def loadCollisions(self): sphere = CollisionSphere(0, 0, 0, 1) sphere.setTangible(0) node = CollisionNode(self.uniqueName('collectableCollNode')) node.addSolid(sphere) node.setCollideMask(CIGlobals.WallBitmask) self.collSensorNodePath = self.attachNewNode(node) ray = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0) rayNode = CollisionNode(self.uniqueName('collectableRayNode')) rayNode.addSolid(ray) rayNode.setFromCollideMask(CIGlobals.FloorBitmask) rayNode.setIntoCollideMask(BitMask32.allOff()) self.collRayNodePath = self.attachNewNode(rayNode) lifter = CollisionHandlerFloor() lifter.addCollider(self.collRayNodePath, self) base.cTrav.addCollider(self.collRayNodePath, lifter)
class Physics: def __init__(self): self.rayCTrav = CollisionTraverser("collision traverser for ray tests") #self.pusher = PhysicsCollisionHandler() self.pusher = CollisionHandlerPusher() self.pusher.addInPattern('%fn-in-%in') self.pusher.addOutPattern('%fn-out-%in') self.pusher.addInPattern('%fn-in') self.pusher.addOutPattern('%fn-out') def startPhysics(self): #self.actorNode = ActorNode("playerPhysicsControler") #base.physicsMgr.attachPhysicalNode(self.actorNode) #self.actorNode.getPhysicsObject().setMass(self.player_mass) #self.mainNode = render.attachNewNode(self.actorNode) self.mainNode = render.attachNewNode("CharacterColliders") self.reparentTo(self.mainNode) charCollisions = self.mainNode.attachNewNode(CollisionNode(self.char_collision_name)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0, self.player_height/4.0)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0*3.05, self.player_height/4.0)) charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/2.0, self.player_height/4.0)) charCollisions.node().setIntoCollideMask(BitMask32(0x80)) # 1000 0000 if self.show_collisions: charCollisions.show() self.pusher.addCollider(charCollisions, self.mainNode) base.cTrav.addCollider(charCollisions, self.pusher) charFFootCollisions = self.attachNewNode(CollisionNode("floor_ray")) charFFootCollisions.node().addSolid(CollisionRay(0, 0, 0.5, 0, 0, -1)) #charFFootCollisions.node().addSolid(CollisionSegment((0, 0, 0.2), (0, 0, -1))) charFFootCollisions.node().setIntoCollideMask(BitMask32.allOff()) charFFootCollisions.node().setFromCollideMask(BitMask32(0x7f)) # 0111 1111 if self.show_collisions: charFFootCollisions.show() self.floor_handler = CollisionHandlerFloor() self.floor_handler.addCollider(charFFootCollisions, self.mainNode) #self.floor_handler.setOffset(0) self.floor_handler.setMaxVelocity(5) base.cTrav.addCollider(charFFootCollisions, self.floor_handler) self.accept("{}-in".format(self.char_collision_name), self.checkCharCollisions) self.raytest_segment = CollisionSegment(0, 1) self.raytest_np = render.attachNewNode(CollisionNode("testRay")) self.raytest_np.node().addSolid(self.raytest_segment) self.raytest_np.node().setIntoCollideMask(BitMask32.allOff()) self.raytest_np.node().setFromCollideMask(BitMask32(0x7f)) # 0111 1111 if self.show_collisions: self.raytest_np.show() self.raytest_queue = CollisionHandlerQueue() self.rayCTrav.addCollider(self.raytest_np, self.raytest_queue) def stopPhysics(self): self.raytest_segment.removeNode() self.pusher.clearColliders() self.floor_handler.clearColliders() self.rayCTrav.clearColliders() def updatePlayerPos(self, speed, heading, dt): if heading is not None: self.mainNode.setH(camera, heading) self.mainNode.setP(0) self.mainNode.setR(0) self.mainNode.setFluidPos(self.mainNode, speed) self.doStep() def checkCharCollisions(self, args): self.doStep() def doStep(self): # do the step height check tmpNP = self.mainNode.attachNewNode("temporary") tmpNP.setPos(self.mainNode, 0, 0, -self.stepheight) pointA = self.mainNode.getPos(render) pointA.setZ(pointA.getZ() + self.player_height/1.8) pointB = tmpNP.getPos(render) if pointA == pointB: return char_step_collision = self.getFirstCollisionInLine(pointA, pointB) tmpNP.removeNode() if char_step_collision is not None: self.mainNode.setFluidZ(char_step_collision.getZ()) return True return False def getFirstCollisionInLine(self, pointA, pointB): """A simple raycast check which will return the first collision point as seen from point A towards pointB""" self.raytest_segment.setPointA(pointA) self.raytest_segment.setPointB(pointB) self.rayCTrav.traverse(render) self.raytest_queue.sortEntries() pos = None if self.raytest_queue.getNumEntries() > 0: pos = self.raytest_queue.getEntry(0).getSurfacePoint(render) return pos
class Physics: def __init__(self): self.rayCTrav = CollisionTraverser("collision traverser for ray tests") #self.pusher = PhysicsCollisionHandler() self.pusher = CollisionHandlerPusher() self.pusher.addInPattern('%fn-in-%in') self.pusher.addOutPattern('%fn-out-%in') self.pusher.addInPattern('%fn-in') self.pusher.addOutPattern('%fn-out') def startPhysics(self): #self.actorNode = ActorNode("playerPhysicsControler") #base.physicsMgr.attachPhysicalNode(self.actorNode) #self.actorNode.getPhysicsObject().setMass(self.player_mass) #self.mainNode = render.attachNewNode(self.actorNode) self.mainNode = render.attachNewNode("CharacterColliders") self.reparentTo(self.mainNode) charCollisions = self.mainNode.attachNewNode( CollisionNode(self.char_collision_name)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0, self.player_height/4.0)) #charCollisions.node().addSolid(CollisionSphere(0, 0, self.player_height/4.0*3.05, self.player_height/4.0)) charCollisions.node().addSolid( CollisionSphere(0, 0, self.player_height / 2.0, self.player_height / 4.0)) charCollisions.node().setIntoCollideMask(BitMask32(0x80)) # 1000 0000 if self.show_collisions: charCollisions.show() self.pusher.addCollider(charCollisions, self.mainNode) base.cTrav.addCollider(charCollisions, self.pusher) charFFootCollisions = self.attachNewNode(CollisionNode("floor_ray")) charFFootCollisions.node().addSolid(CollisionRay(0, 0, 0.5, 0, 0, -1)) #charFFootCollisions.node().addSolid(CollisionSegment((0, 0, 0.2), (0, 0, -1))) charFFootCollisions.node().setIntoCollideMask(BitMask32.allOff()) charFFootCollisions.node().setFromCollideMask( BitMask32(0x7f)) # 0111 1111 if self.show_collisions: charFFootCollisions.show() self.floor_handler = CollisionHandlerFloor() self.floor_handler.addCollider(charFFootCollisions, self.mainNode) #self.floor_handler.setOffset(0) self.floor_handler.setMaxVelocity(5) base.cTrav.addCollider(charFFootCollisions, self.floor_handler) self.accept("{}-in".format(self.char_collision_name), self.checkCharCollisions) self.raytest_segment = CollisionSegment(0, 1) self.raytest_np = render.attachNewNode(CollisionNode("testRay")) self.raytest_np.node().addSolid(self.raytest_segment) self.raytest_np.node().setIntoCollideMask(BitMask32.allOff()) self.raytest_np.node().setFromCollideMask(BitMask32(0x7f)) # 0111 1111 if self.show_collisions: self.raytest_np.show() self.raytest_queue = CollisionHandlerQueue() self.rayCTrav.addCollider(self.raytest_np, self.raytest_queue) def stopPhysics(self): self.raytest_segment.removeNode() self.pusher.clearColliders() self.floor_handler.clearColliders() self.rayCTrav.clearColliders() def updatePlayerPos(self, speed, heading, dt): if heading is not None: self.mainNode.setH(camera, heading) self.mainNode.setP(0) self.mainNode.setR(0) self.mainNode.setFluidPos(self.mainNode, speed) self.doStep() def checkCharCollisions(self, args): self.doStep() def doStep(self): # do the step height check tmpNP = self.mainNode.attachNewNode("temporary") tmpNP.setPos(self.mainNode, 0, 0, -self.stepheight) pointA = self.mainNode.getPos(render) pointA.setZ(pointA.getZ() + self.player_height / 1.8) pointB = tmpNP.getPos(render) if pointA == pointB: return char_step_collision = self.getFirstCollisionInLine(pointA, pointB) tmpNP.removeNode() if char_step_collision is not None: self.mainNode.setFluidZ(char_step_collision.getZ()) return True return False def getFirstCollisionInLine(self, pointA, pointB): """A simple raycast check which will return the first collision point as seen from point A towards pointB""" self.raytest_segment.setPointA(pointA) self.raytest_segment.setPointB(pointB) self.rayCTrav.traverse(render) self.raytest_queue.sortEntries() pos = None if self.raytest_queue.getNumEntries() > 0: pos = self.raytest_queue.getEntry(0).getSurfacePoint(render) return pos
def __init__(self): messenger.toggleVerbose() ShowBase.__init__(self) self.environ = self.loader.loadModel("models/falcon") self.environ.reparentTo(self.render) self.environ.setScale(0.25, 0.25, 0.25) self.environ.setPos(-8, 42, 0) self.taskMgr.add(self.spinCameraTask, "SpinCameraTask") self.taskMgr.add(self.moveCameraTask, "MoveCameraTask") self.taskMgr.add(self.playerGravity, "PlayerGravity") #self.taskMgr.add(self.collTask, "CollisionTask") self.pandaActor = Actor("models/panda-model", {"walk": "models/panda-walk4"}) self.pandaActor.setScale(0.005, 0.005, 0.005) self.pandaActor.setPos(0, 0, 10) self.pandaActor.reparentTo(self.render) # Initialize the collision traverser. self.cTrav = CollisionTraverser() self.cTrav.showCollisions(self.render) # Initialize the Pusher collision handler. pusher = CollisionHandlerPusher() # Create a collision node for this object. cNode = CollisionNode('panda') # Attach a collision sphere solid to the collision node. cNode.addSolid(CollisionSphere(0, 0, 0, 600)) # Attach the collision node to the object's model. pandaC = self.pandaActor.attachNewNode(cNode) # Set the object's collision node to render as visible. pandaC.show() # Create a collsion node for this object. cNode = CollisionNode('environnement') # Attach a collision sphere solid to the collision node. cNode.addSolid(CollisionSphere(-1.3, 19, 0.5, 2.5)) cNode.addSolid(CollisionPlane(Plane(Vec3(0,0,1), Point3(0,0,0.2)))) # Attach the collision node to the object's model. environC = self.environ.attachNewNode(cNode) # Set the object's collision node to render as visible. environC.show() # Add the Pusher collision handler to the collision traverser. self.cTrav.addCollider(pandaC, pusher) # Add the 'frowney' collision node to the Pusher collision handler. pusher.addCollider(pandaC, self.environ, base.drive.node()) fromObject = self.pandaActor.attachNewNode(CollisionNode('colNode')) fromObject.node().addSolid(CollisionRay(0, 0, 0, 0, 0, -1)) lifter = CollisionHandlerFloor() lifter.addCollider(fromObject, self.pandaActor) self.cTrav.addCollider(pandaC, lifter) # Have the 'smiley' sphere moving to help show what is happening. #frowney.posInterval(5, Point3(5, 25, 0), startPos=Point3(-5, 25, 0), fluid=1).loop() #self.stuff = Actor("models/panda-model") #self.stuff.setScale(0.005, 0.005, 0.005) #self.stuff.setPos(-1.3, 19., 0.5) #self.stuff.reparentTo(self.render) # cTrav = CollisionTraverser() # ceh = CollisionHandlerQueue() # #ceh.addInPattern('%fn-into-%in') # #ceh.addAgainPattern('%fn-again-%in') # #ceh.addOutPattern('%fn-outof-%in') # self.pandaColl = self.pandaActor.attachNewNode(CollisionNode('cnode')) # self.pandaColl.node().addSolid(CollisionSphere(self.pandaActor.getChild( 0 ).getBounds( ).getCenter(), 400)) # self.pandaColl.show() # cTrav.addCollider( self.pandaColl, ceh ) # self.cTrav = cTrav # self.cTrav.showCollisions(self.render) # self.queue = ceh # cs = CollisionSphere(-1.3, 19, 0.5, 2.5) # pl = CollisionPlane(Plane(Vec3(0,0,1), Point3(0,0,0.2))) # # ray = CollisionRay(self.pandaActor.getPos(), Vec3(0,0,-1)) # cnodePath = self.render.attachNewNode(CollisionNode('cnode')) # # rayNodePath = self.render.attachNewNode(CollisionNode('raynode')) # cnodePath.node().addSolid(cs) # cnodePath.node().addSolid(pl) # # rayNodePath.node().addSolid(ray) # cnodePath.show() # # rayNodePath.show() # #rayNodePath.reparentTo(self.pandaActor) #self.accept('car-into-rail', handleRailCollision) #cTrav.addCollider(cnodePath, ceh) self.camera.reparentTo(self.pandaActor) self.camera.setPos(0., 1050., 1000.) self.camAlpha = 180 self.camBeta = 0 self.moving = [] self.playerAltitude = 0 self.jumping = False self.inJump = False self.playerFallingSpeed = 0 self.player = Mass(80) base.useDrive() #base.disableMouse( ) # disable the default camera controls that are created for us self.keyBoardSetup()
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.seeNode = self.render.attachNewNode("see") self.cam.reparentTo(self.seeNode) self.cam.setPos(0, 0, 5) self.fpscamera = fpscontroller.FpsController(self, self.seeNode) self.fpscamera.setFlyMode(True) self.prevPos = self.fpscamera.getPos() self.prevInto = None self.info = self.genLabelText("Position: <unknown>", 4) self.makeInstructions() self.initCollisions() self.leftColor = LVecBase4i(224, 224, 64, 255) self.rightColor = LVecBase4i(64, 224, 224, 255) self.isDrawing = False self.toggleDrawing() self.accept("escape", sys.exit) # Escape quits self.accept("enter", self.toggleDrawing) def initCollisions(self): # Initialize the collision traverser. self.cTrav = CollisionTraverser() self.cTrav.showCollisions(self.render) # self.cQueue = CollisionHandlerQueue() # Initialize the Pusher collision handler. # self.pusher = CollisionHandlerPusher() self.pusher = CollisionHandlerFloor() ### player print DirectNotifyGlobal.directNotify.getCategories() # Create a collsion node for this object. playerNode = CollisionNode("player") playerNode.addSolid(CollisionSphere(0, 0, 0, 1)) # playerNode.setFromCollideMask(BitMask32.bit(0)) # playerNode.setIntoCollideMask(BitMask32.allOn()) # Attach the collision node to the object's model. self.playerC = self.fpscamera.player.attachNewNode(playerNode) # Set the object's collision node to render as visible. self.playerC.show() # Add the 'player' collision node to the Pusher collision handler. # self.pusher.addCollider(self.playerC, self.fpscamera.player) # self.pusher.addCollider(playerC, self.fpscamera.player) # self.cTrav.addCollider(self.playerC, self.cQueue) def toggleDrawing(self): self.isDrawing = not self.isDrawing if self.isDrawing: self.drawText.setText("Enter: Turn off drawing") self.fpscamera.setFlyMode(True) self.prevPos = None self.cTrav.removeCollider(self.playerC) self.pusher.removeCollider(self.playerC) self.removeTask("updatePhysics") self.addTask(self.drawHere, "drawHere") self.geomNode = GeomNode("geomNode") self.geomNodePath = self.render.attachNewNode(self.geomNode) self.geomNodePath.setTwoSided(True) # apparently p3tinydisplay needs this self.geomNodePath.setColorOff() # Create a collision node for this object. self.floorCollNode = CollisionNode("geom") # self.floorCollNode.setFromCollideMask(BitMask32.bit(0)) # self.floorCollNode.setIntoCollideMask(BitMask32.allOn()) # Attach the collision node to the object's model. floorC = self.geomNodePath.attachNewNode(self.floorCollNode) # Set the object's collision node to render as visible. floorC.show() # self.pusher.addCollider(floorC, self.geomNodePath) self.newVertexData() self.newGeom() else: self.drawText.setText("Enter: Turn on drawing") self.removeTask("drawHere") if self.prevPos: self.completePath() self.fpscamera.setFlyMode(True) self.drive.setPos(self.fpscamera.getPos()) self.cTrav.addCollider(self.playerC, self.pusher) self.pusher.addCollider(self.playerC, self.fpscamera.player) self.taskMgr.add(self.updatePhysics, "updatePhysics") def newVertexData(self): fmt = GeomVertexFormat.getV3c4() # fmt = GeomVertexFormat.getV3n3c4() self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic) self.vertexWriter = GeomVertexWriter(self.vertexData, "vertex") # self.normalWriter = GeomVertexWriter(self.vertexData, 'normal') self.colorWriter = GeomVertexWriter(self.vertexData, "color") def newGeom(self): self.triStrips = GeomTristrips(Geom.UHDynamic) self.geom = Geom(self.vertexData) self.geom.addPrimitive(self.triStrips) def makeInstructions(self): OnscreenText(text="Draw Path by Walking", style=1, fg=(1, 1, 0, 1), pos=(0.5, -0.95), scale=0.07) self.drawText = self.genLabelText("", 0) self.genLabelText("Walk (W/S/A/D), Jump=Space, Look=PgUp/PgDn", 1) self.genLabelText(" (hint, go backwards with S to see your path immediately)", 2) self.genLabelText("ESC: Quit", 3) def genLabelText(self, text, i): return OnscreenText(text=text, pos=(-1.3, 0.95 - 0.05 * i), fg=(1, 1, 0, 1), align=TextNode.ALeft, scale=0.05) def drawHere(self, task): pos = self.fpscamera.getPos() self.info.setText( "Position: {0}, {1}, {2} at {3} by {4}".format( int(pos.x * 100) / 100.0, int(pos.y * 100) / 100.0, int(pos.z) / 100.0, self.fpscamera.getHeading(), self.fpscamera.getLookAngle(), ) ) prevPos = self.prevPos if not prevPos: self.prevPos = pos elif (pos - prevPos).length() > 1: self.drawQuadTo(prevPos, pos, 2) row = self.vertexWriter.getWriteRow() numPrims = self.triStrips.getNumPrimitives() if numPrims == 0: primVerts = row else: primVerts = row - self.triStrips.getPrimitiveEnd(numPrims - 1) if primVerts >= 4: self.triStrips.closePrimitive() if row >= 256: print "Packing and starting anew" newGeom = True self.geom.unifyInPlace(row, False) else: newGeom = False self.completePath() if newGeom: self.newVertexData() self.newGeom() if not newGeom: self.triStrips.addConsecutiveVertices(row - 2, 2) else: self.drawQuadTo(prevPos, pos, 2) self.leftColor[1] += 63 self.rightColor[2] += 37 self.prevPos = pos return task.cont def drawLineTo(self, pos, color): self.vertexWriter.addData3f(pos.x, pos.y, pos.z) # self.normalWriter.addData3f(0, 0, 1) self.colorWriter.addData4i(color) self.triStrips.addNextVertices(1) def drawQuadTo(self, a, b, width): """ a (to) b are vectors defining a line bisecting a new quad. """ into = b - a if abs(into.x) + abs(into.y) < 1: if not self.prevInto: return into = self.prevInto print into else: into.normalize() # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space if self.vertexWriter.getWriteRow() == 0: self.drawQuadRow(a, into, width) self.drawQuadRow(b, into, width) self.prevInto = into def drawQuadRow(self, a, into, width): """ a defines a point, with 'into' being the normalized direction. """ # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z) aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z) row = self.vertexWriter.getWriteRow() self.vertexWriter.addData3f(aLeft) self.vertexWriter.addData3f(aRight) # self.normalWriter.addData3f(Vec3(0, 0, 1)) # self.normalWriter.addData3f(Vec3(0, 0, 1)) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) self.triStrips.addConsecutiveVertices(row, 2) def completePath(self): self.geomNode.addGeom(self.geom) if self.triStrips.getNumPrimitives() == 0: return floorMesh = CollisionFloorMesh() tris = self.triStrips.decompose() p = 0 vertexReader = GeomVertexReader(self.vertexData, "vertex") for i in range(tris.getNumPrimitives()): v0 = tris.getPrimitiveStart(i) ve = tris.getPrimitiveEnd(i) if v0 < ve: vertexReader.setRow(tris.getVertex(v0)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0 + 1)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0 + 2)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p, p + 1, p + 2) p += 3 self.floorCollNode.addSolid(floorMesh) def updatePhysics(self, task): pos = self.fpscamera.getPos() self.info.setText( "Position: {0}, {1}, {2}".format(int(pos.x * 100) / 100.0, int(pos.y * 100) / 100.0, int(pos.z) / 100.0) ) return task.cont
class PlayerBase(DirectObject): def __init__(self): # Player Model setup self.player = Actor("Player", {"Run":"Player-Run", "Sidestep":"Player-Sidestep", "Idle":"Player-Idle"}) self.player.setBlend(frameBlend = True) self.player.setPos(0, 0, 0) self.player.pose("Idle", 0) self.player.reparentTo(render) self.player.hide() self.footstep = base.audio3d.loadSfx('footstep.ogg') self.footstep.setLoop(True) base.audio3d.attachSoundToObject(self.footstep, self.player) # Create a brush to paint on the texture splat = PNMImage("../data/Splat.png") self.colorBrush = PNMBrush.makeImage(splat, 6, 6, 1) CamMask = BitMask32.bit(0) AvBufMask = BitMask32.bit(1) self.avbuf = None if base.win: self.avbufTex = Texture('avbuf') self.avbuf = base.win.makeTextureBuffer('avbuf', 256, 256, self.avbufTex, True) cam = Camera('avbuf') cam.setLens(base.camNode.getLens()) self.avbufCam = base.cam.attachNewNode(cam) dr = self.avbuf.makeDisplayRegion() dr.setCamera(self.avbufCam) self.avbuf.setActive(False) self.avbuf.setClearColor((1, 0, 0, 1)) cam.setCameraMask(AvBufMask) base.camNode.setCameraMask(CamMask) # avbuf renders everything it sees with the gradient texture. tex = loader.loadTexture('gradient.png') np = NodePath('np') np.setTexture(tex, 100) np.setColor((1, 1, 1, 1), 100) np.setColorScaleOff(100) np.setTransparency(TransparencyAttrib.MNone, 100) np.setLightOff(100) cam.setInitialState(np.getState()) #render.hide(AvBufMask) # Setup a texture stage to paint on the player self.paintTs = TextureStage('paintTs') self.paintTs.setMode(TextureStage.MDecal) self.paintTs.setSort(10) self.paintTs.setPriority(10) self.tex = Texture('paint_av_%s'%id(self)) # Setup a PNMImage that will hold the paintable texture of the player self.imageSizeX = 64 self.imageSizeY = 64 self.p = PNMImage(self.imageSizeX, self.imageSizeY, 4) self.p.fill(1) self.p.alphaFill(0) self.tex.load(self.p) self.tex.setWrapU(self.tex.WMClamp) self.tex.setWrapV(self.tex.WMClamp) # Apply the paintable texture to the avatar self.player.setTexture(self.paintTs, self.tex) # team self.playerTeam = "" # A lable that will display the players team self.lblTeam = DirectLabel( scale = 1, pos = (0, 0, 3), frameColor = (0, 0, 0, 0), text = "TEAM", text_align = TextNode.ACenter, text_fg = (0,0,0,1)) self.lblTeam.reparentTo(self.player) self.lblTeam.setBillboardPointEye() # basic player values self.maxHits = 3 self.currentHits = 0 self.isOut = False self.TorsorControl = self.player.controlJoint(None,"modelRoot","Torsor") # setup the collision detection # wall and object collision self.playerSphere = CollisionSphere(0, 0, 1, 1) self.playerCollision = self.player.attachNewNode(CollisionNode("playerCollision%d"%id(self))) self.playerCollision.node().addSolid(self.playerSphere) base.pusher.addCollider(self.playerCollision, self.player) base.cTrav.addCollider(self.playerCollision, base.pusher) # foot (walk) collision self.playerFootRay = self.player.attachNewNode(CollisionNode("playerFootCollision%d"%id(self))) self.playerFootRay.node().addSolid(CollisionRay(0, 0, 2, 0, 0, -1)) self.playerFootRay.node().setIntoCollideMask(0) self.lifter = CollisionHandlerFloor() self.lifter.addCollider(self.playerFootRay, self.player) base.cTrav.addCollider(self.playerFootRay, self.lifter) # Player weapon setup self.gunAttach = self.player.exposeJoint(None, "modelRoot", "WeaponSlot_R") self.color = LPoint3f(1, 1, 1) self.gun = Gun(id(self)) self.gun.reparentTo(self.gunAttach) self.gun.hide() self.gun.setColor(self.color) self.hud = None # Player controls setup self.keyMap = {"left":0, "right":0, "forward":0, "backward":0} # screen sizes self.winXhalf = base.win.getXSize() / 2 self.winYhalf = base.win.getYSize() / 2 self.mouseSpeedX = 0.1 self.mouseSpeedY = 0.1 # AI controllable variables self.AIP = 0.0 self.AIH = 0.0 self.movespeed = 5.0 self.userControlled = False self.accept("Bulet-hit-playerCollision%d" % id(self), self.hit) self.accept("window-event", self.recalcAspectRatio) def runBase(self): self.player.show() self.gun.show() taskMgr.add(self.move, "moveTask%d"%id(self), priority=-4) def stopBase(self): taskMgr.remove("moveTask%d"%id(self)) self.ignoreAll() self.gun.remove() self.footstep.stop() base.audio3d.detachSound(self.footstep) self.player.delete() def setKey(self, key, value): self.keyMap[key] = value def setPos(self, pos): self.player.setPos(pos) def setColor(self, color=LPoint3f(0,0,0)): self.color = color self.gun.setColor(color) c = (color[0], color[1], color[2], 1.0) self.lblTeam["text_fg"] = c def setTeam(self, team): self.playerTeam = team self.lblTeam["text"] = team def shoot(self, shotVec=None): self.gun.shoot(shotVec) if self.hud != None: self.hud.updateAmmo(self.gun.maxAmmunition, self.gun.ammunition) def reload(self): self.gun.reload() if self.hud != None: self.hud.updateAmmo(self.gun.maxAmmunition, self.gun.ammunition) def recalcAspectRatio(self, window): self.winXhalf = window.getXSize() / 2 self.winYhalf = window.getYSize() / 2 def hit(self, entry, color): self.currentHits += 1 # Create a brush to paint on the texture splat = PNMImage("../data/Splat.png") splat = splat * LColorf(color[0], color[1], color[2], 1.0) self.colorBrush = PNMBrush.makeImage(splat, 6, 6, 1) self.paintAvatar(entry) if self.currentHits >= self.maxHits: base.messenger.send("GameOver-player%d" % id(self)) self.isOut = True def __paint(self, s, t): """ Paints a point on the avatar at texture coordinates (s, t). """ x = (s * self.p.getXSize()) y = ((1.0 - t) * self.p.getYSize()) # Draw in color directly on the avatar p1 = PNMPainter(self.p) p1.setPen(self.colorBrush) p1.drawPoint(x, y) self.tex.load(self.p) self.tex.setWrapU(self.tex.WMClamp) self.tex.setWrapV(self.tex.WMClamp) self.paintDirty = True def paintAvatar(self, entry): """ Paints onto an avatar. Returns true on success, false on failure (because there are no avatar pixels under the mouse, for instance). """ # First, we have to render the avatar in its false-color # image, to determine which part of its texture is under the # mouse. if not self.avbuf: return False #mpos = base.mouseWatcherNode.getMouse() mpos = entry.getSurfacePoint(self.player) ppos = entry.getSurfacePoint(render) self.player.showThrough(BitMask32.bit(1)) self.avbuf.setActive(True) base.graphicsEngine.renderFrame() self.player.show(BitMask32.bit(1)) self.avbuf.setActive(False) # Now we have the rendered image in self.avbufTex. if not self.avbufTex.hasRamImage(): print "Weird, no image in avbufTex." return False p = PNMImage() self.avbufTex.store(p) ix = int((1 + mpos.getX()) * p.getXSize() * 0.5) iy = int((1 - mpos.getY()) * p.getYSize() * 0.5) x = 1 if ix >= 0 and ix < p.getXSize() and iy >= 0 and iy < p.getYSize(): s = p.getBlue(ix, iy) t = p.getGreen(ix, iy) x = p.getRed(ix, iy) if x > 0.5: # Off the avatar. return False # At point (s, t) on the avatar's map. self.__paint(s, t) return True def move(self, task): if self is None: return task.done if self.userControlled: if not base.mouseWatcherNode.hasMouse(): return task.cont self.pointer = base.win.getPointer(0) mouseX = self.pointer.getX() mouseY = self.pointer.getY() if base.win.movePointer(0, self.winXhalf, self.winYhalf): p = self.TorsorControl.getP() + (mouseY - self.winYhalf) * self.mouseSpeedY if p <-80: p = -80 elif p > 90: p = 90 self.TorsorControl.setP(p) h = self.player.getH() - (mouseX - self.winXhalf) * self.mouseSpeedX if h <-360: h = 360 elif h > 360: h = -360 self.player.setH(h) else: self.TorsorControl.setP(self.AIP) self.player.setH(self.AIH) forward = self.keyMap["forward"] != 0 backward = self.keyMap["backward"] != 0 if self.keyMap["left"] != 0: if self.player.getCurrentAnim() != "Sidestep" and not (forward or backward): self.player.loop("Sidestep") self.player.setPlayRate(5, "Sidestep") self.player.setX(self.player, self.movespeed * globalClock.getDt()) elif self.keyMap["right"] != 0: if self.player.getCurrentAnim() != "Sidestep" and not (forward or backward): self.player.loop("Sidestep") self.player.setPlayRate(5, "Sidestep") self.player.setX(self.player, -self.movespeed * globalClock.getDt()) else: self.player.stop("Sidestep") if forward: if self.player.getCurrentAnim() != "Run": self.player.loop("Run") self.player.setPlayRate(5, "Run") self.player.setY(self.player, -self.movespeed * globalClock.getDt()) elif backward: if self.player.getCurrentAnim() != "Run": self.player.loop("Run") self.player.setPlayRate(-5, "Run") self.player.setY(self.player, self.movespeed * globalClock.getDt()) else: self.player.stop("Run") if not (self.keyMap["left"] or self.keyMap["right"] or self.keyMap["forward"] or self.keyMap["backward"] or self.player.getCurrentAnim() == "Idle"): self.player.loop("Idle") self.footstep.stop() else: self.footstep.play() return task.cont
class SmartCamera: UPDATE_TASK_NAME = 'update_smartcamera' notify = directNotify.newCategory('SmartCamera') def __init__(self): self.cTrav = CollisionTraverser('cam_traverser') base.pushCTrav(self.cTrav) self.cTrav.setRespectPrevTransform(1) self.default_pos = None self.parent = None self.initialized = False self.started = False self.camFloorRayNode = None self.ccRay2 = None self.ccRay2Node = None self.ccRay2NodePath = None self.ccRay2BitMask = None self.ccRay2MoveNodePath = None self.camFloorCollisionBroadcaster = None self.notify.debug('SmartCamera initialized!') return def lerpCameraFov(self, fov, time): taskMgr.remove('cam-fov-lerp-play') oldFov = base.camLens.getHfov() if abs(fov - oldFov) > 0.1: def setCamFov(fov): base.camLens.setMinFov(fov / (4.0 / 3.0)) self.camLerpInterval = LerpFunctionInterval(setCamFov, fromData=oldFov, toData=fov, duration=time, name='cam-fov-lerp') self.camLerpInterval.start() def setCameraFov(self, fov): self.fov = fov if not (self.isPageDown or self.isPageUp): base.camLens.setMinFov(self.fov / (4.0 / 3.0)) def initCameraPositions(self): camHeight = max(base.localAvatar.getHeight(), 3.0) nrCamHeight = base.localAvatar.getHeight() heightScaleFactor = camHeight * 0.3333333333 defLookAt = Point3(0.0, 1.5, camHeight) self.firstPersonCamPos = Point3(0.0, 0.7, nrCamHeight * 5.0) scXoffset = 3.0 scPosition = (Point3(scXoffset - 1, -10.0, camHeight + 5.0), Point3(scXoffset, 2.0, camHeight)) self.cameraPositions = [ (Point3(0.0, -9.0 * heightScaleFactor, camHeight), defLookAt, Point3(0.0, camHeight, camHeight * 4.0), Point3(0.0, camHeight, camHeight * -1.0), 0), ( Point3(0.0, 0.7, camHeight), defLookAt, Point3(0.0, camHeight, camHeight * 1.33), Point3(0.0, camHeight, camHeight * 0.66), 1), ( Point3(5.7 * heightScaleFactor, 7.65 * heightScaleFactor, camHeight + 2.0), Point3(0.0, 1.0, camHeight), Point3(0.0, 1.0, camHeight * 4.0), Point3(0.0, 1.0, camHeight * -1.0), 0), ( Point3(0.0, 8.65 * heightScaleFactor, camHeight), Point3(0.0, 1.0, camHeight), Point3(0.0, 1.0, camHeight * 4.0), Point3(0.0, 1.0, camHeight * -1.0), 0), ( Point3(0.0, -24.0 * heightScaleFactor, camHeight + 4.0), defLookAt, Point3(0.0, 1.5, camHeight * 4.0), Point3(0.0, 1.5, camHeight * -1.0), 0), ( Point3(0.0, -12.0 * heightScaleFactor, camHeight + 4.0), defLookAt, Point3(0.0, 1.5, camHeight * 4.0), Point3(0.0, 1.5, camHeight * -1.0), 0)] def pageUp(self): if not base.localAvatar.avatarMovementEnabled: return if not self.isPageUp: self.isPageDown = 0 self.isPageUp = 1 self.lerpCameraFov(70, 0.6) self.setCameraPositionByIndex(self.cameraIndex) else: self.clearPageUpDown() def pageDown(self): if not base.localAvatar.avatarMovementEnabled: return if not self.isPageDown: self.isPageUp = 0 self.isPageDown = 1 self.lerpCameraFov(70, 0.6) self.setCameraPositionByIndex(self.cameraIndex) else: self.clearPageUpDown() def clearPageUpDown(self): if self.isPageDown or self.isPageUp: self.lerpCameraFov(self.fov, 0.6) self.isPageDown = 0 self.isPageUp = 0 self.setCameraPositionByIndex(self.cameraIndex) def nextCameraPos(self, forward): if not base.localAvatar.avatarMovementEnabled: return self.__cameraHasBeenMoved = 1 if forward: self.cameraIndex += 1 if self.cameraIndex > len(self.cameraPositions) - 1: self.cameraIndex = 0 else: self.cameraIndex -= 1 if self.cameraIndex < 0: self.cameraIndex = len(self.cameraPositions) - 1 self.setCameraPositionByIndex(self.cameraIndex) def setCameraPositionByIndex(self, index): self.notify.debug('switching to camera position %s' % index) self.setCameraSettings(self.cameraPositions[index]) def setCameraSettings(self, camSettings): self.setIdealCameraPos(camSettings[0]) if self.isPageUp and self.isPageDown or not self.isPageUp and not self.isPageDown: self.__cameraHasBeenMoved = 1 self.setLookAtPoint(camSettings[1]) else: if self.isPageUp: self.__cameraHasBeenMoved = 1 self.setLookAtPoint(camSettings[2]) else: if self.isPageDown: self.__cameraHasBeenMoved = 1 self.setLookAtPoint(camSettings[3]) else: self.notify.error('This case should be impossible.') self.__disableSmartCam = camSettings[4] if self.__disableSmartCam: self.putCameraFloorRayOnAvatar() self.cameraZOffset = 0.0 def set_default_pos(self, pos): self.default_pos = pos def get_default_pos(self): return self.default_pos def set_parent(self, parent): self.parent = parent def get_parent(self): return self.parent def getVisibilityPoint(self): return Point3(0.0, 0.0, base.localAvatar.getHeight()) def setLookAtPoint(self, la): self.__curLookAt = Point3(la) def getLookAtPoint(self): return Point3(self.__curLookAt) def setIdealCameraPos(self, pos): self.__idealCameraPos = Point3(pos) self.updateSmartCameraCollisionLineSegment() def getIdealCameraPos(self): return Point3(self.__idealCameraPos) def getCompromiseCameraPos(self): if self.__idealCameraObstructed == 0: compromisePos = self.getIdealCameraPos() else: visPnt = self.getVisibilityPoint() idealPos = self.getIdealCameraPos() distance = Vec3(idealPos - visPnt).length() ratio = self.closestObstructionDistance / distance compromisePos = idealPos * ratio + visPnt * (1 - ratio) liftMult = 1.0 - ratio * ratio compromisePos = Point3(compromisePos[0], compromisePos[1], compromisePos[2] + base.localAvatar.getHeight() * 0.4 * liftMult) compromisePos.setZ(compromisePos[2] + self.cameraZOffset) return compromisePos def updateSmartCameraCollisionLineSegment(self): pointB = self.getIdealCameraPos() pointA = self.getVisibilityPoint() vectorAB = Vec3(pointB - pointA) lengthAB = vectorAB.length() if lengthAB > 0.001: self.ccLine.setPointA(pointA) self.ccLine.setPointB(pointB) def initializeSmartCamera(self): self.__idealCameraObstructed = 0 self.closestObstructionDistance = 0.0 self.cameraIndex = 0 self.cameraPositions = [] self.auxCameraPositions = [] self.cameraZOffset = 0.0 self.setGeom(render) self.__onLevelGround = 0 self.__camCollCanMove = 0 self.__disableSmartCam = 0 self.initializeSmartCameraCollisions() self._smartCamEnabled = False self.isPageUp = 0 self.isPageDown = 0 self.fov = CIGlobals.DefaultCameraFov def enterFirstPerson(self): self.stop_smartcamera() if hasattr(self.get_parent(), 'toon_head'): head = self.get_parent().toon_head camera.reparentTo(head) camera.setPos(0, -0.35, 0) camera.setHpr(0, 0, 0) def exitFirstPerson(self): self.initialize_smartcamera() self.initialize_smartcamera_collisions() self.start_smartcamera() def putCameraFloorRayOnAvatar(self): self.camFloorRayNode.setPos(base.localAvatar, 0, 0, 5) def putCameraFloorRayOnCamera(self): self.camFloorRayNode.setPos(self.ccSphereNodePath, 0, 0, 0) def recalcCameraSphere(self): nearPlaneDist = base.camLens.getNear() hFov = base.camLens.getHfov() vFov = base.camLens.getVfov() hOff = nearPlaneDist * math.tan(deg2Rad(hFov / 2.0)) vOff = nearPlaneDist * math.tan(deg2Rad(vFov / 2.0)) camPnts = [Point3(hOff, nearPlaneDist, vOff), Point3(-hOff, nearPlaneDist, vOff), Point3(hOff, nearPlaneDist, -vOff), Point3(-hOff, nearPlaneDist, -vOff), Point3(0.0, 0.0, 0.0)] avgPnt = Point3(0.0, 0.0, 0.0) for camPnt in camPnts: avgPnt = avgPnt + camPnt avgPnt = avgPnt / len(camPnts) sphereRadius = 0.0 for camPnt in camPnts: dist = Vec3(camPnt - avgPnt).length() if dist > sphereRadius: sphereRadius = dist avgPnt = Point3(avgPnt) self.ccSphereNodePath.setPos(avgPnt) self.ccSphereNodePath2.setPos(avgPnt) self.ccSphere.setRadius(sphereRadius) def setGeom(self, geom): self.__geom = geom def initializeSmartCameraCollisions(self): if self.initialized: return self.ccTrav = CollisionTraverser('LocalAvatar.ccTrav') self.ccLine = CollisionSegment(0.0, 0.0, 0.0, 1.0, 0.0, 0.0) self.ccLineNode = CollisionNode('ccLineNode') self.ccLineNode.addSolid(self.ccLine) self.ccLineNodePath = base.localAvatar.attachNewNode(self.ccLineNode) self.ccLineBitMask = CIGlobals.CameraBitmask self.ccLineNode.setFromCollideMask(self.ccLineBitMask) self.ccLineNode.setIntoCollideMask(BitMask32.allOff()) self.camCollisionQueue = CollisionHandlerQueue() self.ccTrav.addCollider(self.ccLineNodePath, self.camCollisionQueue) self.ccSphere = CollisionSphere(0, 0, 0, 1) self.ccSphereNode = CollisionNode('ccSphereNode') self.ccSphereNode.addSolid(self.ccSphere) self.ccSphereNodePath = base.camera.attachNewNode(self.ccSphereNode) self.ccSphereNode.setFromCollideMask(CIGlobals.CameraBitmask) self.ccSphereNode.setIntoCollideMask(BitMask32.allOff()) self.camPusher = CollisionHandlerPusher() self.camPusher.addCollider(self.ccSphereNodePath, base.camera) self.camPusher.setCenter(base.localAvatar) self.ccPusherTrav = CollisionTraverser('LocalAvatar.ccPusherTrav') self.ccSphere2 = self.ccSphere self.ccSphereNode2 = CollisionNode('ccSphereNode2') self.ccSphereNode2.addSolid(self.ccSphere2) self.ccSphereNodePath2 = base.camera.attachNewNode(self.ccSphereNode2) self.ccSphereNode2.setFromCollideMask(CIGlobals.CameraBitmask) self.ccSphereNode2.setIntoCollideMask(BitMask32.allOff()) self.camPusher2 = CollisionHandlerPusher() self.ccPusherTrav.addCollider(self.ccSphereNodePath2, self.camPusher2) self.camPusher2.addCollider(self.ccSphereNodePath2, base.camera) self.camPusher2.setCenter(base.localAvatar) self.camFloorRayNode = base.localAvatar.attachNewNode('camFloorRayNode') self.ccRay = CollisionRay(0.0, 0.0, 0.0, 0.0, 0.0, -1.0) self.ccRayNode = CollisionNode('ccRayNode') self.ccRayNode.addSolid(self.ccRay) self.ccRayNodePath = self.camFloorRayNode.attachNewNode(self.ccRayNode) self.ccRayBitMask = CIGlobals.FloorBitmask self.ccRayNode.setFromCollideMask(self.ccRayBitMask) self.ccRayNode.setIntoCollideMask(BitMask32.allOff()) self.ccTravFloor = CollisionTraverser('LocalAvatar.ccTravFloor') self.camFloorCollisionQueue = CollisionHandlerQueue() self.ccTravFloor.addCollider(self.ccRayNodePath, self.camFloorCollisionQueue) self.ccTravOnFloor = CollisionTraverser('LocalAvatar.ccTravOnFloor') self.ccRay2 = CollisionRay(0.0, 0.0, 0.0, 0.0, 0.0, -1.0) self.ccRay2Node = CollisionNode('ccRay2Node') self.ccRay2Node.addSolid(self.ccRay2) self.ccRay2NodePath = self.camFloorRayNode.attachNewNode(self.ccRay2Node) self.ccRay2BitMask = CIGlobals.FloorBitmask self.ccRay2Node.setFromCollideMask(self.ccRay2BitMask) self.ccRay2Node.setIntoCollideMask(BitMask32.allOff()) self.ccRay2MoveNodePath = hidden.attachNewNode('ccRay2MoveNode') self.camFloorCollisionBroadcaster = CollisionHandlerFloor() self.camFloorCollisionBroadcaster.setInPattern('on-floor') self.camFloorCollisionBroadcaster.setOutPattern('off-floor') self.camFloorCollisionBroadcaster.addCollider(self.ccRay2NodePath, self.ccRay2MoveNodePath) self.cTrav.addCollider(self.ccRay2NodePath, self.camFloorCollisionBroadcaster) self.initialized = True def deleteSmartCameraCollisions(self): del self.ccTrav del self.ccLine del self.ccLineNode self.ccLineNodePath.removeNode() del self.ccLineNodePath del self.camCollisionQueue del self.ccRay del self.ccRayNode self.ccRayNodePath.removeNode() del self.ccRayNodePath del self.ccRay2 del self.ccRay2Node self.ccRay2NodePath.removeNode() del self.ccRay2NodePath self.ccRay2MoveNodePath.removeNode() del self.ccRay2MoveNodePath del self.ccTravOnFloor del self.ccTravFloor del self.camFloorCollisionQueue del self.camFloorCollisionBroadcaster del self.ccSphere del self.ccSphereNode self.ccSphereNodePath.removeNode() del self.ccSphereNodePath del self.camPusher del self.ccPusherTrav del self.ccSphere2 del self.ccSphereNode2 self.ccSphereNodePath2.removeNode() del self.ccSphereNodePath2 del self.camPusher2 self.initialized = False def startUpdateSmartCamera(self): if self.started: return self.__floorDetected = 0 self.__cameraHasBeenMoved = 1 self.recalcCameraSphere() self.__instantaneousCamPos = camera.getPos() self.cTrav.addCollider(self.ccSphereNodePath, self.camPusher) self.ccTravOnFloor.addCollider(self.ccRay2NodePath, self.camFloorCollisionBroadcaster) self.__disableSmartCam = 0 self.__lastPosWrtRender = camera.getPos(render) + 1 self.__lastHprWrtRender = camera.getHpr(render) + 1 taskName = base.localAvatar.taskName('updateSmartCamera') taskMgr.remove(taskName) taskMgr.add(self.updateSmartCamera, taskName, priority=47) self.started = True def stopUpdateSmartCamera(self): self.cTrav.removeCollider(self.ccSphereNodePath) self.ccTravOnFloor.removeCollider(self.ccRay2NodePath) taskName = base.localAvatar.taskName('updateSmartCamera') taskMgr.remove(taskName) camera.setPos(self.getIdealCameraPos()) self.started = False def updateSmartCamera(self, task): if not self.__camCollCanMove and not self.__cameraHasBeenMoved: if self.__lastPosWrtRender == camera.getPos(render): if self.__lastHprWrtRender == camera.getHpr(render): return Task.cont self.__cameraHasBeenMoved = 0 self.__lastPosWrtRender = camera.getPos(render) self.__lastHprWrtRender = camera.getHpr(render) self.__idealCameraObstructed = 0 if not self.__disableSmartCam: self.ccTrav.traverse(self.__geom) if self.camCollisionQueue.getNumEntries() > 0: try: self.camCollisionQueue.sortEntries() self.handleCameraObstruction(self.camCollisionQueue.getEntry(0)) except AssertionError: pass if not self.__onLevelGround: self.handleCameraFloorInteraction() if not self.__idealCameraObstructed: self.nudgeCamera() if not self.__disableSmartCam: self.ccPusherTrav.traverse(self.__geom) self.putCameraFloorRayOnCamera() self.ccTravOnFloor.traverse(self.__geom) return Task.cont def positionCameraWithPusher(self, pos, lookAt): camera.setPos(pos) self.ccPusherTrav.traverse(self.__geom) camera.lookAt(lookAt) def nudgeCamera(self): CLOSE_ENOUGH = 0.1 curCamPos = self.__instantaneousCamPos curCamHpr = camera.getHpr() targetCamPos = self.getCompromiseCameraPos() targetCamLookAt = self.getLookAtPoint() posDone = 0 if Vec3(curCamPos - targetCamPos).length() <= CLOSE_ENOUGH: camera.setPos(targetCamPos) posDone = 1 camera.setPos(targetCamPos) camera.lookAt(targetCamLookAt) targetCamHpr = camera.getHpr() hprDone = 0 if Vec3(curCamHpr - targetCamHpr).length() <= CLOSE_ENOUGH: hprDone = 1 if posDone and hprDone: return lerpRatio = 0.15 lerpRatio = 1 - pow(1 - lerpRatio, globalClock.getDt() * 30.0) self.__instantaneousCamPos = targetCamPos * lerpRatio + curCamPos * (1 - lerpRatio) if self.__disableSmartCam or not self.__idealCameraObstructed: newHpr = targetCamHpr * lerpRatio + curCamHpr * (1 - lerpRatio) else: newHpr = targetCamHpr camera.setPos(self.__instantaneousCamPos) camera.setHpr(newHpr) def popCameraToDest(self): newCamPos = self.getCompromiseCameraPos() newCamLookAt = self.getLookAtPoint() self.positionCameraWithPusher(newCamPos, newCamLookAt) self.__instantaneousCamPos = camera.getPos() def handleCameraObstruction(self, camObstrCollisionEntry): collisionPoint = camObstrCollisionEntry.getSurfacePoint(self.ccLineNodePath) collisionVec = Vec3(collisionPoint - self.ccLine.getPointA()) distance = collisionVec.length() self.__idealCameraObstructed = 1 self.closestObstructionDistance = distance self.popCameraToDest() def handleCameraFloorInteraction(self): self.putCameraFloorRayOnCamera() self.ccTravFloor.traverse(self.__geom) if self.__onLevelGround: return if self.camFloorCollisionQueue.getNumEntries() == 0: return self.camFloorCollisionQueue.sortEntries() camObstrCollisionEntry = self.camFloorCollisionQueue.getEntry(0) camHeightFromFloor = camObstrCollisionEntry.getSurfacePoint(self.ccRayNodePath)[2] self.cameraZOffset = camera.getPos()[2] + camHeightFromFloor if self.cameraZOffset < 0: self.cameraZOffset = 0 if self.__floorDetected == 0: self.__floorDetected = 1 self.popCameraToDest()
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.disableMouse() self.cam_away = 20 self.cam_elevation = 5 self.rot_rate = .5 self.cam_dist = (self.cam_away**2 + self.cam_elevation**2) ** .5 ####### self.environ = GeoMipTerrain("terrain") self.environ.setHeightfield("../terrain/first.png") self.environ.setColorMap("../terrain/first-c.png") self.environ.generate() self.environ.getRoot().setScale(1, 1, 100) self.environ.getRoot().setPos(0, 0, 0) self.environ.getRoot().reparentTo(render) self.environ.getRoot().setName("terrain") self.environ.getRoot().setCollideMask(BitMask32.bit(0)) ####### self.pandaActor = Actor("models/panda", {"walk": "models/panda-walk"}) self.pandaActor.setScale(.5, .5, .5) self.pandaActor.setHpr(180, 0, 0) self.pandaActor.setPos(50, 50, 50) self.pandaActor.reparentTo(render) self.pandaActor.setPythonTag("moving", False) self.avatarYawRot = 0 self.avatarPitchRot = 0 #self.teapot = loader.loadModel("models/teapot") #self.teapot.setScale(1, 1, 1) #self.teapot.setPos(60, 60, 50) #self.teapot.reparentTo(render) self.cam.setHpr(0, 0, 0) self.taskMgr.add(self.updateTerrain, "update terrain", priority = 35) self.keys = {"w" : 0, "s" : 0, "a" : 0, "d" : 0} self.accept("w", self.setKey, ["w", 1]) self.accept("w-up", self.setKey, ["w", 0]) self.accept("s", self.setKey, ["s", 1]) self.accept("s-up", self.setKey, ["s", 0]) self.accept("a", self.setKey, ["a", 1]) self.accept("a-up", self.setKey, ["a", 0]) self.accept("d", self.setKey, ["d", 1]) self.accept("d-up", self.setKey, ["d", 0]) self.accept("wheel_up", self.zoomCamera, [-1]) self.accept("wheel_down", self.zoomCamera, [1]) self.accept('window-event', self.handleWindowEvent) props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.last_mouse_x = self.win.getPointer(0).getX() #self.last_mouse_y = self.win.getPointer(0).getY() self.cTrav = CollisionTraverser() self.pandaGroundRay = CollisionRay(0,0,0,0,0,1) self.pandaGroundRayNode = CollisionNode('pandaGroundRay') self.pandaGroundRayNode.addSolid(self.pandaGroundRay) self.pandaGroundRayNode.setFromCollideMask(BitMask32.bit(0)) self.pandaGroundRayNode.setIntoCollideMask(BitMask32.allOff()) self.pandaGroundRayNodepath = self.pandaActor.attachNewNode(self.pandaGroundRayNode) self.pandaGroundRayNodepath.show() self.pandaGroundCollisionHandler = CollisionHandlerFloor() self.pandaGroundCollisionHandler.addCollider(self.pandaGroundRayNodepath, self.pandaActor) self.cTrav.addCollider(self.pandaGroundRayNodepath, self.pandaGroundCollisionHandler) #self.teapotRay = CollisionSphere(0,0,0,5) #self.teapotGroundCol = CollisionNode('teapotRay') #self.teapotGroundCol.addSolid(self.teapotRay) #self.teapotGroundCol.setFromCollideMask(BitMask32.allOff()) #self.teapotGroundCol.setIntoCollideMask(BitMask32.bit(0)) #self.teapotGroundColNp = self.teapot.attachNewNode(self.teapotGroundCol) #self.teapotGroundHandler = CollisionHandlerQueue() #self.cTrav.addCollider(self.teapotGroundColNp, self.teapotGroundHandler) def setKey(self, key, value): self.keys[key] = value def handleWindowEvent(self, window=None): wp = window.getProperties() self.win_center_x = wp.getXSize() / 2 self.win_center_y = wp.getYSize() / 2 def zoomCamera(self, direction): self.cam_away += direction def updateTerrain(self, task): dt = globalClock.getDt() self.pandaActor.setY(self.pandaActor, -50 * dt) if self.keys["w"]: self.pandaActor.setZ(self.pandaActor, 20 * dt) if self.keys["s"]: self.pandaActor.setZ(self.pandaActor, -20 * dt) if self.keys["a"]: self.pandaActor.setX(self.pandaActor, 20 * dt) if self.keys["d"]: self.pandaActor.setX(self.pandaActor, -20 * dt) mouse_pos = self.win.getPointer(0) #Mouse-based viewpoint rotation current_mouse_x = mouse_pos.getX() #current_mouse_y = mouse_pos.getY() mouse_shift_x = current_mouse_x - self.last_mouse_x #mouse_shift_y = current_mouse_y - self.last_mouse_y self.last_mouse_x = current_mouse_x #self.last_mouse_y = current_mouse_y if current_mouse_x == 0 or current_mouse_x >= (self.win_center_x * 1.5): base.win.movePointer(0, self.win_center_x, self.win_center_y) self.last_mouse_x = self.win_center_x #if current_mouse_y == 0 or current_mouse_y >= (self.win_center_y * 1.5): # base.win.movePointer(0, self.win_center_x, self.win_center_y) # self.last_mouse_y = self.win_center_y yaw_shift = -((mouse_shift_x) * self.rot_rate) #pitch_shift = -((mouse_shift_y) * self.rot_rate) self.avatarYawRot += yaw_shift #self.avatarPitchRot += pitch_shift self.pandaActor.setH(self.pandaActor, yaw_shift) self.cam.setH(self.cam, yaw_shift) cam_x_adjust = self.cam_away*sin(radians(self.avatarYawRot)) cam_y_adjust = self.cam_away*cos(radians(self.avatarYawRot)) self.cam.setPos(self.pandaActor.getX() + cam_x_adjust, self.pandaActor.getY() - cam_y_adjust, self.pandaActor.getZ() + self.cam_elevation) #self.cTrav.traverse(render) #entries = [] #for i in range(self.pandaGroundCollisionHandler.getNumEntries()): # entry = self.pandaGroundCollisionHandler.getEntry(i) # entries.append(entry) #for entry in entries: # print entry.getIntoNode().getName() # if entry.getIntoNode().getName() == "terrain": # print "shiet" # self.pandaActor.setZ(entry.getSurfacePoint(render).getZ()) return Task.cont
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.seeNode = self.render.attachNewNode('see') self.cam.reparentTo(self.seeNode) self.cam.setPos(0, 0, 5) self.fpscamera = fpscontroller.FpsController(self, self.seeNode) self.fpscamera.setFlyMode(True) self.fpscamera.setMouseLook(True) self.prevPos = self.fpscamera.getPos() self.prevInto = None self.makeInstructions() self.info = self.genLabelText("Position: <unknown>", 2) self.initCollisions() self.leftColor = LVecBase4i(224, 224, 64, 255) self.rightColor = LVecBase4i(64, 224, 224, 255) self.isDrawing = False self.toggleDrawing() self.accept("escape", sys.exit) #Escape quits self.accept("enter", self.toggleDrawing) def initCollisions(self): # Initialize the collision traverser. self.cTrav = CollisionTraverser() self.cTrav.showCollisions(self.render) # Initialize the Pusher collision handler. self.pusher = CollisionHandlerFloor() ### player # Create a collsion node for this object. playerNode = CollisionNode('player') playerNode.addSolid(CollisionSphere(0, 0, 0, 1)) # Attach the collision node to the object's model. self.playerC = self.fpscamera.player.attachNewNode(playerNode) # Set the object's collision node to render as visible. self.playerC.show() def toggleDrawing(self): self.isDrawing = not self.isDrawing if self.isDrawing: self.instructionText.setText( 'Enter: Generate Tunnel from Movement') self.fpscamera.setFlyMode(True) self.prevPos = None # self.cTrav.remosveCollider(self.playerC) self.removeTask('updatePhysics') self.addTask(self.drawHere, 'drawHere') self.geomNode = GeomNode('geomNode') self.geomNodePath = self.render.attachNewNode(self.geomNode) self.geomNodePath.setTwoSided(True) # apparently p3tinydisplay needs this self.geomNodePath.setColorOff() # Create a collision node for this object. self.floorCollNode = CollisionNode('geom') # Attach the collision node to the object's model. floorC = self.geomNodePath.attachNewNode(self.floorCollNode) # Set the object's collision node to render as visible. floorC.show() self.newVertexData() self.newGeom() else: self.instructionText.setText('Enter: Record Movement for Tunnel') self.removeTask('drawHere') if self.prevPos: #self.completePath() self.completeTunnelPath() self.fpscamera.setFlyMode(True) self.drive.setPos(self.fpscamera.getPos()) self.cTrav.addCollider(self.playerC, self.pusher) self.pusher.addCollider(self.playerC, self.fpscamera.player) self.taskMgr.add(self.updatePhysics, 'updatePhysics') def newVertexData(self): fmt = GeomVertexFormat.getV3c4() # fmt = GeomVertexFormat.getV3n3c4() self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic) self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex') # self.normalWriter = GeomVertexWriter(self.vertexData, 'normal') self.colorWriter = GeomVertexWriter(self.vertexData, 'color') def newGeom(self): self.triStrips = GeomTristrips(Geom.UHDynamic) self.geom = Geom(self.vertexData) self.geom.addPrimitive(self.triStrips) def makeInstructions(self): OnscreenText(text="Draw Path by Walking (WSAD/space/mouselook)", style=1, fg=(1, 1, 0, 1), pos=(0.5, -0.95), scale=.07) self.genLabelText("ESC: Quit", 0) self.instructionText = self.genLabelText("", 1) def genLabelText(self, text, i): return OnscreenText(text=text, pos=(-1.3, .95 - .05 * i), fg=(1, 1, 0, 1), align=TextNode.ALeft, scale=.05) def drawHere(self, task): pos = self.fpscamera.getPos() self.info.setText("Position: {0}, {1}, {2} at {3} by {4}".format( int(pos.x * 100) / 100., int(pos.y * 100) / 100., int(pos.z) / 100., self.fpscamera.getHeading(), self.fpscamera.getLookAngle())) prevPos = self.prevPos if not prevPos: self.prevPos = pos elif (pos - prevPos).length() >= 1: # self.extendPathQuad(prevPos, pos, 2) self.extendPathTunnel(prevPos, pos, 3) self.leftColor[1] += 63 self.rightColor[2] += 37 self.prevPos = pos return task.cont def extendPathQuad(self, prevPos, pos, width): self.drawQuadTo(prevPos, pos, width) row = self.vertexWriter.getWriteRow() numPrims = self.triStrips.getNumPrimitives() if numPrims == 0: primVerts = row else: primVerts = row - self.triStrips.getPrimitiveEnd(numPrims - 1) if primVerts >= 4: self.triStrips.closePrimitive() if row >= 256: print "Packing and starting anew" newGeom = True self.geom.unifyInPlace(row, False) else: newGeom = False self.completeQuadPath() if newGeom: self.newVertexData() self.newGeom() if newGeom: self.drawQuadTo(prevPos, pos, width) else: self.triStrips.addConsecutiveVertices(row - 2, 2) def extendPathTunnel(self, prevPos, pos, width): self.drawTunnelTo(prevPos, pos, width) def drawLineTo(self, pos, color): self.vertexWriter.addData3f(pos.x, pos.y, pos.z) # self.normalWriter.addData3f(0, 0, 1) self.colorWriter.addData4i(color) self.triStrips.addNextVertices(1) return 1 def drawQuadTo(self, a, b, width): """ a (to) b are vectors defining a line bisecting a new quad. """ into = (b - a) if abs(into.x) + abs(into.y) < 1: # ensure that if we jump in place, we don't get a thin segment if not self.prevInto: return into = self.prevInto else: into.normalize() # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space if self.vertexWriter.getWriteRow() == 0: self.drawQuadRow(a, into, width) verts = self.drawQuadRow(b, into, width) self.prevInto = into return verts def drawQuadRow(self, a, into, width): """ a defines a point, with 'into' being the normalized direction. """ # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z) aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z) row = self.vertexWriter.getWriteRow() self.vertexWriter.addData3f(aLeft) self.vertexWriter.addData3f(aRight) # self.normalWriter.addData3f(Vec3(0, 0, 1)) # self.normalWriter.addData3f(Vec3(0, 0, 1)) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) self.triStrips.addConsecutiveVertices(row, 2) return 2 def drawTunnelTo(self, a, b, width): """ a (to) b are vectors defining a line bisecting a new tunnel segment. """ into = (b - a) if abs(into.x) + abs(into.y) < 1: # ensure that if we jump in place, we don't get a thin segment if not self.prevInto: return into = self.prevInto else: into.normalize() # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space if self.vertexWriter.getWriteRow() == 0: self.drawTunnelBoundary(a, into, width) row = self.vertexWriter.getWriteRow() verts = self.drawTunnelBoundary(b, into, width) totalVerts = self.drawTunnelRow(row, verts) self.prevInto = into return totalVerts def drawTunnelBoundary(self, a, into, width): """ a defines a point, with 'into' being the normalized direction. """ aLowLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z) aLowRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z) aHighRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z + width * 3) aHighLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z + width * 3) self.vertexWriter.addData3f(aLowLeft) self.vertexWriter.addData3f(aLowRight) self.vertexWriter.addData3f(aHighRight) self.vertexWriter.addData3f(aHighLeft) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) return 4 def drawTunnelRowX(self, row, verts): # BOTTOM: bottom-left, new-bottom-left, bottom-right, new-bottom-right self.triStrips.addConsecutiveVertices(row - verts + 0, 1) self.triStrips.addConsecutiveVertices(row + 0, 1) self.triStrips.addConsecutiveVertices(row - verts + 1, 1) self.triStrips.addConsecutiveVertices(row + 1, 1) self.triStrips.closePrimitive() # RIGHT: (new-bottom-right) bottom-right, new-top-right, top-right self.triStrips.addConsecutiveVertices(row + 1, 1) self.triStrips.addConsecutiveVertices(row - verts + 1, 1) self.triStrips.addConsecutiveVertices(row + 2, 1) self.triStrips.addConsecutiveVertices(row - verts + 2, 1) self.triStrips.closePrimitive() # TOP: top-left, new top-right, new top-left self.triStrips.addConsecutiveVertices(row - verts + 2, 1) self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row + 2, 1) self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.closePrimitive() # LEFT: (new top-left) new bottom-left, top-left, bottom-left, new-bottom-left self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.addConsecutiveVertices(row + 0, 1) self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row - verts + 0, 1) self.triStrips.closePrimitive() return verts * 4 def drawTunnelRow(self, row, verts): # # clockwise for the inside of the tunnel # # TOP: new-top-left, top-left, new-top-right, top-right # self.triStrips.addConsecutiveVertices(row + 3, 1) # self.triStrips.addConsecutiveVertices(row - verts + 3, 1) # self.triStrips.addConsecutiveVertices(row + 2, 1) # self.triStrips.addConsecutiveVertices(row - verts + 2, 1) # # RIGHT: new-bottom-right, bottom-right # self.triStrips.addConsecutiveVertices(row + 1, 1) # self.triStrips.addConsecutiveVertices(row - verts + 1, 1) # # BOTTOM: new-bottom-left, bottom-left # self.triStrips.addConsecutiveVertices(row, 1) # self.triStrips.addConsecutiveVertices(row - verts, 1) # # LEFT: new top-left, top-left # self.triStrips.addConsecutiveVertices(row + 3, 1) # self.triStrips.addConsecutiveVertices(row - verts + 3, 1) # TOP: new-top-left, top-left, new-top-right, top-right self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.addConsecutiveVertices(row - verts + 2, 1) self.triStrips.addConsecutiveVertices(row + 2, 1) # RIGHT: new-bottom-right, bottom-right self.triStrips.addConsecutiveVertices(row - verts + 1, 1) self.triStrips.addConsecutiveVertices(row + 1, 1) # BOTTOM: new-bottom-left, bottom-left self.triStrips.addConsecutiveVertices(row - verts, 1) self.triStrips.addConsecutiveVertices(row, 1) # LEFT: new top-left, top-left self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.closePrimitive() return verts * 4 def completeQuadPath(self): self.geomNode.addGeom(self.geom) if self.triStrips.getNumPrimitives() == 0: return floorMesh = CollisionFloorMesh() vertexReader = GeomVertexReader(self.vertexData, 'vertex') tris = self.triStrips.decompose() print "Decomposed prims:", tris.getNumPrimitives() p = 0 for i in range(tris.getNumPrimitives()): v0 = tris.getPrimitiveStart(i) ve = tris.getPrimitiveEnd(i) if v0 < ve: vertexReader.setRow(tris.getVertex(v0)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0 + 1)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0 + 2)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p, p + 1, p + 2) p += 3 self.floorCollNode.addSolid(floorMesh) def completeTunnelPath(self): self.geomNode.addGeom(self.geom) if self.triStrips.getNumPrimitives() == 0: return floorMesh = CollisionFloorMesh() vertexReader = GeomVertexReader(self.vertexData, 'vertex') print "Original prims:", self.triStrips.getNumPrimitives() p = 0 for i in range(self.triStrips.getNumPrimitives()): v0 = self.triStrips.getPrimitiveStart(i) ve = self.triStrips.getPrimitiveEnd(i) j = v0 + 4 # add the bottom triangles vertexReader.setRow(self.triStrips.getVertex(j)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(self.triStrips.getVertex(j + 1)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(self.triStrips.getVertex(j + 2)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p, p + 1, p + 2) vertexReader.setRow(self.triStrips.getVertex(j + 3)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p + 1, p + 3, p + 2) p += 4 # this adds every triangle, but is not appropriate for a closed path # tris = self.triStrips.decompose() # print "Decomposed prims:",tris.getNumPrimitives() # p = 0 # for i in range(tris.getNumPrimitives()): # v0 = tris.getPrimitiveStart(i) # ve = tris.getPrimitiveEnd(i) # if v0 < ve: # vertexReader.setRow(tris.getVertex(v0)) # floorMesh.addVertex(Point3(vertexReader.getData3f())) # vertexReader.setRow(tris.getVertex(v0+1)) # floorMesh.addVertex(Point3(vertexReader.getData3f())) # vertexReader.setRow(tris.getVertex(v0+2)) # floorMesh.addVertex(Point3(vertexReader.getData3f())) # floorMesh.addTriangle(p, p+1, p+2) # p += 3 self.floorCollNode.addSolid(floorMesh) def updatePhysics(self, task): pos = self.fpscamera.getPos() self.info.setText("Position: {0}, {1}, {2}".format( int(pos.x * 100) / 100., int(pos.y * 100) / 100., int(pos.z) / 100.)) return task.cont
class Player(FSM, DirectObject): NormalMode = "Normal" FightMode = "Fight" GAMEPADMODE = "Gamepad" MOUSEANDKEYBOARD = "MouseAndKeyboard" def __init__(self): FSM.__init__(self, "FSM-Player") random.seed() # # PLAYER CONTROLS AND CAMERA # self.player = Actor( "Character", { "Idle": "Character-Idle", "Run": "Character-Run", "Activate": "Character-Activate", "Death": "Character-Death", "Jump": "Character-Jump", "Hit": "Character-Hit", "Fight_Attack": "Character-FightAttack", "Fight_Idle": "Character-FightIdle", "Fight_Left": "Character-FightLeft", "Fight_Right": "Character-FightRight", }, ) self.player.setBlend(frameBlend=True) # the initial cam distance self.fightCamDistance = 3.0 # the next two vars will set the min and max distance the cam can have # to the node it is attached to self.maxCamDistance = 4.0 self.minCamDistance = 1.2 # the initial cam distance self.camDistance = (self.maxCamDistance - self.minCamDistance) / 2.0 + self.minCamDistance # the next two vars set the min and max distance on the Z-Axis to the # node the cam is attached to self.maxCamHeightDist = 3.0 self.minCamHeightDist = 1.5 # the average camera height self.camHeightAvg = (self.maxCamHeightDist - self.minCamHeightDist) / 2.0 + self.minCamHeightDist # an invisible object which will fly above the player and will be used to # track the camera on it self.camFloater = NodePath(PandaNode("playerCamFloater")) self.camFloater.setPos(0, 0, 1.5) self.camFloater.reparentTo(self.player) # screen sizes self.winXhalf = base.win.getXSize() / 2 self.winYhalf = base.win.getYSize() / 2 # Interval for the jump animation self.jumpInterval = None self.jumpstartFloater = NodePath(PandaNode("jumpstartFloater")) self.jumpstartFloater.reparentTo(render) self.deathComplete = None # Joystick/Gamepad support self.hasJoystick = False if gamepadSupport: # initialize controls joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())] if len(joysticks) > 0: self.mainJoystick = joysticks[0] self.mainJoystick.init() self.hasJoystick = True # # WEAPONS AND ACCESSORIES # self.RightHandAttach = self.player.exposeJoint(None, "modelRoot", "HandAttach_R") self.spear = loader.loadModel("Spear") self.spear.setP(90) self.spear.setR(180) self.spear.reparentTo(self.RightHandAttach) self.LeftHandAttach = self.player.exposeJoint(None, "modelRoot", "HandAttach_L") self.shield = loader.loadModel("Shield") self.shield.setZ(0.05) self.shield.setH(-90) self.shield.reparentTo(self.LeftHandAttach) # # PLAYER COLLISION DETECTION AND PHYSICS # self.playerSphere = CollisionSphere(0, 0, 0.8, 0.7) self.playerCollision = self.player.attachNewNode(CollisionNode("playerCollision")) self.playerCollision.node().addSolid(self.playerSphere) base.pusher.addCollider(self.playerCollision, self.player) base.cTrav.addCollider(self.playerCollision, base.pusher) # The foot collision checks self.footRay = CollisionRay(0, 0, 0, 0, 0, -1) self.playerFootRay = self.player.attachNewNode(CollisionNode("playerFootCollision")) self.playerFootRay.node().addSolid(self.footRay) self.playerFootRay.node().setIntoCollideMask(0) self.lifter = CollisionHandlerFloor() self.lifter.addCollider(self.playerFootRay, self.player) self.lifter.setMaxVelocity(5) base.cTrav.addCollider(self.playerFootRay, self.lifter) # a collision segment slightly in front of the player to check for jump ledges self.jumpCheckSegment = CollisionSegment(0, -0.2, 0.5, 0, -0.2, -2) self.playerJumpRay = self.player.attachNewNode(CollisionNode("playerJumpCollision")) self.playerJumpRay.node().addSolid(self.jumpCheckSegment) self.playerJumpRay.node().setIntoCollideMask(0) self.jumper = CollisionHandlerEvent() self.jumper.addOutPattern("%fn-out") base.cTrav.addCollider(self.playerJumpRay, self.jumper) # a collision segment to check attacks self.attackCheckSegment = CollisionSegment(0, 0, 1, 0, -1.3, 1) self.playerAttackRay = self.player.attachNewNode(CollisionNode("playerAttackCollision")) self.playerAttackRay.node().addSolid(self.attackCheckSegment) self.playerAttackRay.node().setIntoCollideMask(0) self.attackqueue = CollisionHandlerQueue() base.cTrav.addCollider(self.playerAttackRay, self.attackqueue) # # SOUNDEFFECTS # self.footstep = loader.loadSfx("Footstep.ogg") self.footstep.setLoop(True) self.footstep.setPlayRate(1.5) self.footstep.setVolume(0.5) self.spearAttackSfx = loader.loadSfx("SpearAttack.ogg") self.spearAttackSfx.setVolume(0.5) # # START/STOP # def start(self, startPoint): self.player.setPos(startPoint.getPos()) self.player.setHpr(startPoint.getHpr()) self.player.reparentTo(render) self.jumpstartFloater.setPos(self.player.getPos()) self.keyMap = {"horizontal": 0, "vertical": 0} self.health = 3 self.trackedEnemy = None # this mode will be used to determine in which move mode the player currently is self.mode = Player.NormalMode # the initial cam height self.camHeight = self.camHeightAvg # a time to keep the cam zoom at a specific speed independent of # current framerate self.camElapsed = 0.0 self.mouseSpeedX = 15.0 * base.mouseSensitivity self.mouseSpeedY = 0.2 * base.mouseSensitivity self.speed = 1.0 self.camCenterEvents = ["centerCam", "home", "q"] self.camZoomInEvents = ["zoomIn", "+", "wheel_up"] self.camZoomOutEvents = ["zoomOut", "-", "wheel_down"] self.actionEvents = ["doAction", "enter", "e"] self.accept("arrow_left", self.setKey, ["horizontal", 1]) self.accept("arrow_right", self.setKey, ["horizontal", -1]) self.accept("arrow_up", self.setKey, ["vertical", -1]) self.accept("arrow_down", self.setKey, ["vertical", 1]) self.accept("arrow_left-up", self.setKey, ["horizontal", 0]) self.accept("arrow_right-up", self.setKey, ["horizontal", 0]) self.accept("arrow_up-up", self.setKey, ["vertical", 0]) self.accept("arrow_down-up", self.setKey, ["vertical", 0]) self.accept("a", self.setKey, ["horizontal", 1]) self.accept("d", self.setKey, ["horizontal", -1]) self.accept("w", self.setKey, ["vertical", -1]) self.accept("s", self.setKey, ["vertical", 1]) self.accept("a-up", self.setKey, ["horizontal", 0]) self.accept("d-up", self.setKey, ["horizontal", 0]) self.accept("w-up", self.setKey, ["vertical", 0]) self.accept("s-up", self.setKey, ["vertical", 0]) for event in self.camCenterEvents: self.acceptOnce(event, self.center) for event in self.camZoomInEvents: self.acceptOnce(event, self.zoom, [True]) for event in self.camZoomOutEvents: self.acceptOnce(event, self.zoom, [False]) for event in self.actionEvents: self.acceptOnce(event, self.request, ["Action"]) self.accept("ActionDone", self.request, ["Idle"]) self.accept("playerJumpCollision-out", self.jump) taskMgr.add(self.move, "task_movement", priority=-10) taskMgr.add(self.updateCam, "task_camActualisation", priority=-4) if self.hasJoystick: taskMgr.add(self.gamepadLoop, "task_gamepad_loop", priority=-5) camera.setPos(self.player, 0, self.camDistance, self.camHeightAvg) self.hasJumped = False self.isActionmove = False self.request("Idle") def stop(self): taskMgr.remove("task_movement") taskMgr.remove("task_camActualisation") taskMgr.remove("task_gamepad_loop") self.ignoreAll() self.player.hide() def cleanup(self): self.stop() if self.deathComplete is not None: self.deathComplete.finish() if self.jumpInterval is not None: self.jumpInterval.finish() self.spear.removeNode() self.shield.removeNode() self.player.cleanup() self.player.removeNode() self.jumpstartFloater.removeNode() self.camFloater.removeNode() # # BASIC FUNCTIONS # def die(self): self.health -= 1 base.messenger.send("setHealth", [self.health]) self.request("Death") def heal(self): if self.health >= 3: return self.health += 1 base.messenger.send("setHealth", [self.health]) def hit(self): self.health -= 1 base.messenger.send("setHealth", [self.health]) if self.health == 0: self.request("Death") else: self.request("Hit") def resetPlayerPos(self): self.player.setPos(self.jumpstartFloater.getPos()) self.jumper.clear() self.request("Idle") def gameOver(self): base.messenger.send("GameOver", ["loose"]) def enterFightMode(self, trackedEnemy): self.trackedEnemy = trackedEnemy self.mode = Player.FightMode base.messenger.send("EnterFightMode") def exitFightMode(self): self.trackedEnemy = None self.mode = Player.NormalMode base.messenger.send("ExitFightMode") def gamepadLoop(self, task): joymap = {0: "doAction", 5: "centerCam", 6: "zoomIn", 4: "zoomOut", 9: "escape"} for event in pygame.event.get(): for button in range(self.mainJoystick.get_numbuttons()): if button in joymap and self.mainJoystick.get_button(button): base.messenger.send(joymap[button]) if event.type == pygame.JOYAXISMOTION: for axis in range(self.mainJoystick.get_numaxes()): axisChange = 0.0 axisChange = self.mainJoystick.get_axis(axis) if axis == 0: self.setKey("horizontal", -axisChange) if axis == 1: self.setKey("vertical", axisChange) return task.cont def setAnimationSpeed(self, requestedState): if requestedState == "Run": self.player.setPlayRate(3 * self.speed, "Run") elif requestedState == "RunReverse": self.player.setPlayRate(-3 * self.speed, "Run") elif requestedState == "FightLeft": self.player.setPlayRate(2 * self.speed, "Fight_Left") elif requestedState == "FightRight": self.player.setPlayRate(2 * self.speed, "Fight_Right") # # MOVE FUNCTIONS # def setKey(self, key, value): self.keyMap[key] = value def move(self, task): dt = globalClock.getDt() resetMouse = False def resetMouse(): if base.controlType == Player.MOUSEANDKEYBOARD: base.win.movePointer(0, self.winXhalf, self.winYhalf) if self.player.getAnimControl("Hit").isPlaying() or self.player.getAnimControl("Death").isPlaying(): resetMouse() return task.cont if self.deathComplete is not None: if self.deathComplete.isPlaying(): resetMouse() return task.cont if self.jumpInterval is not None: if self.jumpInterval.isPlaying(): resetMouse() return task.cont if self.isActionmove: resetMouse() return task.cont if self.mode == Player.NormalMode: self.__normalMove(dt) else: self.__fightMove(dt) return task.cont def __normalMove(self, dt): requestState = "Idle" move = False if self.keyMap["horizontal"] != 0: requestState = "Run" move = True if self.keyMap["vertical"] != 0: requestState = "Run" move = True if move and base.controlType == Player.GAMEPADMODE: movementVec = Vec3(self.keyMap["horizontal"], self.keyMap["vertical"], 0) self.speed = max(abs(self.keyMap["horizontal"]), abs(self.keyMap["vertical"])) angle = math.atan2(-movementVec.getX(), movementVec.getY()) rotation = angle * (180.0 / math.pi) self.player.setH(camera, rotation) self.player.setP(0) self.player.setR(0) self.player.setPos(self.player, (0, -2 * self.speed * dt, 0)) elif base.controlType == Player.MOUSEANDKEYBOARD: if not base.mouseWatcherNode.hasMouse(): return self.pointer = base.win.getPointer(0) mouseX = self.pointer.getX() mouseY = self.pointer.getY() if base.win.movePointer(0, self.winXhalf, self.winYhalf): z = camera.getZ() + (mouseY - self.winYhalf) * self.mouseSpeedY * dt camera.setZ(z) h = self.player.getH() - (mouseX - self.winXhalf) * self.mouseSpeedX * dt if h < -360: h = 360 elif h > 360: h = -360 self.player.setH(h) if move: self.player.setPos( self.player, (2 * dt * self.keyMap["horizontal"], 2 * dt * self.keyMap["vertical"], 0) ) self.center() if self.state != requestState: self.request(requestState) self.setAnimationSpeed(requestState) def __fightMove(self, dt): if self.trackedEnemy == None: return requestState = "Idle" self.player.lookAt(self.trackedEnemy) self.player.setH(self.player, 180) if self.keyMap["horizontal"] > 0: self.player.setX(self.player, 2 * self.speed * dt) requestState = "FightLeft" elif self.keyMap["horizontal"] < 0: self.player.setX(self.player, -2 * self.speed * dt) requestState = "FightRight" elif self.keyMap["vertical"] < 0: self.player.setY(self.player, -2 * self.speed * dt) requestState = "Run" elif self.keyMap["vertical"] > 0: self.player.setY(self.player, 2 * self.speed * dt) requestState = "RunReverse" if self.state != requestState: self.request(requestState) self.setAnimationSpeed(requestState) def jump(self, extraArg): intoName = extraArg.getIntoNode().getName().lower() if not "floor" in intoName and not "plate" in intoName: return # setup the projectile interval startPos = self.player.getPos() self.jumpstartFloater.setPos(self.player, 0, 0.5, 0) tempFloater = NodePath(PandaNode("tempJumpFloater")) tempFloater.setPos(self.player, 0, -3.2, 0.1) endPos = tempFloater.getPos() tempFloater.removeNode() self.jumpInterval = ProjectileInterval( self.player, startPos=startPos, endPos=endPos, duration=1.5, gravityMult=0.25 ) self.request("Jump") self.jumpInterval.start() # # CAMERA FUNCTIONS # def updateCam(self, task): if self.mode == Player.NormalMode: self.__normalCam() else: self.__fightCam() return task.cont def zoom(self, zoomIn): # Camera Movement Updates camvec = self.player.getPos() - camera.getPos() camvec.setZ(0) camdist = camvec.length() zoom = 0 if zoomIn: if camdist > self.minCamDistance + 0.5: zoom = 0.5 for event in self.camZoomInEvents: self.acceptOnce(event, self.zoom, [True]) else: if camdist < self.maxCamDistance - 0.5: zoom = -0.5 for event in self.camZoomOutEvents: self.acceptOnce(event, self.zoom, [False]) camera.setPos(camera, 0, zoom, 0) def center(self): # Camera Movement Updates camvec = self.player.getPos() - camera.getPos() camvec.setZ(0) camdist = camvec.length() # get the cameras current offset to the player model on the z-axis offsetZ = camera.getZ() - self.player.getZ() camera.setPos(self.player, 0, camdist, offsetZ) for event in self.camCenterEvents: self.acceptOnce(event, self.center) def __normalCam(self): """This function will check the min and max distance of the camera to the defined model and will correct the position if the cam is to close or to far away""" # Camera Movement Updates camvec = self.player.getPos() - camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() # If far from player start following if camdist > self.maxCamDistance: camera.setPos(camera.getPos() + camvec * (camdist - self.maxCamDistance)) camdist = self.maxCamDistance # If player to close move cam backwards if camdist < self.minCamDistance: camera.setPos(camera.getPos() - camvec * (self.minCamDistance - camdist)) camdist = self.minCamDistance # get the cameras current offset to the player model on the z-axis offsetZ = camera.getZ() - self.player.getZ() # check if the camera is within the min and max z-axis offset if offsetZ < self.minCamHeightDist: camera.setZ(self.player.getZ() + self.minCamHeightDist) offsetZ = self.minCamHeightDist elif offsetZ > self.maxCamHeightDist: camera.setZ(self.player.getZ() + self.maxCamHeightDist) offsetZ = self.maxCamHeightDist if offsetZ != self.camHeightAvg and not base.controlType == Player.MOUSEANDKEYBOARD: # if we are not moving up or down, set the cam to an average position if offsetZ != self.camHeightAvg: if offsetZ > self.camHeightAvg: # the cam is higher then the average cam height above the player # so move it slowly down camera.setZ(camera.getZ() - 5 * globalClock.getDt()) newOffsetZ = camera.getZ() - self.player.getZ() # check if the cam has reached the desired offset if newOffsetZ < self.camHeightAvg: # set the cam z position to exactly the desired offset camera.setZ(self.player.getZ() + self.camHeightAvg) else: # the cam is lower then the average cam height above the player # so move it slowly up camera.setZ(camera.getZ() + 5 * globalClock.getDt()) newOffsetZ = camera.getZ() - self.player.getZ() # check if the cam has reached the desired offset if newOffsetZ > self.camHeightAvg: # set the cam z position to exactly the desired offset camera.setZ(self.player.getZ() + self.camHeightAvg) camera.lookAt(self.camFloater) def __fightCam(self): """This function will check the min and max distance of the camera to the defined model and will correct the position if the cam is to close or to far away""" camera.setX(self.player, 0) camera.setY(self.player, self.fightCamDistance) camera.setZ(0.5) camera.lookAt(self.camFloater) # # FSM FUNCTIONS # def enterIdle(self): if self.mode == Player.NormalMode: self.player.loop("Idle") self.footstep.stop() elif self.mode == Player.FightMode: self.player.loop("Fight_Idle") self.footstep.stop() def enterRun(self): self.player.loop("Run") self.footstep.play() def enterRunReverse(self): self.player.loop("Run") self.footstep.play() def enterAction(self): if self.player.getAnimControl("Hit").isPlaying() or self.player.getAnimControl("Death").isPlaying(): self.__exitAction() return self.isActionmove = True if self.mode == Player.NormalMode: self.__enterActivate() elif self.mode == Player.FightMode: self.__enterFightAttack() self.accept("ActionDone", self.__exitAction) def __exitAction(self): self.isActionmove = False for event in self.actionEvents: self.acceptOnce(event, self.request, ["Action"]) def __enterActivate(self): activateAnim = self.player.actorInterval("Activate", playRate=3) activateAnim.setDoneEvent("ActionDone") activateAnim.start() base.messenger.send("Player_Activate") self.footstep.stop() def enterDeath(self): self.footstep.stop() deathAnim = self.player.actorInterval("Death") deathComplete = None if self.health == 0: self.deathComplete = Sequence(deathAnim, Wait(2), Func(self.gameOver)) else: self.deathComplete = Sequence(deathAnim, Wait(2), Func(self.resetPlayerPos)) self.deathComplete.start() def enterJump(self): self.player.play("Jump") self.footstep.stop() def enterHit(self): self.player.setPlayRate(4, "Hit") self.player.play("Hit") self.footstep.stop() def __enterFightAttack(self): attackAnim = self.player.actorInterval("Fight_Attack", playRate=3) attackAnim.setDoneEvent("ActionDone") attackAnim.start() self.spearAttackSfx.play() for i in range(self.attackqueue.getNumEntries()): entry = self.attackqueue.getEntry(i) into = entry.getIntoNode() if "golemHitField" in into.getName(): if random.random() > 0.15: base.messenger.send("HitEnemy") self.footstep.stop() def enterFightLeft(self): self.player.loop("Fight_Left") self.footstep.play() def enterFightRight(self): self.player.loop("Fight_Right") self.footstep.play()
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.disableMouse() self.cam_away = 20 self.cam_elevation = 5 self.rot_rate = .5 self.cam_dist = (self.cam_away**2 + self.cam_elevation**2)**.5 ####### self.environ = GeoMipTerrain("terrain") self.environ.setHeightfield("../terrain/first.png") self.environ.setColorMap("../terrain/first-c.png") self.environ.generate() self.environ.getRoot().setScale(1, 1, 100) self.environ.getRoot().setPos(0, 0, 0) self.environ.getRoot().reparentTo(render) self.environ.getRoot().setName("terrain") self.environ.getRoot().setCollideMask(BitMask32.bit(0)) ####### self.pandaActor = Actor("models/panda", {"walk": "models/panda-walk"}) self.pandaActor.setScale(.5, .5, .5) self.pandaActor.setHpr(180, 0, 0) self.pandaActor.setPos(50, 50, 50) self.pandaActor.reparentTo(render) self.pandaActor.setPythonTag("moving", False) self.avatarYawRot = 0 self.avatarPitchRot = 0 #self.teapot = loader.loadModel("models/teapot") #self.teapot.setScale(1, 1, 1) #self.teapot.setPos(60, 60, 50) #self.teapot.reparentTo(render) self.cam.setHpr(0, 0, 0) self.taskMgr.add(self.updateTerrain, "update terrain", priority=35) self.keys = {"w": 0, "s": 0, "a": 0, "d": 0} self.accept("w", self.setKey, ["w", 1]) self.accept("w-up", self.setKey, ["w", 0]) self.accept("s", self.setKey, ["s", 1]) self.accept("s-up", self.setKey, ["s", 0]) self.accept("a", self.setKey, ["a", 1]) self.accept("a-up", self.setKey, ["a", 0]) self.accept("d", self.setKey, ["d", 1]) self.accept("d-up", self.setKey, ["d", 0]) self.accept("wheel_up", self.zoomCamera, [-1]) self.accept("wheel_down", self.zoomCamera, [1]) self.accept('window-event', self.handleWindowEvent) props = WindowProperties() props.setCursorHidden(True) base.win.requestProperties(props) self.last_mouse_x = self.win.getPointer(0).getX() #self.last_mouse_y = self.win.getPointer(0).getY() self.cTrav = CollisionTraverser() self.pandaGroundRay = CollisionRay(0, 0, 0, 0, 0, 1) self.pandaGroundRayNode = CollisionNode('pandaGroundRay') self.pandaGroundRayNode.addSolid(self.pandaGroundRay) self.pandaGroundRayNode.setFromCollideMask(BitMask32.bit(0)) self.pandaGroundRayNode.setIntoCollideMask(BitMask32.allOff()) self.pandaGroundRayNodepath = self.pandaActor.attachNewNode( self.pandaGroundRayNode) self.pandaGroundRayNodepath.show() self.pandaGroundCollisionHandler = CollisionHandlerFloor() self.pandaGroundCollisionHandler.addCollider( self.pandaGroundRayNodepath, self.pandaActor) self.cTrav.addCollider(self.pandaGroundRayNodepath, self.pandaGroundCollisionHandler) #self.teapotRay = CollisionSphere(0,0,0,5) #self.teapotGroundCol = CollisionNode('teapotRay') #self.teapotGroundCol.addSolid(self.teapotRay) #self.teapotGroundCol.setFromCollideMask(BitMask32.allOff()) #self.teapotGroundCol.setIntoCollideMask(BitMask32.bit(0)) #self.teapotGroundColNp = self.teapot.attachNewNode(self.teapotGroundCol) #self.teapotGroundHandler = CollisionHandlerQueue() #self.cTrav.addCollider(self.teapotGroundColNp, self.teapotGroundHandler) def setKey(self, key, value): self.keys[key] = value def handleWindowEvent(self, window=None): wp = window.getProperties() self.win_center_x = wp.getXSize() / 2 self.win_center_y = wp.getYSize() / 2 def zoomCamera(self, direction): self.cam_away += direction def updateTerrain(self, task): dt = globalClock.getDt() self.pandaActor.setY(self.pandaActor, -50 * dt) if self.keys["w"]: self.pandaActor.setZ(self.pandaActor, 20 * dt) if self.keys["s"]: self.pandaActor.setZ(self.pandaActor, -20 * dt) if self.keys["a"]: self.pandaActor.setX(self.pandaActor, 20 * dt) if self.keys["d"]: self.pandaActor.setX(self.pandaActor, -20 * dt) mouse_pos = self.win.getPointer(0) #Mouse-based viewpoint rotation current_mouse_x = mouse_pos.getX() #current_mouse_y = mouse_pos.getY() mouse_shift_x = current_mouse_x - self.last_mouse_x #mouse_shift_y = current_mouse_y - self.last_mouse_y self.last_mouse_x = current_mouse_x #self.last_mouse_y = current_mouse_y if current_mouse_x == 0 or current_mouse_x >= (self.win_center_x * 1.5): base.win.movePointer(0, self.win_center_x, self.win_center_y) self.last_mouse_x = self.win_center_x #if current_mouse_y == 0 or current_mouse_y >= (self.win_center_y * 1.5): # base.win.movePointer(0, self.win_center_x, self.win_center_y) # self.last_mouse_y = self.win_center_y yaw_shift = -((mouse_shift_x) * self.rot_rate) #pitch_shift = -((mouse_shift_y) * self.rot_rate) self.avatarYawRot += yaw_shift #self.avatarPitchRot += pitch_shift self.pandaActor.setH(self.pandaActor, yaw_shift) self.cam.setH(self.cam, yaw_shift) cam_x_adjust = self.cam_away * sin(radians(self.avatarYawRot)) cam_y_adjust = self.cam_away * cos(radians(self.avatarYawRot)) self.cam.setPos(self.pandaActor.getX() + cam_x_adjust, self.pandaActor.getY() - cam_y_adjust, self.pandaActor.getZ() + self.cam_elevation) #self.cTrav.traverse(render) #entries = [] #for i in range(self.pandaGroundCollisionHandler.getNumEntries()): # entry = self.pandaGroundCollisionHandler.getEntry(i) # entries.append(entry) #for entry in entries: # print entry.getIntoNode().getName() # if entry.getIntoNode().getName() == "terrain": # print "shiet" # self.pandaActor.setZ(entry.getSurfacePoint(render).getZ()) return Task.cont
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.seeNode = self.render.attachNewNode('see') self.cam.reparentTo(self.seeNode) self.cam.setPos(0, 0, 5) self.fpscamera = fpscontroller.FpsController(self, self.seeNode) self.fpscamera.setFlyMode(True) self.prevPos = self.fpscamera.getPos() self.prevInto = None self.info = self.genLabelText("Position: <unknown>", 4) self.makeInstructions() self.initCollisions() self.leftColor = LVecBase4i(224, 224, 64, 255) self.rightColor = LVecBase4i(64, 224, 224, 255) self.isDrawing = False self.toggleDrawing() self.accept("escape", sys.exit) #Escape quits self.accept("enter", self.toggleDrawing) def initCollisions(self): # Initialize the collision traverser. self.cTrav = CollisionTraverser() self.cTrav.showCollisions(self.render) # self.cQueue = CollisionHandlerQueue() # Initialize the Pusher collision handler. #self.pusher = CollisionHandlerPusher() self.pusher = CollisionHandlerFloor() ### player print DirectNotifyGlobal.directNotify.getCategories() # Create a collsion node for this object. playerNode = CollisionNode('player') playerNode.addSolid(CollisionSphere(0, 0, 0, 1)) # playerNode.setFromCollideMask(BitMask32.bit(0)) # playerNode.setIntoCollideMask(BitMask32.allOn()) # Attach the collision node to the object's model. self.playerC = self.fpscamera.player.attachNewNode(playerNode) # Set the object's collision node to render as visible. self.playerC.show() # Add the 'player' collision node to the Pusher collision handler. #self.pusher.addCollider(self.playerC, self.fpscamera.player) #self.pusher.addCollider(playerC, self.fpscamera.player) # self.cTrav.addCollider(self.playerC, self.cQueue) def toggleDrawing(self): self.isDrawing = not self.isDrawing if self.isDrawing: self.drawText.setText("Enter: Turn off drawing") self.fpscamera.setFlyMode(True) self.prevPos = None self.cTrav.removeCollider(self.playerC) self.pusher.removeCollider(self.playerC) self.removeTask('updatePhysics') self.addTask(self.drawHere, 'drawHere') self.geomNode = GeomNode('geomNode') self.geomNodePath = self.render.attachNewNode(self.geomNode) self.geomNodePath.setTwoSided(True) # apparently p3tinydisplay needs this self.geomNodePath.setColorOff() # Create a collision node for this object. self.floorCollNode = CollisionNode('geom') # self.floorCollNode.setFromCollideMask(BitMask32.bit(0)) # self.floorCollNode.setIntoCollideMask(BitMask32.allOn()) # Attach the collision node to the object's model. floorC = self.geomNodePath.attachNewNode(self.floorCollNode) # Set the object's collision node to render as visible. floorC.show() #self.pusher.addCollider(floorC, self.geomNodePath) self.newVertexData() self.newGeom() else: self.drawText.setText("Enter: Turn on drawing") self.removeTask('drawHere') if self.prevPos: self.completePath() self.fpscamera.setFlyMode(True) self.drive.setPos(self.fpscamera.getPos()) self.cTrav.addCollider(self.playerC, self.pusher) self.pusher.addCollider(self.playerC, self.fpscamera.player) self.taskMgr.add(self.updatePhysics, 'updatePhysics') def newVertexData(self): fmt = GeomVertexFormat.getV3c4() # fmt = GeomVertexFormat.getV3n3c4() self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic) self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex') # self.normalWriter = GeomVertexWriter(self.vertexData, 'normal') self.colorWriter = GeomVertexWriter(self.vertexData, 'color') def newGeom(self): self.triStrips = GeomTristrips(Geom.UHDynamic) self.geom = Geom(self.vertexData) self.geom.addPrimitive(self.triStrips) def makeInstructions(self): OnscreenText(text="Draw Path by Walking", style=1, fg=(1, 1, 0, 1), pos=(0.5, -0.95), scale=.07) self.drawText = self.genLabelText("", 0) self.genLabelText("Walk (W/S/A/D), Jump=Space, Look=PgUp/PgDn", 1) self.genLabelText( " (hint, go backwards with S to see your path immediately)", 2) self.genLabelText("ESC: Quit", 3) def genLabelText(self, text, i): return OnscreenText(text=text, pos=(-1.3, .95 - .05 * i), fg=(1, 1, 0, 1), align=TextNode.ALeft, scale=.05) def drawHere(self, task): pos = self.fpscamera.getPos() self.info.setText("Position: {0}, {1}, {2} at {3} by {4}".format( int(pos.x * 100) / 100., int(pos.y * 100) / 100., int(pos.z) / 100., self.fpscamera.getHeading(), self.fpscamera.getLookAngle())) prevPos = self.prevPos if not prevPos: self.prevPos = pos elif (pos - prevPos).length() > 1: self.drawQuadTo(prevPos, pos, 2) row = self.vertexWriter.getWriteRow() numPrims = self.triStrips.getNumPrimitives() if numPrims == 0: primVerts = row else: primVerts = row - self.triStrips.getPrimitiveEnd(numPrims - 1) if primVerts >= 4: self.triStrips.closePrimitive() if row >= 256: print "Packing and starting anew" newGeom = True self.geom.unifyInPlace(row, False) else: newGeom = False self.completePath() if newGeom: self.newVertexData() self.newGeom() if not newGeom: self.triStrips.addConsecutiveVertices(row - 2, 2) else: self.drawQuadTo(prevPos, pos, 2) self.leftColor[1] += 63 self.rightColor[2] += 37 self.prevPos = pos return task.cont def drawLineTo(self, pos, color): self.vertexWriter.addData3f(pos.x, pos.y, pos.z) # self.normalWriter.addData3f(0, 0, 1) self.colorWriter.addData4i(color) self.triStrips.addNextVertices(1) def drawQuadTo(self, a, b, width): """ a (to) b are vectors defining a line bisecting a new quad. """ into = (b - a) if abs(into.x) + abs(into.y) < 1: if not self.prevInto: return into = self.prevInto print into else: into.normalize() # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space if self.vertexWriter.getWriteRow() == 0: self.drawQuadRow(a, into, width) self.drawQuadRow(b, into, width) self.prevInto = into def drawQuadRow(self, a, into, width): """ a defines a point, with 'into' being the normalized direction. """ # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z) aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z) row = self.vertexWriter.getWriteRow() self.vertexWriter.addData3f(aLeft) self.vertexWriter.addData3f(aRight) # self.normalWriter.addData3f(Vec3(0, 0, 1)) # self.normalWriter.addData3f(Vec3(0, 0, 1)) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) self.triStrips.addConsecutiveVertices(row, 2) def completePath(self): self.geomNode.addGeom(self.geom) if self.triStrips.getNumPrimitives() == 0: return floorMesh = CollisionFloorMesh() tris = self.triStrips.decompose() p = 0 vertexReader = GeomVertexReader(self.vertexData, 'vertex') for i in range(tris.getNumPrimitives()): v0 = tris.getPrimitiveStart(i) ve = tris.getPrimitiveEnd(i) if v0 < ve: vertexReader.setRow(tris.getVertex(v0)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0 + 1)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0 + 2)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p, p + 1, p + 2) p += 3 self.floorCollNode.addSolid(floorMesh) def updatePhysics(self, task): pos = self.fpscamera.getPos() self.info.setText("Position: {0}, {1}, {2}".format( int(pos.x * 100) / 100., int(pos.y * 100) / 100., int(pos.z) / 100.)) return task.cont
class Maleficium(ShowBase): def __init__(self): compressedTextures = ConfigVariableString('compressed-textures','1') # Compresses Textures on load (increases loadtime / framerate) ShowBase.__init__(self) ## Debug Values (True/False) self.fpsMeter = True debug.checkDebugSettings(self) self.KeyBindings() ## Load World world.load('prisonCrater') ## Add Player to World self.playerBox = NodePath('player') self.player = Actor("data/models/hm.bam", {"run":"data/models/hm-run.bam", "idle":"data/models/hm.bam"}) self.player.reparentTo(self.playerBox) self.player.setScale(.01) self.playerBox.reparentTo(render) self.isMoving = False ## Create Camera base.disableMouse() self.cameratarget = self.render.attachNewNode('Camera Target') base.camera.setPos(self.playerBox.getX(),self.playerBox.getY()+20,self.playerBox.getZ()+5) self.cameratarget.setPos(self.playerBox.getX(),self.playerBox.getY(),self.playerBox.getZ()+6) self.radius = 10 self.XYAngle = .028 self.ZAngle = .01 ## Set Up Ground Collisions ## Player Collision base.cTrav = CollisionTraverser() self.ColHandler = CollisionHandlerFloor() self.colGroundRay = CollisionNode('colGroundRay') self.colGroundRay.addSolid(CollisionRay(0,0,2,0,0,-1)) self.playerCol = self.playerBox.attachNewNode(self.colGroundRay) base.cTrav.addCollider(self.playerCol,self.ColHandler) self.ColHandler.addCollider(self.playerCol,self.playerBox) ## Add main Game Loop to taskmanager taskMgr.add(self.gameLoop,'mainLoop') ### Input Structure; Coded by Darren Kent (Modeled after Roaming-Ralph by Ryan Myers) def KeyBindings(self): ## Setup Map self.startRightClick = True self.keyMap = { "forward":0, "backward":0, "turn_left":0, "turn_right":0, "strafe_left":0, "strafe_right":0, "cam_up":0, "cam_down":0, "cam_right":0, "cam_left":0, "zoom_in":0, "zoom_out":0, "right_click":0, "wheel_zoom_in":0, "wheel_zoom_out":0, } ## Accept Keys self.accept('escape',sys.exit) self.accept('w', self.setKey, ['forward',1]) self.accept('w-up', self.setKey, ['forward',0]) self.accept('s', self.setKey, ['backward',1]) self.accept('s-up', self.setKey, ['backward',0]) self.accept('a', self.setKey, ['turn_left',1]) self.accept('a-up', self.setKey, ['turn_left',0]) self.accept('d', self.setKey, ['turn_right',1]) self.accept('d-up', self.setKey, ['turn_right',0]) self.accept('q', self.setKey, ['strafe_left',1]) self.accept('q-up', self.setKey, ['strafe_left',0]) self.accept('e', self.setKey, ['strafe_right',1]) self.accept('e-up', self.setKey, ['strafe_right',0]) self.accept('arrow_up', self.setKey, ['cam_down',1]) self.accept('arrow_up-up', self.setKey, ['cam_down',0]) self.accept('arrow_down', self.setKey, ['cam_up',1]) self.accept('arrow_down-up', self.setKey, ['cam_up',0]) self.accept('arrow_right', self.setKey, ['cam_right',1]) self.accept('arrow_right-up', self.setKey, ['cam_right',0]) self.accept('arrow_left', self.setKey, ['cam_left',1]) self.accept('arrow_left-up', self.setKey, ['cam_left',0]) self.accept('[', self.setKey, ['zoom_in',1]) self.accept('[-up', self.setKey, ['zoom_in',0]) self.accept(']', self.setKey, ['zoom_out',1]) self.accept(']-up', self.setKey, ['zoom_out',0]) ## Accept Mouse self.accept('mouse3',self.setKey, ['right_click',1]) self.accept('mouse3-up',self.setKey, ['right_click',0]) self.accept('wheel_up',self.setKey, ['wheel_zoom_in',1]) self.accept('wheel_down',self.setKey, ['wheel_zoom_out',1]) ### Set Key Presses; Coded by Darren Kent (Modeled after Roaming-Ralph by Ryan Myers) def setKey(self,key,value): self.keyMap[key] = value ### Main Game Loop; Coded by Darren Kent def gameLoop(self,task): ## Keyboard Camera Controls if (self.keyMap["cam_left"]!=0): self.XYAngle += .002 if (self.keyMap["cam_right"]!=0): self.XYAngle -= .002 if (self.keyMap["cam_up"] != 0): if self.ZAngle <= .045: self.ZAngle += .001 if (self.keyMap["cam_down"] != 0): if self.ZAngle >= .002: self.ZAngle -= .001 if (self.keyMap["zoom_in"] != 0): if self.radius >= 4: self.radius -= 1 self.setRadius = self.radius if (self.keyMap["zoom_out"] != 0): if self.radius <= 40: self.radius += 1 self.setRadius = self.radius ## Mouse Camera Controls if (self.keyMap["right_click"]!=0): if self.startRightClick == True: self.startRightClick = False self.tempMouseX = base.mouseWatcherNode.getMouseX() self.tempMouseY = base.mouseWatcherNode.getMouseY() self.tempXAngle = self.XYAngle self.tempZAngle = self.ZAngle self.tempPlayerH = self.playerBox.getH() elif self.startRightClick == False: Ztemp = self.tempZAngle + (base.mouseWatcherNode.getMouseY() - self.tempMouseY) / 20 self.XYAngle = self.tempXAngle - (base.mouseWatcherNode.getMouseX() - self.tempMouseX) / 20 if Ztemp >= .045: Ztemp = .045 if Ztemp <= 0.002: Ztemp = 0.002 self.ZAngle = Ztemp else: self.startRightClick = True if (self.keyMap["wheel_zoom_in"] != 0): if self.radius >= 7: self.radius -= 3 self.setRadius = self.radius if (self.keyMap["wheel_zoom_out"] != 0): if self.radius <= 38: self.radius += 2 self.setRadius = self.radius self.setKey("wheel_zoom_out",0) self.setKey("wheel_zoom_in", 0) ## Reposition Camera x = self.cameratarget.getX() + self.radius * math.sin(math.degrees(self.ZAngle)) * math.cos(math.degrees(self.XYAngle)) y = self.cameratarget.getY() + self.radius * math.sin(math.degrees(self.ZAngle)) * math.sin(math.degrees(self.XYAngle)) z = self.cameratarget.getZ() + self.radius * math.cos(math.degrees(self.ZAngle)) base.camera.setPos(x,y,z) base.camera.lookAt(self.cameratarget) self.cameratarget.setPos(self.playerBox.getX(),self.playerBox.getY(),self.playerBox.getZ()+6) ## Keyboard Movement Controls if (self.keyMap["turn_left"]!=0): self.playerBox.setH(self.playerBox.getH() + 200 * globalClock.getDt()) if (self.keyMap["turn_right"]!=0): self.playerBox.setH(self.playerBox.getH() - 200 * globalClock.getDt()) if (self.keyMap["strafe_left"]!=0): self.playerBox.setX(self.playerBox, +20 * globalClock.getDt()) if (self.keyMap["strafe_right"]!=0): self.playerBox.setX(self.playerBox, -20 * globalClock.getDt()) if (self.keyMap["forward"]!=0): self.playerBox.setY(self.playerBox, -25 * globalClock.getDt()) if (self.keyMap["backward"] != 0): self.playerBox.setY(self.playerBox, +15 * globalClock.getDt()) if (self.keyMap["forward"]!=0): if self.isMoving == False: self.player.setPlayRate(2.5,'run') self.player.loop('run') self.isMoving = True else: if self.isMoving: self.player.setPlayRate(1,'idle') self.player.loop('idle') self.isMoving = False ## Check Collisions return task.cont
class MyApp(ShowBase): def __init__(self): ShowBase.__init__(self) self.seeNode = self.render.attachNewNode('see') self.cam.reparentTo(self.seeNode) self.cam.setPos(0, 0, 5) self.fpscamera = fpscontroller.FpsController(self, self.seeNode) self.fpscamera.setFlyMode(True) self.fpscamera.setMouseLook(True) self.prevPos = self.fpscamera.getPos() self.prevInto = None self.makeInstructions() self.info = self.genLabelText("Position: <unknown>", 2) self.initCollisions() self.leftColor = LVecBase4i(224, 224, 64, 255) self.rightColor = LVecBase4i(64, 224, 224, 255) self.isDrawing = False self.toggleDrawing() self.accept("escape", sys.exit) #Escape quits self.accept("enter", self.toggleDrawing) def initCollisions(self): # Initialize the collision traverser. self.cTrav = CollisionTraverser() self.cTrav.showCollisions(self.render) # Initialize the Pusher collision handler. self.pusher = CollisionHandlerFloor() ### player # Create a collsion node for this object. playerNode = CollisionNode('player') playerNode.addSolid(CollisionSphere(0, 0, 0, 1)) # Attach the collision node to the object's model. self.playerC = self.fpscamera.player.attachNewNode(playerNode) # Set the object's collision node to render as visible. self.playerC.show() def toggleDrawing(self): self.isDrawing = not self.isDrawing if self.isDrawing: self.instructionText.setText('Enter: Generate Tunnel from Movement') self.fpscamera.setFlyMode(True) self.prevPos = None # self.cTrav.remosveCollider(self.playerC) self.removeTask('updatePhysics') self.addTask(self.drawHere, 'drawHere') self.geomNode = GeomNode('geomNode') self.geomNodePath = self.render.attachNewNode(self.geomNode) self.geomNodePath.setTwoSided(True) # apparently p3tinydisplay needs this self.geomNodePath.setColorOff() # Create a collision node for this object. self.floorCollNode = CollisionNode('geom') # Attach the collision node to the object's model. floorC = self.geomNodePath.attachNewNode(self.floorCollNode) # Set the object's collision node to render as visible. floorC.show() self.newVertexData() self.newGeom() else: self.instructionText.setText('Enter: Record Movement for Tunnel') self.removeTask('drawHere') if self.prevPos: #self.completePath() self.completeTunnelPath() self.fpscamera.setFlyMode(True) self.drive.setPos(self.fpscamera.getPos()) self.cTrav.addCollider(self.playerC, self.pusher) self.pusher.addCollider(self.playerC, self.fpscamera.player) self.taskMgr.add(self.updatePhysics, 'updatePhysics') def newVertexData(self): fmt = GeomVertexFormat.getV3c4() # fmt = GeomVertexFormat.getV3n3c4() self.vertexData = GeomVertexData("path", fmt, Geom.UHStatic) self.vertexWriter = GeomVertexWriter(self.vertexData, 'vertex') # self.normalWriter = GeomVertexWriter(self.vertexData, 'normal') self.colorWriter = GeomVertexWriter(self.vertexData, 'color') def newGeom(self): self.triStrips = GeomTristrips(Geom.UHDynamic) self.geom = Geom(self.vertexData) self.geom.addPrimitive(self.triStrips) def makeInstructions(self): OnscreenText(text="Draw Path by Walking (WSAD/space/mouselook)", style=1, fg=(1,1,0,1), pos=(0.5,-0.95), scale = .07) self.genLabelText("ESC: Quit", 0) self.instructionText = self.genLabelText("", 1) def genLabelText(self, text, i): return OnscreenText(text = text, pos = (-1.3, .95-.05*i), fg=(1,1,0,1), align = TextNode.ALeft, scale = .05) def drawHere(self, task): pos = self.fpscamera.getPos() self.info.setText("Position: {0}, {1}, {2} at {3} by {4}".format(int(pos.x*100)/100., int(pos.y*100)/100., int(pos.z)/100., self.fpscamera.getHeading(), self.fpscamera.getLookAngle())) prevPos = self.prevPos if not prevPos: self.prevPos = pos elif (pos - prevPos).length() >= 1: # self.extendPathQuad(prevPos, pos, 2) self.extendPathTunnel(prevPos, pos, 3) self.leftColor[1] += 63 self.rightColor[2] += 37 self.prevPos = pos return task.cont def extendPathQuad(self, prevPos, pos, width): self.drawQuadTo(prevPos, pos, width) row = self.vertexWriter.getWriteRow() numPrims = self.triStrips.getNumPrimitives() if numPrims == 0: primVerts = row else: primVerts = row - self.triStrips.getPrimitiveEnd(numPrims-1) if primVerts >= 4: self.triStrips.closePrimitive() if row >= 256: print "Packing and starting anew" newGeom = True self.geom.unifyInPlace(row, False) else: newGeom = False self.completeQuadPath() if newGeom: self.newVertexData() self.newGeom() if newGeom: self.drawQuadTo(prevPos, pos, width) else: self.triStrips.addConsecutiveVertices(row - 2, 2) def extendPathTunnel(self, prevPos, pos, width): self.drawTunnelTo(prevPos, pos, width) def drawLineTo(self, pos, color): self.vertexWriter.addData3f(pos.x, pos.y, pos.z) # self.normalWriter.addData3f(0, 0, 1) self.colorWriter.addData4i(color) self.triStrips.addNextVertices(1) return 1 def drawQuadTo(self, a, b, width): """ a (to) b are vectors defining a line bisecting a new quad. """ into = (b - a) if abs(into.x) + abs(into.y) < 1: # ensure that if we jump in place, we don't get a thin segment if not self.prevInto: return into = self.prevInto else: into.normalize() # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space if self.vertexWriter.getWriteRow() == 0: self.drawQuadRow(a, into, width) verts = self.drawQuadRow(b, into, width) self.prevInto = into return verts def drawQuadRow(self, a, into, width): """ a defines a point, with 'into' being the normalized direction. """ # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space aLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z) aRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z) row = self.vertexWriter.getWriteRow() self.vertexWriter.addData3f(aLeft) self.vertexWriter.addData3f(aRight) # self.normalWriter.addData3f(Vec3(0, 0, 1)) # self.normalWriter.addData3f(Vec3(0, 0, 1)) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) self.triStrips.addConsecutiveVertices(row, 2) return 2 def drawTunnelTo(self, a, b, width): """ a (to) b are vectors defining a line bisecting a new tunnel segment. """ into = (b - a) if abs(into.x) + abs(into.y) < 1: # ensure that if we jump in place, we don't get a thin segment if not self.prevInto: return into = self.prevInto else: into.normalize() # the perpendicular of (a,b) is (-b,a); we want the path to be "flat" in Z=space if self.vertexWriter.getWriteRow() == 0: self.drawTunnelBoundary(a, into, width) row = self.vertexWriter.getWriteRow() verts = self.drawTunnelBoundary(b, into, width) totalVerts = self.drawTunnelRow(row, verts) self.prevInto = into return totalVerts def drawTunnelBoundary(self, a, into, width): """ a defines a point, with 'into' being the normalized direction. """ aLowLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z) aLowRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z) aHighRight = Vec3(a.x + into.y * width, a.y - into.x * width, a.z + width * 3) aHighLeft = Vec3(a.x - into.y * width, a.y + into.x * width, a.z + width * 3) self.vertexWriter.addData3f(aLowLeft) self.vertexWriter.addData3f(aLowRight) self.vertexWriter.addData3f(aHighRight) self.vertexWriter.addData3f(aHighLeft) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) self.colorWriter.addData4i(self.leftColor) self.colorWriter.addData4i(self.rightColor) return 4 def drawTunnelRowX(self, row, verts): # BOTTOM: bottom-left, new-bottom-left, bottom-right, new-bottom-right self.triStrips.addConsecutiveVertices(row - verts + 0, 1) self.triStrips.addConsecutiveVertices(row + 0, 1) self.triStrips.addConsecutiveVertices(row - verts + 1, 1) self.triStrips.addConsecutiveVertices(row + 1, 1) self.triStrips.closePrimitive() # RIGHT: (new-bottom-right) bottom-right, new-top-right, top-right self.triStrips.addConsecutiveVertices(row + 1, 1) self.triStrips.addConsecutiveVertices(row - verts + 1, 1) self.triStrips.addConsecutiveVertices(row + 2, 1) self.triStrips.addConsecutiveVertices(row - verts + 2, 1) self.triStrips.closePrimitive() # TOP: top-left, new top-right, new top-left self.triStrips.addConsecutiveVertices(row - verts + 2, 1) self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row + 2, 1) self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.closePrimitive() # LEFT: (new top-left) new bottom-left, top-left, bottom-left, new-bottom-left self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.addConsecutiveVertices(row + 0, 1) self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row - verts + 0, 1) self.triStrips.closePrimitive() return verts * 4 def drawTunnelRow(self, row, verts): # # clockwise for the inside of the tunnel # # TOP: new-top-left, top-left, new-top-right, top-right # self.triStrips.addConsecutiveVertices(row + 3, 1) # self.triStrips.addConsecutiveVertices(row - verts + 3, 1) # self.triStrips.addConsecutiveVertices(row + 2, 1) # self.triStrips.addConsecutiveVertices(row - verts + 2, 1) # # RIGHT: new-bottom-right, bottom-right # self.triStrips.addConsecutiveVertices(row + 1, 1) # self.triStrips.addConsecutiveVertices(row - verts + 1, 1) # # BOTTOM: new-bottom-left, bottom-left # self.triStrips.addConsecutiveVertices(row, 1) # self.triStrips.addConsecutiveVertices(row - verts, 1) # # LEFT: new top-left, top-left # self.triStrips.addConsecutiveVertices(row + 3, 1) # self.triStrips.addConsecutiveVertices(row - verts + 3, 1) # TOP: new-top-left, top-left, new-top-right, top-right self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.addConsecutiveVertices(row - verts + 2, 1) self.triStrips.addConsecutiveVertices(row + 2, 1) # RIGHT: new-bottom-right, bottom-right self.triStrips.addConsecutiveVertices(row - verts + 1, 1) self.triStrips.addConsecutiveVertices(row + 1, 1) # BOTTOM: new-bottom-left, bottom-left self.triStrips.addConsecutiveVertices(row - verts, 1) self.triStrips.addConsecutiveVertices(row, 1) # LEFT: new top-left, top-left self.triStrips.addConsecutiveVertices(row - verts + 3, 1) self.triStrips.addConsecutiveVertices(row + 3, 1) self.triStrips.closePrimitive() return verts * 4 def completeQuadPath(self): self.geomNode.addGeom(self.geom) if self.triStrips.getNumPrimitives() == 0: return floorMesh = CollisionFloorMesh() vertexReader = GeomVertexReader(self.vertexData, 'vertex') tris = self.triStrips.decompose() print "Decomposed prims:",tris.getNumPrimitives() p = 0 for i in range(tris.getNumPrimitives()): v0 = tris.getPrimitiveStart(i) ve = tris.getPrimitiveEnd(i) if v0 < ve: vertexReader.setRow(tris.getVertex(v0)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0+1)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(tris.getVertex(v0+2)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p, p+1, p+2) p += 3 self.floorCollNode.addSolid(floorMesh) def completeTunnelPath(self): self.geomNode.addGeom(self.geom) if self.triStrips.getNumPrimitives() == 0: return floorMesh = CollisionFloorMesh() vertexReader = GeomVertexReader(self.vertexData, 'vertex') print "Original prims:",self.triStrips.getNumPrimitives() p = 0 for i in range(self.triStrips.getNumPrimitives()): v0 = self.triStrips.getPrimitiveStart(i) ve = self.triStrips.getPrimitiveEnd(i) j = v0 + 4 # add the bottom triangles vertexReader.setRow(self.triStrips.getVertex(j)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(self.triStrips.getVertex(j+1)) floorMesh.addVertex(Point3(vertexReader.getData3f())) vertexReader.setRow(self.triStrips.getVertex(j+2)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p, p+1, p+2) vertexReader.setRow(self.triStrips.getVertex(j+3)) floorMesh.addVertex(Point3(vertexReader.getData3f())) floorMesh.addTriangle(p+1, p+3, p+2) p += 4 # this adds every triangle, but is not appropriate for a closed path # tris = self.triStrips.decompose() # print "Decomposed prims:",tris.getNumPrimitives() # p = 0 # for i in range(tris.getNumPrimitives()): # v0 = tris.getPrimitiveStart(i) # ve = tris.getPrimitiveEnd(i) # if v0 < ve: # vertexReader.setRow(tris.getVertex(v0)) # floorMesh.addVertex(Point3(vertexReader.getData3f())) # vertexReader.setRow(tris.getVertex(v0+1)) # floorMesh.addVertex(Point3(vertexReader.getData3f())) # vertexReader.setRow(tris.getVertex(v0+2)) # floorMesh.addVertex(Point3(vertexReader.getData3f())) # floorMesh.addTriangle(p, p+1, p+2) # p += 3 self.floorCollNode.addSolid(floorMesh) def updatePhysics(self, task): pos = self.fpscamera.getPos() self.info.setText("Position: {0}, {1}, {2}".format(int(pos.x*100)/100., int(pos.y*100)/100., int(pos.z)/100.)) return task.cont