModel(modelStanding)
     self.actor.loadAnims(modelAnimationDict)
 
     self.loop = self.actor.loop
     self.stop = self.actor.stop
     self.pose = self.actor.pose
     
     self.turnRate = turnRate
     self.speed = speed
     self.agentList = agentList
     self.massKg = massKg
     self.collisionMask = collisionMask
     
     if self.actor not in agentList:
         self.agentList.append(self.actor)    
         
     self.actor.reparentTo(self)
     
     self.__setupCollisionHandling(collisionHandler, collisionTraverser)
Esempio n. 2
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 def __init__(self, base, render,  node1, node2, nodeMass=1, springConstant = 1, drag=5, actor1=None, actor2=None, lengthFactor =1):
       self._render = render
       self._base = base
       self._base.enableParticles()
       self._node1 = node1
       self._node2 = node2
       if not actor1:
             self._actor1 = ActorNode()
             node1 = NodePath("PhysicsNode1")
             node1.reparentTo(render)
             anp1 = node1.attachNewNode(self._actor1)
             base.physicsMgr.attachPhysicalNode(self._actor1)
             self._actor1.getPhysicsObject().setMass(nodeMass)
             self._node1.reparentTo(anp1)
       else:
             self._actor1 = actor1
       if not actor2:
             node2 = NodePath("PhysicsNode2")
             node2.reparentTo(render)
             self._actor2 = ActorNode()
             anp2 = node2.attachNewNode(self._actor2)
             base.physicsMgr.attachPhysicalNode(self._actor2)
             self._actor2.getPhysicsObject().setMass(nodeMass)
             self._node2.reparentTo(anp2)
       else:
             self._actor2 = actor2
       self._springConstant = float(springConstant)
       self._drag = float(drag)
       self.lastTime = globalClock.getDt()
       if lengthFactor == 1:
             self._zeroDistance = self._node1.getPos() - self._node2.getPos()
       else:
             vec = self._node1.getPos() - self._node2.getPos()
             vec = Vec3(  (vec.x/lengthFactor), (vec.y/lengthFactor), (vec.z/lengthFactor) )
             self._zeroDistance = vec
       self._force1 = None
       self._force2 = None
       self._lastPosNode1 = self._node1.getPos()
       self._lastPosNode2 = self._node2.getPos()
       self._impulse1 = None
       self._impulse2 = None
       self._timeOut = None
Esempio n. 3
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    def __init__(self, name, world, pos):
        ActorNode.__init__(self, name)

        self.nodePath = NodePath(self)

        self.world = world

        # init the model or the Actor
        self.model = self.getModel()
        self.model.reparentTo(self.nodePath)

        self.nodePath.setPos(*pos)

        self.prevPos = self.nodePath.getPos()

        # collision detection
        fromObject = self.nodePath.attachNewNode(CollisionNode(name))
        self.addSolids(fromObject)
        fromObject.show()

        # setup the ground ray, needed for detecting the ground
        groundRay = CollisionRay()
        groundRay.setOrigin(0, 0, 1000)
        groundRay.setDirection(0, 0, -1)
        groundCol = CollisionNode('groundRay')
        groundCol.addSolid(groundRay)
        groundCol.setFromCollideMask(BitMask32.bit(0))
        groundCol.setIntoCollideMask(BitMask32.allOff())
        groundColNp = base.camera.attachNewNode(groundCol)
        self.groundHandler = CollisionHandlerQueue()
        self.world.cTrav.addCollider(groundColNp, self.groundHandler)

        #        self.world.cTrav.addCollider(fromObject, self.world.pusher)
        #        self.world.pusher.addCollider(fromObject, self.nodePath)

        self.postInit()
Esempio n. 4
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avatarFloorHandler.setGravity(9.81 + 25)
avatarFloorHandler.setMaxVelocity(100)

#** the walls collider
wallHandler = CollisionHandlerPusher()

#** we'll use this to 'sense' the fallout impact velocity and also to 'read' various triggers we've put around the map for several purposes.
collisionEvent = CollisionHandlerEvent()

#** Collision masks - this time there is a new one: the TRIGGER_MASK is used to detect certain collision geometry to act as a trigger, therefore we need to distinguish'em from floor and walls.
FLOOR_MASK = BitMask32.bit(1)
WALL_MASK = BitMask32.bit(2)
TRIGGER_MASK = BitMask32.bit(3)

#** Our steering avatar
avatarNP = base.render.attachNewNode(ActorNode('yolkyNP'))
avatarNP.reparentTo(base.render)
# by the way: this time we wont use the same old smiley but a 2d guy for this snippet purposes only - it is just a plane with a texture glued on, a so 2d object then.
avatar = loader.loadModel('yolky')
avatar.reparentTo(avatarNP)
# why this? this is to have our flat puppet rendered always on top of all objects in the scene, either 2d and 3d.
avatar.setDepthWrite(True, 100)
# the rest of the stuff is as usual...
avatar.setPos(0, 0, 1)
avatar.setCollideMask(BitMask32.allOff())
avatarNP.setPos(0, 0, 15)
# The yolky collision sphere used to detect when yolky hits walls
avatarCollider = avatar.attachNewNode(CollisionNode('yolkycnode'))
avatarCollider.node().addSolid(CollisionSphere(0, 0, 0, 1))
avatarCollider.node().setFromCollideMask(WALL_MASK)
avatarCollider.node().setIntoCollideMask(BitMask32.allOff())
Esempio n. 5
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#=========================================================================

#** Collision system ignition
base.cTrav = CollisionTraverser()

#** The floor collision handler - all stuff explained in step3
avatarFloorHandler = CollisionHandlerGravity()
avatarFloorHandler.setGravity(9.81 + 25)
avatarFloorHandler.setMaxVelocity(100)

#** Collision masks
FLOOR_MASK = BitMask32.bit(1)
MASK_OFF = BitMask32.allOff()

#** Our steering avatar
avatarNP = base.render.attachNewNode(ActorNode('smileyNP'))
avatarNP.reparentTo(base.render)
avatar = loader.loadModel('smiley')
avatar.reparentTo(avatarNP)
avatar.setPos(0, 0, 1)
avatar.setCollideMask(MASK_OFF)
avatarNP.setPos(0, 0, 15)

#** Stick and set the ray collider to the avatar
raygeometry = CollisionRay(0, 0, 2, 0, 0, -1)
avatarRay = avatarNP.attachNewNode(CollisionNode('avatarRay'))
avatarRay.node().addSolid(raygeometry)
# let's mask our floor FROM collider
avatarRay.node().setFromCollideMask(FLOOR_MASK)
avatarRay.node().setIntoCollideMask(MASK_OFF)
Esempio n. 6
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    def __init__(self):
        ShowBase.__init__(self)

        # Load shaders. If this fails, quit.
        if(not self.loadShaders()):
            return
        #Make some floors for us :)
        floorTex=loader.loadTexture('maps/envir-ground.jpg')
        cm=CardMaker('')
        cm.setFrame(-2,2,-2,2)
        floor = render.attachNewNode(PandaNode("floor"))
        for y in range(12):
            for x in range(12):
                nn = floor.attachNewNode(cm.generate())
                nn.setP(-90)
                nn.setPos((x-6)*4, (y-6)*4, 0)
        floor.setTexture(floorTex)
        floor.flattenStrong()

        # set up shaders and anti alias
        self.render.setShaderAuto()
        self.render.setAntialias(AntialiasAttrib.MAuto)
        
        # set up lights
        dlight = DirectionalLight('dlight')
        alight = AmbientLight('alight')
        dlnp = render.attachNewNode(dlight)
        alnp = render.attachNewNode(alight)
        dlight.setColor(Vec4(1.0, 0.7, 0.2, 1))
        alight.setColor(Vec4(0.2, 0.2, 0.2, 1))
        dlnp.setHpr(0, -60, 0)
        render.setLight(dlnp)
        render.setLight(alnp)
        
        # Models
        #Tron
        self.pandaActor = Actor("models/tron")
        self.pandaActor.setScale(0.3, 0.3, 0.3)
        self.pandaActor.reparentTo(self.render)
        self.pandaActor.setPos(10, 0, 4.2)

        #Panda
        # Load the "panda" model.  Loading a model returns a
        # NodePath object.
        ##self.panda = loader.loadModel("panda")
        # Remember, loaded objects start out hidden!  If we want to
        # see the panda, it must be reparented to the "render" node.
        ##self.panda.reparentTo(render)
        # By default, position is specified relative to a node's
        # parent.Position is specified as "x,y,z" or "right, forward, up"
        # Since panda's parent is the root node (render),
        # this command moves panda to the global position (0, 30, -5).
        ##self.panda.setPos(0, 0, 0)
        # Alternately, the position can be given relative to any other
        # NodePath.  Here, we set the position to be 30 feet in front
        # of the camera, and slightly to the right.  Note the use of
        # 'camera', another pre-defined NodePath object.
        ##self.panda.setX(camera, 10)








        # Text
        self.text = TextNode('node name')
        self.textNodePath = aspect2d.attachNewNode(self.text)
        self.textNodePath.setScale(0.05)
        self.text.setTextColor(1, 1, 1, 1)
      
        # enable physics
        base.enableParticles()
        self.physicsNode=NodePath(PandaNode("PhysicsNode"))
        self.physicsNode.reparentTo(render)

        # set up camera with physics
        self.cameraActorNode=ActorNode("camera-physics")
        self.cameraActorNodeParent=self.physicsNode.attachNewNode(self.cameraActorNode)
        base.physicsMgr.attachPhysicalNode(self.cameraActorNode)
        self.camera.reparentTo(self.cameraActorNodeParent)

        # set up camera and mouse settings
        self.camera.setPos(6.27662, -48.9656, 26.0119)
        self.camera.setHpr(7.30458, -27.7855, 3.34447)
        self.cameraInterval = self.camera.posInterval(10,
                                                        Point3(10,10,20),
                                                        startPos=Point3(camera.getPos()))
        self.cameraPace = Sequence(self.cameraInterval)
        self.cameraForwardThrottleEnabled = False
        #self.cameraPace.start()

        # disable debug mode for starters
        self.setDebugMode(False)

        # event handling
        self.accept("space", self.toggleGlow)
        self.accept("escape", sys.exit, [0])
        self.accept('o', self.toggleDebugMode)
        
        self.accept('p', self.pauseSequence)
        self.accept('w', self.moveForward)
        self.accept('a', self.moveLeft)
        self.accept('d', self.moveRight)
        self.accept('s', self.moveBack)

        self.accept('arrow_up', self.enableCameraForwardThrottle)
        self.accept('arrow_up-up', self.disableCameraForwardThrottle)

        # add tasks
        self.taskMgr.add(self.doLogic, "DoLogic")
Esempio n. 7
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class MainApp(ShowBase):
    

    def __init__(self):
        ShowBase.__init__(self)

        # Load shaders. If this fails, quit.
        if(not self.loadShaders()):
            return
        #Make some floors for us :)
        floorTex=loader.loadTexture('maps/envir-ground.jpg')
        cm=CardMaker('')
        cm.setFrame(-2,2,-2,2)
        floor = render.attachNewNode(PandaNode("floor"))
        for y in range(12):
            for x in range(12):
                nn = floor.attachNewNode(cm.generate())
                nn.setP(-90)
                nn.setPos((x-6)*4, (y-6)*4, 0)
        floor.setTexture(floorTex)
        floor.flattenStrong()

        # set up shaders and anti alias
        self.render.setShaderAuto()
        self.render.setAntialias(AntialiasAttrib.MAuto)
        
        # set up lights
        dlight = DirectionalLight('dlight')
        alight = AmbientLight('alight')
        dlnp = render.attachNewNode(dlight)
        alnp = render.attachNewNode(alight)
        dlight.setColor(Vec4(1.0, 0.7, 0.2, 1))
        alight.setColor(Vec4(0.2, 0.2, 0.2, 1))
        dlnp.setHpr(0, -60, 0)
        render.setLight(dlnp)
        render.setLight(alnp)
        
        # Models
        #Tron
        self.pandaActor = Actor("models/tron")
        self.pandaActor.setScale(0.3, 0.3, 0.3)
        self.pandaActor.reparentTo(self.render)
        self.pandaActor.setPos(10, 0, 4.2)

        #Panda
        # Load the "panda" model.  Loading a model returns a
        # NodePath object.
        ##self.panda = loader.loadModel("panda")
        # Remember, loaded objects start out hidden!  If we want to
        # see the panda, it must be reparented to the "render" node.
        ##self.panda.reparentTo(render)
        # By default, position is specified relative to a node's
        # parent.Position is specified as "x,y,z" or "right, forward, up"
        # Since panda's parent is the root node (render),
        # this command moves panda to the global position (0, 30, -5).
        ##self.panda.setPos(0, 0, 0)
        # Alternately, the position can be given relative to any other
        # NodePath.  Here, we set the position to be 30 feet in front
        # of the camera, and slightly to the right.  Note the use of
        # 'camera', another pre-defined NodePath object.
        ##self.panda.setX(camera, 10)








        # Text
        self.text = TextNode('node name')
        self.textNodePath = aspect2d.attachNewNode(self.text)
        self.textNodePath.setScale(0.05)
        self.text.setTextColor(1, 1, 1, 1)
      
        # enable physics
        base.enableParticles()
        self.physicsNode=NodePath(PandaNode("PhysicsNode"))
        self.physicsNode.reparentTo(render)

        # set up camera with physics
        self.cameraActorNode=ActorNode("camera-physics")
        self.cameraActorNodeParent=self.physicsNode.attachNewNode(self.cameraActorNode)
        base.physicsMgr.attachPhysicalNode(self.cameraActorNode)
        self.camera.reparentTo(self.cameraActorNodeParent)

        # set up camera and mouse settings
        self.camera.setPos(6.27662, -48.9656, 26.0119)
        self.camera.setHpr(7.30458, -27.7855, 3.34447)
        self.cameraInterval = self.camera.posInterval(10,
                                                        Point3(10,10,20),
                                                        startPos=Point3(camera.getPos()))
        self.cameraPace = Sequence(self.cameraInterval)
        self.cameraForwardThrottleEnabled = False
        #self.cameraPace.start()

        # disable debug mode for starters
        self.setDebugMode(False)

        # event handling
        self.accept("space", self.toggleGlow)
        self.accept("escape", sys.exit, [0])
        self.accept('o', self.toggleDebugMode)
        
        self.accept('p', self.pauseSequence)
        self.accept('w', self.moveForward)
        self.accept('a', self.moveLeft)
        self.accept('d', self.moveRight)
        self.accept('s', self.moveBack)

        self.accept('arrow_up', self.enableCameraForwardThrottle)
        self.accept('arrow_up-up', self.disableCameraForwardThrottle)

        # add tasks
        self.taskMgr.add(self.doLogic, "DoLogic")
#        self.taskMgr.add(self.refreshGUI, "RefreshGUI")

    def enableCameraForwardThrottle(self):
        self.cameraForwardThrottleEnabled = True

    def disableCameraForwardThrottle(self):
        self.cameraForwardThrottleEnabled = False

    def refreshGUI(self, task):
        string = str(self.pandaActor.getPos())
        self.text.setText(string)
        self.text.setCardColor(0, 0, 0, 0.5)
        self.text.setCardAsMargin(0, 0, 0, 0)
        return task.cont

    def moveForward(self):
        currentPosition = self.pandaActor.getPos()
        newPosition = Point3(0,2,0) + currentPosition
        pandaMoveForwardInterval = self.pandaActor.posInterval(0.1,
                                                        Point3(newPosition),
                                                        startPos=Point3(currentPosition))
        self.pandaPace = Sequence(pandaMoveForwardInterval)
        self.pandaPace.start()
        return currentPosition
    def moveBack(self):
        currentPosition = self.pandaActor.getPos()
        newPosition = Point3(0,-2,0) + currentPosition
        pandaMoveForwardInterval = self.pandaActor.posInterval(0.1,
                                                        Point3(newPosition),
                                                        startPos=Point3(currentPosition))
        self.pandaPace = Sequence(pandaMoveForwardInterval)
        self.pandaPace.start()
        return currentPosition

    def moveLeft(self):
        currentPosition = self.pandaActor.getPos()
        newPosition = Point3(-2,0,0) + currentPosition
        pandaMoveForwardInterval = self.pandaActor.posInterval(0.1,
                                                        Point3(newPosition),
                                                        startPos=Point3(currentPosition))
        self.pandaPace = Sequence(pandaMoveForwardInterval)
        self.pandaPace.start()
        return currentPosition

    def moveRight(self):
        currentPosition = self.pandaActor.getPos()
        newPosition = Point3(2,0,0) + currentPosition
        pandaMoveForwardInterval = self.pandaActor.posInterval(0.1,
                                                        Point3(newPosition),
                                                        startPos=Point3(currentPosition))
        self.pandaPace = Sequence(pandaMoveForwardInterval)
        self.pandaPace.start()
        return currentPosition

    def pauseSequence(self):
        self.pandaPace.pause()

    def doLogic(self, task):
        dt = globalClock.getDt()
        # this method is a placeholder to test if differnt stuff has occured
        # like checking wether the robot is ready for a new command, etc.
        if self.cameraForwardThrottleEnabled:
            currentVelocity = self.cameraActorNode.getPhysicsObject().getVelocity()
            newVelocity = currentVelocity + Vec3(dt*250,0,0)
            self.cameraActorNode.getPhysicsObject().setVelocity(newVelocity)

        # slow down camera ("friction")
        self.cameraActorNode.getPhysicsObject().setVelocity(self.cameraActorNode.getPhysicsObject().getVelocity() * 0.92)


        return Task.cont

    def toggleGlow(self):
        self.glowSize = self.glowSize + 1
        if (self.glowSize == 4): self.glowSize = 0
        self.filters.setBloom(blend=(0,0,0,1), desat=-0.5, intensity=3.0, size=self.glowSize)
        print "Glow size set to", self.glowSize

    def printCameraPosition(self):
        print self.camera.getPos()
        print self.camera.getHpr()
        
    def toggleDebugMode(self):
        if(self.debugMode):
            self.setDebugMode(False)
        else:
            self.setDebugMode(True)
    def setDebugMode(self, enabled):
        self.debugMode = enabled
        if(enabled):
            self.enableMouse()
            self.accept('c', self.printCameraPosition)
        else:
            self.disableMouse()
            self.ignore('c')

    def loadShaders(self):
        # Check video card capabilities for shaders.
        if (base.win.getGsg().getSupportsBasicShaders() == 0):
            addTitle("Glow Filter: Video driver reports that shaders are not supported.")
            return False

        # Load filters
        self.filters = CommonFilters(base.win, base.cam)
        filterok = self.filters.setBloom(blend=(0,0,0,1), desat=-0.5, intensity=3.0, size="small")
        if (filterok == False):
            addTitle("Toon Shader: Video card not powerful enough to do image postprocessing")
            return False
        self.glowSize=1

        # Shadow shaders
        # TODO: Implement shadows
        
        return True
Esempio n. 8
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class Spring(object):

      def __init__(self, base, render,  node1, node2, nodeMass=1, springConstant = 1, drag=5, actor1=None, actor2=None, lengthFactor =1):
            self._render = render
            self._base = base
            self._base.enableParticles()
            self._node1 = node1
            self._node2 = node2
            if not actor1:
                  self._actor1 = ActorNode()
                  node1 = NodePath("PhysicsNode1")
                  node1.reparentTo(render)
                  anp1 = node1.attachNewNode(self._actor1)
                  base.physicsMgr.attachPhysicalNode(self._actor1)
                  self._actor1.getPhysicsObject().setMass(nodeMass)
                  self._node1.reparentTo(anp1)
            else:
                  self._actor1 = actor1
            if not actor2:
                  node2 = NodePath("PhysicsNode2")
                  node2.reparentTo(render)
                  self._actor2 = ActorNode()
                  anp2 = node2.attachNewNode(self._actor2)
                  base.physicsMgr.attachPhysicalNode(self._actor2)
                  self._actor2.getPhysicsObject().setMass(nodeMass)
                  self._node2.reparentTo(anp2)
            else:
                  self._actor2 = actor2
            self._springConstant = float(springConstant)
            self._drag = float(drag)
            self.lastTime = globalClock.getDt()
            if lengthFactor == 1:
                  self._zeroDistance = self._node1.getPos() - self._node2.getPos()
            else:
                  vec = self._node1.getPos() - self._node2.getPos()
                  vec = Vec3(  (vec.x/lengthFactor), (vec.y/lengthFactor), (vec.z/lengthFactor) )
                  self._zeroDistance = vec
            self._force1 = None
            self._force2 = None
            self._lastPosNode1 = self._node1.getPos()
            self._lastPosNode2 = self._node2.getPos()
            self._impulse1 = None
            self._impulse2 = None
            self._timeOut = None
            #self._base.taskMgr.add(self.timer, "update")
      def timer(self):
            actor1 = self._actor1.getPhysical(0)
            actor2 = self._actor2.getPhysical(0)
            if self._force1:
                  actor1.removeLinearForce(self._force1)
                  actor2.removeLinearForce(self._force2)
            if self._impulse1:
                  if globalClock.getLongTime() > self._timeOut:
                        print "removing perturbation"
                        try:
                              actor1.removeLinearForce(self._impulse1)
                              actor2.removeLinearForce(self._impulse2)
                        except Exception, e:
                              print e
                              print "failed"
                        self._impulse1 = None
                        self._impulse2 = None
                        self._timeOut = None
            force = self.getForce()
            #print force
            
            
            
            if force:
                  try:
                        forceVector = self._node1.getPos() - self._node2.getPos()
                        self._force1 = ForceNode('force1')
                        self._node1.attachNewNode(self._force1)
                        force2 = self._node2.getRelativeVector( self._node1, force)
                        lvf1 = LinearVectorForce(force.x , force.y, force.z)
                        #print force
                        self._force1.addForce( lvf1 )
                        lvf1.setMassDependent(1)
                        self._force2 = ForceNode('force2')
                        self._node2.attachNewNode(self._force2)
                        lvf2 = LinearVectorForce( LinearVectorForce( Vec3( -1* force2.x, -1 * force2.y, -1* force2.z)))
                        lvf2.setMassDependent(1)
                        self._force2.addForce(lvf2)
                        #self._base.physicsMgr.addLinearForce(lvf1)
                        #self._base.physicsMgr.addLinearForce(lvf2)
                        self._actor1.getPhysical(0).addLinearForce(lvf1)
                        self._actor2.getPhysical(0).addLinearForce(lvf2)
                        self._force1 = lvf1
                        self._force2 = lvf2
                  except:
                        traceback.print_exc()
                        pass