Esempio n. 1
0
 def _process(self, dt):
     Impulse.Impulse._process(self, dt)
     me = self.nodePath
     chaser = self.chaser
     chaserPos = chaser.getPos(me)
     chaserPos.setZ(0)
     distance = self.VecType(chaserPos).length()
     self.lookAtNode.lookAt(chaser)
     relH = reduceAngle(self.lookAtNode.getH(me) + 180.0)
     epsilon = 0.005
     rotSpeed = self.mover.getRotSpeed()
     if relH < -epsilon:
         vH = -rotSpeed
     elif relH > epsilon:
         vH = rotSpeed
     else:
         vH = 0
     if abs(vH * dt) > abs(relH):
         vH = relH / dt
     if distance < self.maxDist and abs(relH) < self.moveAngle:
         vForward = self.mover.getFwdSpeed()
     else:
         vForward = 0
     distanceLeft = self.maxDist - distance
     if distanceLeft > 0.0 and vForward * dt > distanceLeft:
         vForward = distanceLeft / dt
     self.vel.setY(vForward)
     self.rotVel.setX(vH)
     self.mover.addShove(self.vel)
     self.mover.addRotShove(self.rotVel)
 def _process(self, dt):
     Impulse.Impulse._process(self, dt)
     me = self.nodePath
     target = self.target
     targetPos = target.getPos(me)
     x = targetPos[0]
     y = targetPos[1]
     distance = math.sqrt(x * x + y * y)
     self.lookAtNode.lookAt(target)
     relH = reduceAngle(self.lookAtNode.getH(me))
     epsilon = 0.005
     rotSpeed = self.mover.getRotSpeed()
     if relH < -epsilon:
         vH = -rotSpeed
     elif relH > epsilon:
         vH = rotSpeed
     else:
         vH = 0
     if abs(vH * dt) > abs(relH):
         vH = relH / dt
     if distance > self.minDist and abs(relH) < self.moveAngle:
         vForward = self.mover.getFwdSpeed()
     else:
         vForward = 0
     distanceLeft = distance - self.minDist
     if distance > self.minDist and vForward * dt > distanceLeft:
         vForward = distanceLeft / dt
     if vForward:
         self.vel.setY(vForward)
         self.mover.addShove(self.vel)
     if vH:
         self.rotVel.setX(vH)
         self.mover.addRotShove(self.rotVel)
    def lookAtAv(self, av):
        avatar = simbase.air.doId2do.get(av)
        if avatar is None:
            return

        lookAtNode = NodePath('lookatNode')
        lookAtNode.hide()
        lookAtNode.reparentTo(self.pet)
        lookAtNode.lookAt(avatar)
        relH = reduceAngle(lookAtNode.getH(self.pet))
        self.pet.d_setH(relH)  # Hotfix for look bug; may look glitchy in-game
        del lookAtNode