コード例 #1
0
ファイル: GeomObjects.py プロジェクト: crempp/psg
 def __init__(self, parent, entity, foot=1):
     self.entity = entity
     self._moveRadCircleNP = NodePath("Movement Radius Node")
     self._moveLine = LineSegs()
     self._moveLineNP = NodePath("Movement Direction Line Node")
     self._moveZLine = LineSegs()
     self._moveZLineNP = NodePath("Movement Z Line Node")
     self._moveZFootNP = NodePath("Movement Z Foot Node")
     self._moveFootCircle = LineSegs()
     self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
     self._attackRadCircle = LineSegs()
     self._attackRadCircleNP = NodePath("Attack Radius Node")
     self._np = NodePath("Movement Node")
     self.attackables = []
     Event.Dispatcher().register(self, 'E_Key_ZUp', self.onZChange)
     Event.Dispatcher().register(self, 'E_Key_ZDown', self.onZChange)
     Event.Dispatcher().register(self, 'E_Key_ZUp-up', self.onZChange)
     Event.Dispatcher().register(self, 'E_Key_ZDown-up', self.onZChange)
     self.aaLevel = int(GameSettings().getSetting('ANTIALIAS'))
     self.parent = parent
     self.start = Vec3(0, 0, 0)
     self.moveRad = entity.moveRad
     self.footRad = foot
     self.attackRad = entity.attackRad
     self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
     self.draw()
     self._np.reparentTo(self.parent)
     if self.aaLevel > 0:
         self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
     taskMgr.add(self.updateMovePos, 'Movement Indicator Update Task')
コード例 #2
0
ファイル: ViewPort.py プロジェクト: OldWare/OldToontown
    def makePerspective(parent):
        v = Viewport('persp', parent)
        v.camPos = Point3(-19, -19, 19)
        v.camLookAt = Point3(0, 0, 0)

        v.grid = DirectGrid(parent=render)
        collPlane = CollisionNode('PerspGridCol')
        collPlane.addSolid(CollisionPlane(Plane(0, 0, 1, 0)))
        #oldBitmask = collPlane.getIntoCollideMask()
        #collPlane.setIntoCollideMask(BitMask32.bit(21)|oldBitmask)
        collPlane.setIntoCollideMask(BitMask32.bit(21))
        v.collPlane = NodePath(collPlane)
        v.collPlane.reparentTo(v.grid)

        collPlane2 = CollisionNode('PerspGridCol2')
        collPlane2.addSolid(CollisionPlane(Plane(0, 0, -1, 0)))
        #oldBitmask = collPlane2.getIntoCollideMask()
        #collPlane2.setIntoCollideMask(BitMask32.bit(21)|oldBitmask)
        collPlane2.setIntoCollideMask(BitMask32.bit(21))
        v.collPlane2 = NodePath(collPlane2)
        v.collPlane2.reparentTo(v.grid)

        #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_perspViewGridBack")
        LE_showInOneCam(v.grid, 'persp')
        return v
コード例 #3
0
ファイル: water.py プロジェクト: monicagraciela/FPS-kit
  def __init__(self,manager,xml):
    self.surface = getWaterSurface(manager)
    self.surface.reparentTo(render)
    self.surface.hide(BitMask32.bit(1)) # Invisible to reflection camera (speedup)
    self.surface.hide(BitMask32.bit(2)) # Invisible to volumetric lighting camera (speedup)
    self.surface.hide(BitMask32.bit(3)) # Invisible to shadow cameras (speedup)
    self.surface.setShader(loader.loadShader(manager.get('paths').getConfig().find('shaders').get('path')+'/water.cg'))
    self.surface.setShaderInput('time', 0.0, 0.0, 0.0, 0.0)
    ntex = loader.loadTexture(manager.get('paths').getConfig().find('textures').get('path')+'/water-normal.png')
    ntex.setMinfilter(Texture.FTLinearMipmapLinear)
    self.surface.setShaderInput('normal', ntex)
    self.surface.setShaderInput('camera', base.cam)
    self.surface.setTransparency(TransparencyAttrib.MDual, 10)
    self.surface.setTwoSided(True)

    self.surface.setShaderInput('waveInfo', Vec4(0.4, 0.4, 0.4, 0))
    self.surface.setShaderInput('param2', Vec4(-0.015,0.005, 0.05, 0.05))
    self.surface.setShaderInput('param3', Vec4(0.7, 0.3, 0, 0))
    self.surface.setShaderInput('param4', Vec4(2.0, 0.5, 0.5, 0.0))
    #self.surface.setShaderInput('speed', Vec4(-.8, -.4, -.9, .3))
    self.surface.setShaderInput('speed', Vec4(0.2, -1.2, -0.2, -0.7))
    self.surface.setShaderInput('deepcolor', Vec4(0.0,0.3,0.5,1.0))
    self.surface.setShaderInput('shallowcolor', Vec4(0.0,1.0,1.0,1.0))
    self.surface.setShaderInput('reflectioncolor', Vec4(0.95,1.0,1.0,1.0))
    self.surface.hide()

    self.wbuffer = base.win.makeTextureBuffer('water', 512, 512)
    self.wbuffer.setClearColorActive(True)
    self.wbuffer.setClearColor(base.win.getClearColor())
    self.wcamera = base.makeCamera(self.wbuffer)
    if manager.get('sky') != None and manager.get('sky').model != None:
      self.sky = manager.get('sky').model.copyTo(self.wcamera)
      self.sky.setTwoSided(True)
      self.sky.setSz(self.sky, -1)
      self.sky.setClipPlaneOff(1)
      self.sky.show()
      self.sky.hide(BitMask32.bit(0)) # Hide for normal camera
      self.sky.hide(BitMask32.bit(2)) # Hide for volumetric lighting camera
      self.sky.hide(BitMask32.bit(3)) # Hide for shadow camera(s), if any
    else:
      self.sky = None
    self.wcamera.reparentTo(render)
    self.wcamera.node().setLens(base.camLens)
    self.wcamera.node().setCameraMask(BitMask32.bit(1))
    self.surface.hide(BitMask32.bit(1))
    wtexture = self.wbuffer.getTexture()
    wtexture.setWrapU(Texture.WMClamp)
    wtexture.setWrapV(Texture.WMClamp)
    wtexture.setMinfilter(Texture.FTLinearMipmapLinear)
    self.surface.setShaderInput('reflection', wtexture)
    self.wplane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
    self.wplanenp = render.attachNewNode(PlaneNode('water', self.wplane))
    tmpnp = NodePath('StateInitializer')
    tmpnp.setClipPlane(self.wplanenp)
    tmpnp.setAttrib(CullFaceAttrib.makeReverse())
    self.wcamera.node().setInitialState(tmpnp.getState())

    #self.fog = Fog('UnderwaterFog')
    #self.fog.setColor(0.0,0.3,0.5)
    self.fogEnabled = False
コード例 #4
0
ファイル: ViewPort.py プロジェクト: OldWare/OldToontown
 def makeOrthographic(parent, name, campos):
     v = Viewport(name, parent)
     v.lens = OrthographicLens()
     v.lens.setFilmSize(30)
     v.camPos = campos
     v.camLookAt = Point3(0, 0, 0)
     v.grid = DirectGrid(parent=render)
     if name == 'left':
         v.grid.setHpr(0, 0, 90)
         collPlane = CollisionNode('LeftGridCol')
         collPlane.addSolid(CollisionPlane(Plane(1, 0, 0, 0)))
         collPlane.setIntoCollideMask(BitMask32.bit(21))
         v.collPlane = NodePath(collPlane)
         v.collPlane.wrtReparentTo(v.grid)
         #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_leftViewGridBack")
         LE_showInOneCam(v.grid, name)
     elif name == 'front':
         v.grid.setHpr(90, 0, 90)
         collPlane = CollisionNode('FrontGridCol')
         collPlane.addSolid(CollisionPlane(Plane(0, -1, 0, 0)))
         collPlane.setIntoCollideMask(BitMask32.bit(21))
         v.collPlane = NodePath(collPlane)
         v.collPlane.wrtReparentTo(v.grid)
         #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_frontViewGridBack")
         LE_showInOneCam(v.grid, name)
     else:
         collPlane = CollisionNode('TopGridCol')
         collPlane.addSolid(CollisionPlane(Plane(0, 0, 1, 0)))
         collPlane.setIntoCollideMask(BitMask32.bit(21))
         v.collPlane = NodePath(collPlane)
         v.collPlane.reparentTo(v.grid)
         #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_topViewGridBack")
         LE_showInOneCam(v.grid, name)
     return v
コード例 #5
0
    def __init__(self, x1, y1, x2, y2, z):
        Att_base.__init__(self, False, "Water1")
        # Water surface
        maker = CardMaker( 'water' )
        maker.setFrame( x1, x2, y1, y2 )

        self.waterNP = render.attachNewNode(maker.generate())
        self.waterNP.setHpr(0,-90,0)
        self.waterNP.setPos(0,0,z)
        self.waterNP.setTransparency(TransparencyAttrib.MAlpha )
        self.waterNP.setShader(loader.loadShader( 'Shaders/water1.sha' ))

        # Reflection plane
        self.waterPlane = Plane( Vec3( 0, 0, z+1 ), Point3( 0, 0, z ) )

        planeNode = PlaneNode( 'waterPlane' )
        planeNode.setPlane( self.waterPlane )

        # Buffer and reflection camera
        self.buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 )
        self.buffer.setClearColor( Vec4( 0, 0, 0, 1 ) )

        cfa = CullFaceAttrib.makeReverse( )
        rs = RenderState.make(cfa)

        self.watercamNP = base.makeCamera( self.buffer )
        self.watercamNP.reparentTo(render)

        sa = ShaderAttrib.make()
        sa = sa.setShader(loader.loadShader('Shaders/splut3Clipped.sha') )

        self.cam = self.watercamNP.node()
        self.cam.getLens( ).setFov( base.camLens.getFov( ) )
        self.cam.getLens().setNear(1)
        self.cam.getLens().setFar(5000)
        self.cam.setInitialState( rs )
        self.cam.setTagStateKey('Clipped')
        self.cam.setTagState('True', RenderState.make(sa))


        # ---- water textures ---------------------------------------------

        # reflection texture, created in realtime by the 'water camera'
        tex0 = self.buffer.getTexture( )
        tex0.setWrapU(Texture.WMClamp)
        tex0.setWrapV(Texture.WMClamp)
        ts0 = TextureStage( 'reflection' )
        self.waterNP.setTexture( ts0, tex0 )

        # distortion texture
        tex1 = loader.loadTexture('Textures/water.png')
        ts1 = TextureStage('distortion')
        self.waterNP.setTexture(ts1, tex1)
コード例 #6
0
ファイル: rotation.py プロジェクト: LBdN/labs
 def Transform( self ):
     startVec = self.startVec
     axis = self.GetSelectedAxis()
     print axis
     if axis is not None and axis.vector == CAMERA_VECTOR:
         endVec = self.getRelativeVector( render, self.GetAxisPoint( axis ) - self.getPos() )
         cross = startVec.cross( endVec )
         direction = self.getRelativeVector( self.camera, Vec3(0, -1, 0) ).dot( cross )
         sign = math.copysign( 1, direction )
         # Get the rotation axis
         rotAxis = self.getRelativeVector( self.camera, Vec3(0, -1, 0) ) * sign
     else:
         if self.collEntry.getIntoNode() == self.initCollEntry.getIntoNode():
             endVec = self.collEntry.getSurfaceNormal( self )
         else:
             endVec = self.getRelativeVector( render, self.GetAxisPoint( self.foobar ) - self.getPos() )
         # If an axis is selected then constrain the vectors by projecting
         # them onto a plane whose normal is the axis vector
         if axis is not None:
             plane = Plane( axis.vector, Point3( 0 ) )
             startVec = Vec3( plane.project( Point3( startVec ) ) )
             endVec = Vec3( plane.project( Point3( endVec )  ) )
         # Get the rotation axis
         rotAxis = endVec.cross( startVec ) * -1
     # Return if the rotation vector is not valid, ie it does not have any
     # length
     if not rotAxis.length():
         return
     # Normalize all vectors
     startVec.normalize()
     endVec.normalize()
     rotAxis.normalize()
     # Get the amount of degrees to rotate
     degs = startVec.angleDeg( endVec )
     # Transform the gizmo if in local rotation mode
     newRotMat = Mat4().rotateMat( degs, rotAxis )
     if self.local:
         self.setMat( newRotMat * self.getMat() )
     # Transform all attached node paths
     for i, np in enumerate( self.attachedNps ):
         # Split the transform into scale, rotation and translation
         # matrices
         transMat, rotMat, scaleMat = commonUtils.GetTrsMatrices( np.getTransform() )
         # Perform transforms in local or world space
         if self.local:
             np.setMat( scaleMat * newRotMat * rotMat * transMat )
         else:
             self.initNpXforms[i].getQuat().extractToMatrix( rotMat )
             np.setMat( scaleMat * rotMat * newRotMat * transMat )
コード例 #7
0
ファイル: GeomObjects.py プロジェクト: crempp/psg
	def __init__(self, parent, entity, foot=1):
		self.entity = entity
		self._moveRadCircleNP  = NodePath("Movement Radius Node")
		self._moveLine         = LineSegs()
		self._moveLineNP       = NodePath("Movement Direction Line Node")
		self._moveZLine        = LineSegs()
		self._moveZLineNP      = NodePath("Movement Z Line Node")
		self._moveZFootNP      = NodePath("Movement Z Foot Node")
		self._moveFootCircle   = LineSegs()
		self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
		self._attackRadCircle  = LineSegs()
		self._attackRadCircleNP= NodePath("Attack Radius Node")
		self._np               = NodePath("Movement Node")
		self.attackables       = []
		Event.Dispatcher().register(self, 'E_Key_ZUp', self.onZChange)
		Event.Dispatcher().register(self, 'E_Key_ZDown', self.onZChange)
		Event.Dispatcher().register(self, 'E_Key_ZUp-up', self.onZChange)
		Event.Dispatcher().register(self, 'E_Key_ZDown-up', self.onZChange)
		self.aaLevel= int(GameSettings().getSetting('ANTIALIAS'))
		self.parent = parent
		self.start  = Vec3(0, 0, 0)
		self.moveRad = entity.moveRad
		self.footRad = foot
		self.attackRad = entity.attackRad
		self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
		self.draw()
		self._np.reparentTo(self.parent)
		if self.aaLevel > 0:
			self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
		taskMgr.add(self.updateMovePos, 'Movement Indicator Update Task')
コード例 #8
0
 def _initCollisions(self):
     self.collPlane = CollisionPlane(Plane(Vec3(0, 0, 1.0), Point3(0, 0, 10)))
     self.collPlane.setTangible(0)
     self.collNode = CollisionNode('fogPlane')
     self.collNode.setIntoCollideMask(OTPGlobals.FloorBitmask)
     self.collNode.addSolid(self.collPlane)
     self.collNodePath = self.root.attachNewNode(self.collNode)
     self.collNodePath.hide()
コード例 #9
0
ファイル: Hero.py プロジェクト: UIKit0/Dota2War
 def Collision(self):
     self.mpos3d=0
     self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)) 
     base.cTrav = CollisionTraverser()
     self.collHandler = CollisionHandlerQueue()
     self.pickerNode = CollisionNode('mouseRay')
     self.pickerNP = camera.attachNewNode(self.pickerNode)
     self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
     self.pickerRay = CollisionRay()
     self.pickerNode.addSolid(self.pickerRay)
     base.cTrav.addCollider(self.pickerNP, self.collHandler)
コード例 #10
0
	def makeWater(self):
		
		self.water = loader.loadModel("models/water.egg")
		self.water.setPos(0,0,1)
		self.water.setShader(loader.loadShader('shaders/water.sha'))
		self.water.setShaderInput('wateranim', Vec4(0.03, -0.015, 64.0, 0))
		self.water.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45))
		self.water.setShaderInput('time', 0)
		buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512)
		#buffer.setClearColor(Vec4(0.3, 0.3, 1, 1))
		cfa = CullFaceAttrib.makeReverse()
		rs = RenderState.make(cfa)
		self.watercamNP = base.makeCamera(buffer)
		self.watercamNP.reparentTo(render)
		cam = self.watercamNP.node()
		cam.getLens().setFov(base.camLens.getFov())
		cam.getLens().setNear(1)
		cam.getLens().setFar(5000)
		cam.setInitialState(rs)
		self.waterPlane = Plane(Vec3(0, 0,  1), Point3(0, 0, 0))
		planeNode = PlaneNode('waterPlane')
		planeNode.setPlane(self.waterPlane)
		#cam.lookAt(0,0,-1)
		cam.setTagStateKey('Clipped')
		tex0 = buffer.getTexture()
		tex0.setWrapU(Texture.WMClamp)
		tex0.setWrapV(Texture.WMClamp)
		ts0 = TextureStage('reflection')

		self.water.setTexture(ts0, tex0)
		tex1 = loader.loadTexture('texture/water.png')
		ts1 = TextureStage('distortion')
		self.water.setTexture(ts1, tex1)
		self.keyMap={};
		self.keyMap["sit"]=0
		self.keyMap["call"]=0
		self.keyMap["left"]=0
		self.keyMap["forward"]=0
		self.keyMap["right"]=0
		taskMgr.add(self.waterUpdate, "waterTask")
		
		taskMgr.add(self.cameraControl,"cameraControl")



		self.water.reparentTo(render)
コード例 #11
0
 def GetMousePlaneCollisionPoint( self, pos, nrml ):
     """
     Return the collision point of a ray fired through the mouse and a
     plane with the specified normal.
     """
     # Fire a ray from the camera through the mouse 
     mp = self.mouseWatcherNode.getMouse()
     p1 = Point3()
     p2 = Point3()
     self.camera.node().getLens().extrude( mp, p1, p2 )
     p1 = self.rootNp.getRelativePoint( self.camera, p1 )
     p2 = self.rootNp.getRelativePoint( self.camera, p2 )
     
     # Get the point of intersection with a plane with the normal
     # specified
     p = Point3()
     Plane( nrml, pos ).intersectsLine( p, p1, p2 )
     
     return p
コード例 #12
0
 def setupCollision(self):
     # create collision traverser
     self.picker = CollisionTraverser()
     # create collision handler
     self.pq = CollisionHandlerQueue()
     # create collision node
     self.pickerNode = CollisionNode('mouseRay')  # create collision node
     # attach new collision node to camera node
     self.pickerNP = camera.attachNewNode(
         self.pickerNode)  # attach collision node to camera
     # set bit mask to one
     self.pickerNode.setFromCollideMask(BitMask32.bit(1))  # set bit mask
     # create a collision ray
     self.pickerRay = CollisionRay()  # create collision ray
     # add picker ray to the picker node
     self.pickerNode.addSolid(
         self.pickerRay)  # add the collision ray to the collision node
     # make the traverser know about the picker node and its even handler queue
     self.picker.addCollider(
         self.pickerNP,
         self.pq)  # add the colision node path and collision handler queue
     #self.picker.showCollisions( render ) # render or draw the collisions
     #self.pickerNP.show( ) # render picker ray
     # create col node
     self.colPlane = CollisionNode('colPlane')
     # add solid to col node plane
     self.colPlane.addSolid(
         CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0))))
     # attach new node to the render
     self.colPlanePath = render.attachNewNode(self.colPlane)
     #self.colPlanePath.show( ) # render node
     # make the col plane look at the camera
     # this makes it alway look at the camera no matter the orientation
     # we need this because the ray nees to intersect a plane parallel
     # to the camera
     self.colPlanePath.lookAt(camera)
     # prop up the col plane
     self.colPlanePath.setP(-45)
     # set bit mask to one
     # as I understand it, this makes all col nodes with bit mask one
     # create collisions while ignoring others of other masks
     self.colPlanePath.node().setIntoCollideMask(BitMask32.bit(1))
コード例 #13
0
 def createGuiObjects(self):
     self.dayButton = DirectButton(parent=self.dayButtonLocator, image=self.selectedFrame, relief=None, command=self.__clickedOnDay, pressEffect=1, rolloverSound=None, clickSound=None)
     self.numberWidget = DirectLabel(parent=self.numberLocator, relief=None, text=str(self.myDate.day), text_scale=0.04, text_align=TextNode.ACenter, text_font=ToontownGlobals.getInterfaceFont(), text_fg=Vec4(110 / 255.0, 126 / 255.0, 255 / 255.0, 1))
     self.attachMarker(self.numberLocator)
     self.listXorigin = 0
     self.listFrameSizeX = self.scrollBottomRightLocator.getX() - self.scrollLocator.getX()
     self.scrollHeight = self.scrollLocator.getZ() - self.scrollBottomRightLocator.getZ()
     self.listZorigin = self.scrollBottomRightLocator.getZ()
     self.listFrameSizeZ = self.scrollLocator.getZ() - self.scrollBottomRightLocator.getZ()
     self.arrowButtonXScale = 1
     self.arrowButtonZScale = 1
     self.itemFrameXorigin = 0
     self.itemFrameZorigin = 0
     self.buttonXstart = self.itemFrameXorigin + 0.21
     self.gui = loader.loadModel('phase_3.5/models/gui/friendslist_gui')
     buttonOffSet = -0.01
     incButtonPos = (0.0, 0, 0)
     decButtonPos = (0.0, 0, 0)
     itemFrameMinZ = self.listZorigin
     itemFrameMaxZ = self.listZorigin + self.listFrameSizeZ
     arrowUp = self.find('**/downScroll_up')
     arrowDown = self.find('**/downScroll_down')
     arrowHover = self.find('**/downScroll_hover')
     self.scrollList = DirectScrolledList(parent=self.scrollLocator, relief=None, pos=(0, 0, 0), incButton_image=(arrowUp,
      arrowDown,
      arrowHover,
      arrowUp), incButton_relief=None, incButton_scale=(self.arrowButtonXScale, 1, self.arrowButtonZScale), incButton_pos=incButtonPos, incButton_image3_color=Vec4(1, 1, 1, 0.2), decButton_image=(arrowUp,
      arrowDown,
      arrowHover,
      arrowUp), decButton_relief=None, decButton_scale=(self.arrowButtonXScale, 1, -self.arrowButtonZScale), decButton_pos=decButtonPos, decButton_image3_color=Vec4(1, 1, 1, 0.2), itemFrame_pos=(self.itemFrameXorigin, 0, -0.03), numItemsVisible=4, incButtonCallback=self.scrollButtonPressed, decButtonCallback=self.scrollButtonPressed)
     itemFrameParent = self.scrollList.itemFrame.getParent()
     self.scrollList.incButton.reparentTo(self.scrollDownLocator)
     self.scrollList.decButton.reparentTo(self.scrollUpLocator)
     arrowUp.removeNode()
     arrowDown.removeNode()
     arrowHover.removeNode()
     clipper = PlaneNode('clipper')
     clipper.setPlane(Plane(Vec3(-1, 0, 0), Point3(0.23, 0, 0)))
     clipNP = self.scrollList.component('itemFrame').attachNewNode(clipper)
     self.scrollList.component('itemFrame').setClipPlane(clipNP)
     return
コード例 #14
0
    def __init__(self, game_data, gfx_manager):
        self.game_data = game_data
        self.gui_traverser = CollisionTraverser()
        self.handler = CollisionHandlerQueue()
        self.selectable_objects = {}
        for cid, model in gfx_manager.character_models.items():
            new_collision_node = CollisionNode('person_' + str(cid))
            new_collision_node.addSolid(
                CollisionTube(0, 0, 0.5, 0, 0, 1.5, 0.5))
            new_collision_nodepath = model.attachNewNode(new_collision_node)
            new_collision_nodepath.setTag("type", "character")
            new_collision_nodepath.setTag("id", str(cid))

        picker_node = CollisionNode('mouseRay')
        picker_np = camera.attachNewNode(picker_node)
        self.picker_ray = CollisionRay()
        picker_node.addSolid(self.picker_ray)
        self.gui_traverser.addCollider(picker_np, self.handler)
        self.floor = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        self.floor_np = render.attachNewNode(CollisionNode('floor'))
        self.floor_np.setTag("type", "ground")
        self.floor_np.node().addSolid(self.floor)
コード例 #15
0
ファイル: GeomObjects.py プロジェクト: crempp/psg
class MoveCursor(object):
    _EDGES = 40
    _zPos = 0
    _movingUp = False
    _movingDown = False
    _color = Vec4(0.3, 0.3, 0.8, 1)
    _currentPos = Vec3(0, 0, 0)

    def __init__(self, parent, entity, foot=1):
        self.entity = entity
        self._moveRadCircleNP = NodePath("Movement Radius Node")
        self._moveLine = LineSegs()
        self._moveLineNP = NodePath("Movement Direction Line Node")
        self._moveZLine = LineSegs()
        self._moveZLineNP = NodePath("Movement Z Line Node")
        self._moveZFootNP = NodePath("Movement Z Foot Node")
        self._moveFootCircle = LineSegs()
        self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
        self._attackRadCircle = LineSegs()
        self._attackRadCircleNP = NodePath("Attack Radius Node")
        self._np = NodePath("Movement Node")
        self.attackables = []
        Event.Dispatcher().register(self, 'E_Key_ZUp', self.onZChange)
        Event.Dispatcher().register(self, 'E_Key_ZDown', self.onZChange)
        Event.Dispatcher().register(self, 'E_Key_ZUp-up', self.onZChange)
        Event.Dispatcher().register(self, 'E_Key_ZDown-up', self.onZChange)
        self.aaLevel = int(GameSettings().getSetting('ANTIALIAS'))
        self.parent = parent
        self.start = Vec3(0, 0, 0)
        self.moveRad = entity.moveRad
        self.footRad = foot
        self.attackRad = entity.attackRad
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
        self.draw()
        self._np.reparentTo(self.parent)
        if self.aaLevel > 0:
            self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
        taskMgr.add(self.updateMovePos, 'Movement Indicator Update Task')

    def draw(self):
        # Setup curr mouse pos in 3d space
        posXY = self.getMouseXY()
        x = posXY.getX()
        y = posXY.getY()
        z = 0

        # Draw movement radius
        moveRadLine = LineSegs()
        moveRadLine.setThickness(1)
        moveRadLine.setColor(self._color)
        moveRadLine.moveTo(self.moveRad, 0, 0)
        for i in range(self._EDGES + 1):
            newX = (self.moveRad * math.cos((2 * math.pi / self._EDGES) * i))
            newY = (self.moveRad * math.sin((2 * math.pi / self._EDGES) * i))
            moveRadLine.drawTo(newX, newY, 0)
        moveRadGeom = moveRadLine.create()
        self._moveRadCircleNP = NodePath(moveRadGeom)
        self._moveRadCircleNP.reparentTo(self._np)

        # Draw movement foot circle
        self._moveFootCircle.setThickness(1)
        self._moveFootCircle.setColor(self._color)
        self._moveFootCircle.moveTo(self.footRad, 0, 0)
        for i in range(self._EDGES):
            newX = (self.footRad * math.cos((2 * math.pi / self._EDGES) * i))
            newY = (self.footRad * math.sin((2 * math.pi / self._EDGES) * i))
            self._moveFootCircle.drawTo(newX, newY, 0)
        self._moveFootCircle.drawTo(self.footRad, 0, 0)
        moveFootCircleGeom = self._moveFootCircle.create()
        self._moveFootCircleNP = NodePath(moveFootCircleGeom)
        self._moveFootCircleNP.reparentTo(self._np)

        # Draw movement direction line
        self._moveLine.setThickness(1)
        self._moveLine.setColor(self._color)
        self._moveLine.moveTo(0, 0, 0)
        self._moveLine.drawTo(x, y, z)
        moveLine = self._moveLine.create()
        self._moveLineNP = NodePath(moveLine)
        self._moveLineNP.reparentTo(self._np)

        # Draw Z line
        self._moveZLine.setThickness(1)
        self._moveZLine.setColor(self._color)
        self._moveZLine.moveTo(self.start)
        self._moveZLine.drawTo(x, y, z)
        moveZLine = self._moveZLine.create()
        self._moveZLineNP = NodePath(moveZLine)
        self._moveZLineNP.reparentTo(self._np)

        # Draw Attack Radius
        self._attackRadCircle.setThickness(1)
        self._attackRadCircle.setColor(0.8, 0.0, 0.0, 1)
        self._attackRadCircle.moveTo(self.attackRad, 0, 0)
        for i in range(self._EDGES + 1):
            newX = (self.attackRad * math.cos((2 * math.pi / self._EDGES) * i))
            newY = (self.attackRad * math.sin((2 * math.pi / self._EDGES) * i))
            self._attackRadCircle.drawTo(newX, newY, 0)
        attackRadCircleGeom = self._attackRadCircle.create()
        self._attackRadCircleNP = NodePath(attackRadCircleGeom)
        self._attackRadCircleNP.reparentTo(self._np)

    def updateMovePos(self, Task):
        # endPos must be transformed in the the coord sys of the model
        m_pos = self.getMouseXY()
        if m_pos is not None:
            # Transform current mouse pos
            endPos = self.parent.getRelativePoint(render, m_pos)

            # Adjust Z coord if needed
            if self._movingUp:
                self._zPos += 0.1
            elif self._movingDown:
                self._zPos -= 0.1
            endPos.setZ(self._zPos)

            # Check if we're trying to move too far, if not update pos
            dist = math.sqrt(endPos.getX()**2 + endPos.getY()**2 + 2 *
                             (endPos.getZ()**2))
            if dist <= self.moveRad:
                self._moveLine.setVertex(1, endPos)
                self._moveFootCircleNP.setPos(endPos)
                self._moveZLine.setVertex(
                    0, Point3(endPos.getX(), endPos.getY(), 0))
                self._moveZLine.setVertex(1, endPos)
                self._attackRadCircleNP.setPos(endPos)
                self._currentPos = render.getRelativePoint(self._np, endPos)

                # Check for attackable ships in range of current pos
                attackables = Entity.EntityManager().getEntitiesWithin(
                    self._currentPos, self.attackRad)
                # Unhighlight ships no longer in range
                for e in self.attackables:
                    if e not in attackables and isinstance(
                            e, Entity.EntityShip):
                        e.representation.unsetAttackable()
                # Highlight ships in range
                for e in attackables:
                    if isinstance(
                            e, Entity.EntityShip
                    ) and e != self.entity and e.owner != self.entity.owner:
                        e.representation.setAttackable()
                self.attackables = attackables
        return Task.cont

    def onZChange(self, event):
        if event.type == 'E_Key_ZUp':
            self._movingDown = False
            self._movingUp = True
        if event.type == 'E_Key_ZDown':
            self._movingUp = False
            self._movingDown = True
        if event.type == 'E_Key_ZUp-up':
            self._movingUp = False
            self._movingDown = False
        if event.type == 'E_Key_ZDown-up':
            self._movingUp = False
            self._movingDown = False

    def getMouseXY(self):
        # NOTE - this returns the mouse pos in the ships coord sys
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            pos3d = Point3()
            nearPoint = Point3()
            farPoint = Point3()
            base.camLens.extrude(mpos, nearPoint, farPoint)
            if self.plane.intersectsLine(
                    pos3d, render.getRelativePoint(camera, nearPoint),
                    render.getRelativePoint(camera, farPoint)):
                #print("Mouse ray intersects ground plane at " + str(pos3d))
                return pos3d

    def getPosition(self):
        return self._currentPos

    def removeNode(self):
        taskMgr.remove('Movement Indicator Update Task')
        for e in self.attackables:
            if isinstance(e, Entity.EntityShip):
                e.representation.unsetAttackable()
        self._moveRadCircleNP.removeNode()
        self._moveLineNP.removeNode()
        self._moveZLineNP.removeNode()
        self._moveZFootNP.removeNode()
        self._moveFootCircleNP.removeNode()
        self._attackRadCircleNP.removeNode()
        self._np.removeNode()

    def __del__(self):
        # TODO - This isn't calling self.removeNode() correctly
        self._np.removeNode()
コード例 #16
0
class WaterNode(Att_base):
    def __init__(self, x1, y1, x2, y2, z):
        Att_base.__init__(self, False, "Water1")
        # Water surface
        maker = CardMaker( 'water' )
        maker.setFrame( x1, x2, y1, y2 )

        self.waterNP = render.attachNewNode(maker.generate())
        self.waterNP.setHpr(0,-90,0)
        self.waterNP.setPos(0,0,z)
        self.waterNP.setTransparency(TransparencyAttrib.MAlpha )
        self.waterNP.setShader(loader.loadShader( 'Shaders/water1.sha' ))

        # Reflection plane
        self.waterPlane = Plane( Vec3( 0, 0, z+1 ), Point3( 0, 0, z ) )

        planeNode = PlaneNode( 'waterPlane' )
        planeNode.setPlane( self.waterPlane )

        # Buffer and reflection camera
        self.buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 )
        self.buffer.setClearColor( Vec4( 0, 0, 0, 1 ) )

        cfa = CullFaceAttrib.makeReverse( )
        rs = RenderState.make(cfa)

        self.watercamNP = base.makeCamera( self.buffer )
        self.watercamNP.reparentTo(render)

        sa = ShaderAttrib.make()
        sa = sa.setShader(loader.loadShader('Shaders/splut3Clipped.sha') )

        self.cam = self.watercamNP.node()
        self.cam.getLens( ).setFov( base.camLens.getFov( ) )
        self.cam.getLens().setNear(1)
        self.cam.getLens().setFar(5000)
        self.cam.setInitialState( rs )
        self.cam.setTagStateKey('Clipped')
        self.cam.setTagState('True', RenderState.make(sa))


        # ---- water textures ---------------------------------------------

        # reflection texture, created in realtime by the 'water camera'
        tex0 = self.buffer.getTexture( )
        tex0.setWrapU(Texture.WMClamp)
        tex0.setWrapV(Texture.WMClamp)
        ts0 = TextureStage( 'reflection' )
        self.waterNP.setTexture( ts0, tex0 )

        # distortion texture
        tex1 = loader.loadTexture('Textures/water.png')
        ts1 = TextureStage('distortion')
        self.waterNP.setTexture(ts1, tex1)
    
    def removeNode(self):
        self.cam.setInitialState(RenderState.makeEmpty())
        self.watercamNP.removeNode()
        self.waterNP.clearShader()
        self.waterNP.removeNode()

    def Destroy(self):
        base.graphicsEngine.removeWindow(self.buffer)
        self.cam.setInitialState(RenderState.makeEmpty())
        self.watercamNP.removeNode()
        self.waterNP.clearShader()
        self.waterNP.removeNode()

    def setParams(self, offset, strength, refractionfactor, refractivity, vx, vy, scale):
        self.waterNP.setShaderInput('waterdistort', Vec4( offset, strength, refractionfactor, refractivity ))
        self.waterNP.setShaderInput('wateranim', Vec4( vx, vy, scale, 0 )) # vx, vy, scale, skip

    def changeCameraPos(self, pos, mc=None):
        if mc != None:
            # update matrix of the reflection camera
            mf = self.waterPlane.getReflectionMat( )
            self.watercamNP.setMat(mc * mf)

    def changeParams(self, object):
        self.setParams(self.att_offset.v,self.att_strength.v,self.att_refractionfactor.v,self.att_refractivity.v,
                self.att_vx.v, self.att_vy.v, self.att_scale.v)

    def setStandardControl(self):
        self.att_offset = Att_FloatRange(False, "Water:Offset", 0.0, 1.0, 0.4)
        self.att_strength = Att_FloatRange(False, "Water:Strength", 0.0, 100.0, 4)
        self.att_refractionfactor = Att_FloatRange(False, "Water:Refraction Factor", 0.0, 1.0, 0.2)
        self.att_refractivity = Att_FloatRange(False, "Water:Refractivity", 0.0, 1.0, 0.45)
        self.att_vx = Att_FloatRange(False, "Water:Speed X", -1.0, 1.0, 0.1)
        self.att_vy = Att_FloatRange(False, "Water:Speed Y", -1.0, 1.0, -0.1)
        self.att_scale = Att_FloatRange(False, "Water:Scale", 1.0, 200.0, 64.0,0)
        self.att_offset.setNotifier(self.changeParams)
        self.att_strength.setNotifier(self.changeParams)
        self.att_refractionfactor.setNotifier(self.changeParams)
        self.att_refractivity.setNotifier(self.changeParams)
        self.att_vx.setNotifier(self.changeParams)
        self.att_vy.setNotifier(self.changeParams)
        self.att_scale.setNotifier(self.changeParams)
        self.changeParams(None)


    def hide(self):
        self.waterNP.hide()

    def show(self):
        self.waterNP.show()

    def setFov(self, fov):
        # the reflection cam has to follow the base.cam fov
        self.cam.getLens().setFov(fov)

    def setCubeMap(self, cubemapfile):
        pass
コード例 #17
0
ファイル: water.py プロジェクト: figo-sh/naith
    def __init__(self, manager, xml):
        self.surface = getWaterSurface(manager)
        self.surface.reparentTo(render)
        self.surface.hide(BitMask32.bit(1))  # Invisible to reflection camera (speedup)
        self.surface.hide(BitMask32.bit(2))  # Invisible to volumetric lighting camera (speedup)
        self.surface.hide(BitMask32.bit(3))  # Invisible to shadow cameras (speedup)
        self.surface.setShader(
            loader.loadShader(manager.get("paths").getConfig().find("shaders").get("path") + "/water.cg")
        )
        self.surface.setShaderInput("time", 0.0, 0.0, 0.0, 0.0)
        ntex = loader.loadTexture(manager.get("paths").getConfig().find("textures").get("path") + "/water-normal.png")
        ntex.setMinfilter(Texture.FTLinearMipmapLinear)
        self.surface.setShaderInput("normal", ntex)
        self.surface.setShaderInput("camera", base.cam)
        self.surface.setTransparency(TransparencyAttrib.MDual, 10)
        self.surface.setTwoSided(True)

        self.surface.setShaderInput("waveInfo", Vec4(0.4, 0.4, 0.4, 0))
        self.surface.setShaderInput("param2", Vec4(-0.015, 0.005, 0.05, 0.05))
        self.surface.setShaderInput("param3", Vec4(0.7, 0.3, 0, 0))
        self.surface.setShaderInput("param4", Vec4(2.0, 0.5, 0.5, 0.0))
        # self.surface.setShaderInput('speed', Vec4(-.8, -.4, -.9, .3))
        self.surface.setShaderInput("speed", Vec4(0.2, -1.2, -0.2, -0.7))
        self.surface.setShaderInput("deepcolor", Vec4(0.0, 0.3, 0.5, 1.0))
        self.surface.setShaderInput("shallowcolor", Vec4(0.0, 1.0, 1.0, 1.0))
        self.surface.setShaderInput("reflectioncolor", Vec4(0.95, 1.0, 1.0, 1.0))
        self.surface.hide()

        self.wbuffer = base.win.makeTextureBuffer("water", 512, 512)
        self.wbuffer.setClearColorActive(True)
        self.wbuffer.setClearColor(base.win.getClearColor())
        self.wcamera = base.makeCamera(self.wbuffer)
        if manager.get("sky") != None and manager.get("sky").model != None:
            self.sky = manager.get("sky").model.copyTo(self.wcamera)
            self.sky.setTwoSided(True)
            self.sky.setSz(self.sky, -1)
            self.sky.setClipPlaneOff(1)
            self.sky.show()
            self.sky.hide(BitMask32.bit(0))  # Hide for normal camera
            self.sky.hide(BitMask32.bit(2))  # Hide for volumetric lighting camera
            self.sky.hide(BitMask32.bit(3))  # Hide for shadow camera(s), if any
        else:
            self.sky = None
        self.wcamera.reparentTo(render)
        self.wcamera.node().setLens(base.camLens)
        self.wcamera.node().setCameraMask(BitMask32.bit(1))
        self.surface.hide(BitMask32.bit(1))
        wtexture = self.wbuffer.getTexture()
        wtexture.setWrapU(Texture.WMClamp)
        wtexture.setWrapV(Texture.WMClamp)
        wtexture.setMinfilter(Texture.FTLinearMipmapLinear)
        self.surface.setShaderInput("reflection", wtexture)
        self.wplane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
        self.wplanenp = render.attachNewNode(PlaneNode("water", self.wplane))
        tmpnp = NodePath("StateInitializer")
        tmpnp.setClipPlane(self.wplanenp)
        tmpnp.setAttrib(CullFaceAttrib.makeReverse())
        self.wcamera.node().setInitialState(tmpnp.getState())

        # self.fog = Fog('UnderwaterFog')
        # self.fog.setColor(0.0,0.3,0.5)
        self.fogEnabled = False
コード例 #18
0
ファイル: GeomObjects.py プロジェクト: crempp/Fire-Water
 def __init__(self, parent, entity, foot=1):
     # We keep a reference to the entity
     self.entity = entity
     
     # Setup the components of the cursor
     self._moveRadCircleNP  = NodePath("Movement Radius Node")
     self._moveLine         = LineSegs()
     self._moveLineNP       = NodePath("Movement Direction Line Node")
     self._moveZLine        = LineSegs()
     self._moveZLineNP      = NodePath("Movement Z Line Node")
     self._moveZFootNP      = NodePath("Movement Z Foot Node")
     self._moveFootCircle   = LineSegs()
     self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
     self._np = NodePath("Movement Node")
     
     self.aaLevel = 16
     self.parent = parent
     self.start  = Vec3(0, 0, 0)
     self.moveRad = entity.moveRadius
     self.footRad = foot
     self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
     
     if self.aaLevel > 0:
         self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
     
     x = 0
     y = 0
     z = 0
     # Draw movement radius
     moveRadLine = LineSegs()
     moveRadLine.setThickness(1)
     moveRadLine.setColor(self._color)
     moveRadLine.moveTo(self.moveRad, 0, 0)
     for i in range(self._EDGES + 1):
         newX = (self.moveRad * math.cos((2*math.pi/self._EDGES)*i))
         newY = (self.moveRad * math.sin((2*math.pi/self._EDGES)*i))
         moveRadLine.drawTo(newX, newY, 0)
     moveRadGeom = moveRadLine.create()
     self._moveRadCircleNP = NodePath(moveRadGeom)
     self._moveRadCircleNP.reparentTo(self._np)
     
     # Draw movement foot circle
     self._moveFootCircle.setThickness(1)
     self._moveFootCircle.setColor(self._color)
     self._moveFootCircle.moveTo(self.footRad, 0, 0)
     for i in range(self._EDGES):
         newX = (self.footRad * math.cos((2*math.pi/self._EDGES)*i))
         newY = (self.footRad * math.sin((2*math.pi/self._EDGES)*i))
         self._moveFootCircle.drawTo(newX, newY, 0)
     self._moveFootCircle.drawTo(self.footRad, 0, 0)
     moveFootCircleGeom = self._moveFootCircle.create()
     self._moveFootCircleNP = NodePath(moveFootCircleGeom)
     self._moveFootCircleNP.reparentTo(self._np)
     
     # Draw movement direction line
     self._moveLine.setThickness(1)
     self._moveLine.setColor(self._color)
     self._moveLine.moveTo(0, 0, 0)
     self._moveLine.drawTo(x, y, z) 
     self.moveLineGO = self._moveLine.create(True)
     self._moveLineNP = NodePath(self.moveLineGO)
     self._moveLineNP.reparentTo(self._np)
コード例 #19
0
ファイル: GeomObjects.py プロジェクト: crempp/Fire-Water
class MoveCursor(object):
    _EDGES      = 40
    _zPos       = 0
    _movingUp   = False
    _movingDown = False
    _color      = Vec4(0.3, 0.3, 0.8, 1)
    _currentPos = Vec3(0, 0, 0)
    
    def __init__(self, parent, entity, foot=1):
        # We keep a reference to the entity
        self.entity = entity
        
        # Setup the components of the cursor
        self._moveRadCircleNP  = NodePath("Movement Radius Node")
        self._moveLine         = LineSegs()
        self._moveLineNP       = NodePath("Movement Direction Line Node")
        self._moveZLine        = LineSegs()
        self._moveZLineNP      = NodePath("Movement Z Line Node")
        self._moveZFootNP      = NodePath("Movement Z Foot Node")
        self._moveFootCircle   = LineSegs()
        self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
        self._np = NodePath("Movement Node")
        
        self.aaLevel = 16
        self.parent = parent
        self.start  = Vec3(0, 0, 0)
        self.moveRad = entity.moveRadius
        self.footRad = foot
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
        
        if self.aaLevel > 0:
            self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
        
        x = 0
        y = 0
        z = 0
        # Draw movement radius
        moveRadLine = LineSegs()
        moveRadLine.setThickness(1)
        moveRadLine.setColor(self._color)
        moveRadLine.moveTo(self.moveRad, 0, 0)
        for i in range(self._EDGES + 1):
            newX = (self.moveRad * math.cos((2*math.pi/self._EDGES)*i))
            newY = (self.moveRad * math.sin((2*math.pi/self._EDGES)*i))
            moveRadLine.drawTo(newX, newY, 0)
        moveRadGeom = moveRadLine.create()
        self._moveRadCircleNP = NodePath(moveRadGeom)
        self._moveRadCircleNP.reparentTo(self._np)
        
        # Draw movement foot circle
        self._moveFootCircle.setThickness(1)
        self._moveFootCircle.setColor(self._color)
        self._moveFootCircle.moveTo(self.footRad, 0, 0)
        for i in range(self._EDGES):
            newX = (self.footRad * math.cos((2*math.pi/self._EDGES)*i))
            newY = (self.footRad * math.sin((2*math.pi/self._EDGES)*i))
            self._moveFootCircle.drawTo(newX, newY, 0)
        self._moveFootCircle.drawTo(self.footRad, 0, 0)
        moveFootCircleGeom = self._moveFootCircle.create()
        self._moveFootCircleNP = NodePath(moveFootCircleGeom)
        self._moveFootCircleNP.reparentTo(self._np)
        
        # Draw movement direction line
        self._moveLine.setThickness(1)
        self._moveLine.setColor(self._color)
        self._moveLine.moveTo(0, 0, 0)
        self._moveLine.drawTo(x, y, z) 
        self.moveLineGO = self._moveLine.create(True)
        self._moveLineNP = NodePath(self.moveLineGO)
        self._moveLineNP.reparentTo(self._np)
        
    def updateMovePos(self, Task):
        # endPos must be transformed in the the coord sys of the model
        m_pos = self.getMouseXY()
        if m_pos is not None:
            # Transform current mouse pos
            endPos = self.parent.getRelativePoint(render, m_pos)
            
            # Adjust Z coord if needed
            if self._movingUp:
                self._zPos += 0.1
            elif self._movingDown:
                self._zPos -= 0.1
            endPos.setZ(self._zPos)
            
            # Check if we're trying to move too far, if not update pos
            dist = math.sqrt(endPos.getX()**2 + endPos.getY()**2 + 2*(endPos.getZ()**2))
            if dist <= self.moveRad:
                self._moveLine.setVertex(1, endPos)
                self._moveFootCircleNP.setPos(endPos)
                #self._currentPos = self.parent.getRelativePoint(self.parent, endPos)
                #print("endPos=%s"%endPos)
                #print("myRelPos=%s"%self._currentPos)
                self._currentPos = endPos
                
        return Task.cont
        
    def getMouseXY(self):
        # NOTE - this returns the mouse pos in the ships coord sys
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            pos3d = Point3()
            nearPoint = Point3()
            farPoint = Point3()
            base.camLens.extrude(mpos, nearPoint, farPoint)
            if self.plane.intersectsLine(pos3d,
                render.getRelativePoint(camera, nearPoint),
                render.getRelativePoint(camera, farPoint)):
                    return pos3d
        return None
        
    def getPosition(self):
        return self._currentPos
    
    def startDrawing(self):
        self._np.reparentTo(self.parent)
        taskMgr.add(self.updateMovePos, 'Movement Indicator Update Task')
        
    def stopDrawing(self):
        taskMgr.remove('Movement Indicator Update Task')
        self._np.detachNode()
コード例 #20
0
ファイル: waterNode.py プロジェクト: Vetrik/python-utils
	def __init__(self, world, x1, y1, x2, y2, z):
		self.world = world
		logging.info(('setting up water plane at z=' + str(z)))
		
		# Water surface
		maker = CardMaker('water')
		maker.setFrame(x1, x2, y1, y2)
		
		self.waterNP = render.attachNewNode(maker.generate())
		self.waterNP.setHpr(0, -90, 0)
		self.waterNP.setPos(0, 0, z)
		self.waterNP.setTransparency(TransparencyAttrib.MAlpha)
		self.waterNP.setShader(loader.loadShader('shaders/water.sha'))
		self.waterNP.setShaderInput('wateranim', Vec4(0.03, -0.015, 64.0, 0)) # vx, vy, scale, skip
		# offset, strength, refraction factor (0=perfect mirror, 1=total refraction), refractivity
		self.waterNP.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45))
		self.waterNP.setShaderInput('time', 0)
		
		# Reflection plane	
		self.waterPlane = Plane(Vec3(0, 0, z + 1), Point3(0, 0, z))
		planeNode = PlaneNode('waterPlane')
		planeNode.setPlane(self.waterPlane)
		
		# Buffer and reflection camera
		buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512)
		buffer.setClearColor(Vec4(0, 0, 0, 1))
		
		cfa = CullFaceAttrib.makeReverse()
		rs = RenderState.make(cfa)
		
		self.watercamNP = base.makeCamera(buffer)
		self.watercamNP.reparentTo(render)
		
		#sa = ShaderAttrib.make()
		#sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') )
		
		cam = self.watercamNP.node()
		cam.getLens().setFov(base.camLens.getFov())
		cam.getLens().setNear(1)
		cam.getLens().setFar(5000)
		cam.setInitialState(rs)
		cam.setTagStateKey('Clipped')
		#cam.setTagState('True', RenderState.make(sa))
		
		# ---- water textures -----------------------------------------------
		
		#reflection texture, created in realtime by the 'water camera'
		tex0 = buffer.getTexture()
		tex0.setWrapU(Texture.WMClamp)
		tex0.setWrapV(Texture.WMClamp)
		ts0 = TextureStage('reflection')
		self.waterNP.setTexture(ts0, tex0)
		
		# distortion texture
		tex1 = loader.loadTexture('textures/water.png')
		ts1 = TextureStage('distortion')
		self.waterNP.setTexture(ts1, tex1)
		
		# ---- Fog --- broken
		min = Point3(x1, y1, -999.0)
		max = Point3(x2, y2, z)
		boundry = BoundingBox(min, max
		self.waterFog = Fog('waterFog')
		self.waterFog.setBounds(boundry)
		colour = (0.2, 0.5, 0.8)
		self.waterFog.setColor(*colour)
		self.waterFog.setExpDensity(0.05)
		render.attachNewNode(self.waterFog)
		#render.setFog(world.waterFog)
		taskMgr.add(self.update, "waterTask")
		
	def update(self, task):
		# update matrix of the reflection camera
		mc = base.camera.getMat()
		mf = self.waterPlane.getReflectionMat()
		self.watercamNP.setMat(mc * mf)
		self.waterNP.setShaderInput('time', task.time)
		self.waterNP.setX(self.world.ralph.getX())
		self.waterNP.setY(self.world.ralph.getY())
		return task.cont
コード例 #21
0
    def Transform( self ):
        
        startVec = self.startVec
        
        axis = self.GetSelectedAxis()
        if axis is not None and axis.vector == CAMERA_VECTOR:
            endVec = self.getRelativeVector( self.rootNp, self.GetAxisPoint( axis ) - self.getPos() )
            
            cross = startVec.cross( endVec )
            direction = self.getRelativeVector( self.camera, Vec3(0, -1, 0) ).dot( cross )
            sign = math.copysign( 1, direction )
            
            # Get the rotation axis
            rotAxis = self.getRelativeVector( self.camera, Vec3(0, -1, 0) ) * sign
        else:
            if self.collEntry.getIntoNode() == self.initCollEntry.getIntoNode():
                endVec = self.collEntry.getSurfaceNormal( self )
            else:
                endVec = self.getRelativeVector( self.rootNp, self.GetAxisPoint( self.foobar ) - self.getPos() )
            
            # If an axis is selected then constrain the vectors by projecting
            # them onto a plane whose normal is the axis vector
            if axis is not None:
                plane = Plane( axis.vector, Point3( 0 ) )
                startVec = Vec3( plane.project( Point3( startVec ) ) )
                endVec = Vec3( plane.project( Point3( endVec )  ) )
            
            # Get the rotation axis
            rotAxis = endVec.cross( startVec ) * -1
            
        # Return if the rotation vector is not valid, ie it does not have any
        # length
        if not rotAxis.length():
            return
        
        # Normalize all vectors
        startVec.normalize()
        endVec.normalize()
        rotAxis.normalize()

        # Get the amount of degrees to rotate
        degs = startVec.angleDeg( endVec )
        
        # Transform the gizmo if in local rotation mode
        newRotMat = Mat4().rotateMat( degs, rotAxis )
        if self.local:
            self.setMat( newRotMat * self.getMat() )
            
        # Transform all attached node paths
        for i, np in enumerate( self.attachedNps ):
            
            # Split the transform into scale, rotation and translation
            # matrices
            transMat, rotMat, scaleMat = commonUtils.GetTrsMatrices( np.getTransform() )
            
            # Perform transforms in local or world space
            if self.local:
                np.setMat( scaleMat * newRotMat * rotMat * transMat )
            else:
                self.initNpXforms[i].getQuat().extractToMatrix( rotMat )
                np.setMat( scaleMat * rotMat * newRotMat * transMat )
コード例 #22
0
ファイル: camerahandler.py プロジェクト: H3LLB0Y/Centipede
class CameraHandler(DirectObject.DirectObject):
	def __init__(self, showbase): 
		self.showbase = showbase
		self.showbase.disableMouse()
		# This disables the default mouse based camera control used by panda. This default control is awkward, and won't be used. 

		self.showbase.camera.setPos(0, -150, 200)
		self.showbase.camera.lookAt(0, 0, 0)
		# Gives the camera an initial position and rotation. 

		self.mx, self.my = 0, 0
		# Sets up variables for storing the mouse coordinates 

		self.orbiting = False
		# A boolean variable for specifying whether the camera is in orbiting mode. Orbiting mode refers to when the camera is being moved 
		# because the user is holding down the right mouse button. 

		self.target = Vec3()
		# sets up a vector variable for the camera's target. The target will be the coordinates that the camera is currently focusing on. 

		self.camDist = 150
		# A variable that will determine how far the camera is from it's target focus 

		self.panRateDivisor = 10
		# This variable is used as a divisor when calculating how far to move the camera when panning. Higher numbers will yield slower panning 
		# and lower numbers will yield faster panning. This must not be set to 0. 

		self.panZoneSize = .1
		# This variable controls how close the mouse cursor needs to be to the edge of the screen to start panning the camera. It must be less than 1, 
		# and I recommend keeping it less than .2 

		self.panLimitsX = Vec2(-1000, 1000) 
		self.panLimitsY = Vec2(-1000, 1000) 
		# These two vairables will serve as limits for how far the camera can pan, so you don't scroll away from the map.

		self.maxZoomOut = 500
		self.maxZoomIn = 25
		#These two variables set the max distance a person can zoom in or out
		
		self.orbitRate = 75
		# This is the rate of speed that the camera will rotate when middle mouse is pressed and mouse moved
		# recommended rate 50-100

		self.setTarget(0, 0, 0) 
		# calls the setTarget function to set the current target position to the origin. 

		self.turnCameraAroundPoint(0, 0) 
		# calls the turnCameraAroundPoint function with a turn amount of 0 to set the camera position based on the target and camera distance 

		self.accept("mouse2", self.startOrbit) 
		# sets up the camrea handler to accept a right mouse click and start the "drag" mode. 

		self.accept("mouse2-up", self.stopOrbit) 
		# sets up the camrea handler to understand when the right mouse button has been released, and ends the "drag" mode when 
		# the release is detected.
		
		self.storeX = 0
		self.storeY = 0
		# for storing of the x and y for the orbit

		# The next pair of lines use lambda, which creates an on-the-spot one-shot function. 

		self.accept("wheel_up", self.zoomIn)
		# sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the 
		# adjustCamDist function  with the argument 0.9 

		self.accept("wheel_down", self.zoomOut)
		# sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the 
		# adjustCamDist function  with the argument 1.1 
		
		# Keys array (down if 1, up if 0)
		self.keys = { "cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0 }
		
		# Using Arrow Keys
		self.accept("arrow_left", self.setValue, [self.keys, "cam-left", 1])
		self.accept("arrow_right", self.setValue, [self.keys, "cam-right", 1])
		self.accept("arrow_up", self.setValue, [self.keys, "cam-up", 1])
		self.accept("arrow_down", self.setValue, [self.keys, "cam-down", 1])
		self.accept("arrow_left-up", self.setValue, [self.keys, "cam-left", 0])
		self.accept("arrow_right-up", self.setValue, [self.keys, "cam-right", 0])
		self.accept("arrow_up-up", self.setValue, [self.keys, "cam-up", 0])
		self.accept("arrow_down-up", self.setValue, [self.keys, "cam-down", 0])
		
		self.keyPanRate = 1.5
		# pan rate for when user presses the arrow keys
		
		# set up plane for checking collision with for mouse-3d world
		self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))

	def destroy(self):
		self.ignoreAll()

	def setValue(self, array, key, value):
		array[key] = value

	def clamp(self, val, minVal, maxVal):
		val = min(max(val, minVal), maxVal)
		return val

	def zoomOut(self):
		if self.camDist <= self.maxZoomOut:
			self.adjustCamDist(1.1)
		return True

	def zoomIn(self):
		if self.camDist >= self.maxZoomIn:
			self.adjustCamDist(0.9)
		return True

	def turnCameraAroundPoint(self, deltaX, deltaY): 
		# This function performs two important tasks. First, it is used for the camera orbital movement that occurs when the 
		# right mouse button is held down. It is also called with 0s for the rotation inputs to reposition the camera during the 
		# panning and zooming movements. 
		# The delta inputs represent the change in rotation of the camera, which is also used to determine how far the camera 
		# actually moves along the orbit. 

		newCamHpr = Vec3() 
		newCamPos = Vec3() 
		# Creates temporary containers for the new rotation and position values of the camera. 

		camHpr = self.showbase.camera.getHpr() 
		# Creates a container for the current HPR of the camera and stores those values. 

		newCamHpr.setX(camHpr.getX() + deltaX) 
		newCamHpr.setY(self.clamp(camHpr.getY() - deltaY, -85, -10)) 
		newCamHpr.setZ(camHpr.getZ()) 
		# Adjusts the newCamHpr values according to the inputs given to the function. The Y value is clamped to prevent 
		# the camera from orbiting beneath the ground plane and to prevent it from reaching the apex of the orbit, which 
		# can cause a disturbing fast-rotation glitch. 

		self.showbase.camera.setHpr(newCamHpr) 
		# Sets the camera's rotation to the new values. 

		angleradiansX = newCamHpr.getX() * (math.pi / 180.0) 
		angleradiansY = newCamHpr.getY() * (math.pi / 180.0) 
		# Generates values to be used in the math that will calculate the new position of the camera. 

		newCamPos.setX(self.camDist * math.sin(angleradiansX) * math.cos(angleradiansY) + self.target.getX())
		newCamPos.setY(-self.camDist * math.cos(angleradiansX) * math.cos(angleradiansY) + self.target.getY()) 
		newCamPos.setZ(-self.camDist * math.sin(angleradiansY) + self.target.getZ()) 
		self.showbase.camera.setPos(newCamPos.getX(), newCamPos.getY(), newCamPos.getZ()) 
		# Performs the actual math to calculate the camera's new position and sets the camera to that position. 
		#Unfortunately, this math is over my head, so I can't fully explain it. 

		self.showbase.camera.lookAt(self.target.getX(), self.target.getY(), self.target.getZ()) 
		# Points the camera at the target location.
		
	def getTarget(self):
		return self.target
		# returns the cur

	def setTarget(self, x, y, z):
		#This function is used to give the camera a new target position. 
		x = self.clamp(x, self.panLimitsX.getX(), self.panLimitsX.getY()) 
		self.target.setX(x) 
		y = self.clamp(y, self.panLimitsY.getX(), self.panLimitsY.getY()) 
		self.target.setY(y) 
		self.target.setZ(z) 
		# Stores the new target position values in the target variable. The x and y values are clamped to the pan limits. 

	def setPanLimits(self, xMin, xMax, yMin, yMax): 
		# This function is used to set the limitations of the panning movement. 

		self.panLimitsX = (xMin, xMax) 
		self.panLimitsY = (yMin, yMax) 
		# Sets the inputs into the limit variables. 

	def startOrbit(self): 
		# This function puts the camera into orbiting mode. 

		# Get windows properties
		props = WindowProperties()
		# Set Hide Cursor Property
		#props.setCursorHidden(True)
		# Set properties
		self.showbase.win.requestProperties(props)
		# hide cursor

		if self.showbase.mouseWatcherNode.hasMouse(): 
			# We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get 
			# a crash error.
			mpos = self.showbase.mouseWatcherNode.getMouse()
			self.storeX = mpos.getX()
			self.storeY = mpos.getY()
			# take current cursor values
		
		self.showbase.win.movePointer(0, self.showbase.win.getXSize() / 2, self.showbase.win.getYSize() / 2)
		# set to center
		self.mx = 0
		self.my = 0
		
		self.orbiting = True
		# Sets the orbiting variable to true to designate orbiting mode as on. 

	def stopOrbit(self): 
		# This function takes the camera out of orbiting mode. 

		self.orbiting = False 
		# Sets the orbiting variable to false to designate orbiting mode as off. 
		
		self.showbase.win.movePointer(0, int((self.storeX + 1.0) / 2 * self.showbase.win.getXSize()), int(self.showbase.win.getYSize() - ((self.storeY + 1.0) / 2 * self.showbase.win.getYSize())))
		# set to taken cursor values from startOrbit
		if self.showbase.mouseWatcherNode.hasMouse():
			# We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get 
			# a crash error.
			mpos = self.showbase.mouseWatcherNode.getMouse()
			self.mx = mpos.getX()
			self.my = mpos.getY()

		# Get windows properties
		props = WindowProperties()
		# Set Hide Cursor Property
		props.setCursorHidden(False)
		# Set properties
		self.showbase.win.requestProperties(props)
		# reshow cursor

	def adjustCamDist(self, distFactor): 
		# This function increases or decreases the distance between the camera and the target position to simulate zooming in and out. 
		# The distFactor input controls the amount of camera movement. 
		# For example, inputing 0.9 will set the camera to 90% of it's previous distance. 

		self.camDist = self.camDist * distFactor 
		# Sets the new distance into self.camDist. 

		self.turnCameraAroundPoint(0, 0) 
		# Calls turnCameraAroundPoint with 0s for the rotation to reset the camera to the new position.

	def camMoveTask(self, dt):
		# This task is the camera handler's work house. It's set to be called every frame and will control both orbiting and panning the camera. 

		if self.showbase.mouseWatcherNode.hasMouse():
			# We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get 
			# a crash error.
			
			mpos = self.showbase.mouseWatcherNode.getMouse()
			# Gets the mouse position 

			if self.orbiting: 
				# Checks to see if the camera is in orbiting mode. Orbiting mode overrides panning, because it would be problematic if, while 
				# orbiting the camera the mouse came close to the screen edge and started panning the camera at the same time. 

				self.turnCameraAroundPoint((self.mx - mpos.getX()) * self.orbitRate * dt, (self.my - mpos.getY()) * self.orbitRate * dt)

			else: 
				# If the camera isn't in orbiting mode, we check to see if the mouse is close enough to the edge of the screen to start panning 

				moveY = False 
				moveX = False 
				# these two booleans are used to denote if the camera needs to pan. X and Y refer to the mouse position that causes the 
				# panning. X is the left or right edge of the screen, Y is the top or bottom. 

				if self.my > (1 - self.panZoneSize): 
					angleradiansX1 = self.showbase.camera.getH() * (math.pi / 180.0) 
					panRate1 = (1 - self.my - self.panZoneSize) * (self.camDist / self.panRateDivisor)
					moveY = True
				if self.my < (-1 + self.panZoneSize): 
					angleradiansX1 = self.showbase.camera.getH() * (math.pi / 180.0) + math.pi 
					panRate1 = (1 + self.my - self.panZoneSize) * (self.camDist / self.panRateDivisor) 
					moveY = True
				if self.mx > (1 - self.panZoneSize): 
					angleradiansX2 = self.showbase.camera.getH() * (math.pi / 180.0) + math.pi * 0.5 
					panRate2 = (1 - self.mx - self.panZoneSize) * (self.camDist / self.panRateDivisor) 
					moveX = True 
				if self.mx < (-1 + self.panZoneSize): 
					angleradiansX2 = self.showbase.camera.getH() * (math.pi / 180.0) - math.pi * 0.5 
					panRate2 = (1 + self.mx - self.panZoneSize) * (self.camDist / self.panRateDivisor) 
					moveX = True 
				# These four blocks check to see if the mouse cursor is close enough to the edge of the screen to start panning and then 
				# perform part of the math necessary to find the new camera position. Once again, the math is a bit above my head, so 
				# I can't properly explain it. These blocks also set the move booleans to true so that the next lines will move the camera. 

				# If up or down keys are pressed
				if self.keys["cam-up"] ^ self.keys["cam-down"]:
					moveY = True
					panRate1 = self.keyPanRate
					# Update warlock position on z plane
					if self.keys["cam-up"]:
						angleradiansX1 = self.showbase.camera.getH() * (math.pi / 180.0) + math.pi
					if self.keys["cam-down"]:
						angleradiansX1 = self.showbase.camera.getH() * (math.pi / 180.0)
				
				# If left or right keys are pressed
				if self.keys["cam-left"] ^ self.keys["cam-right"]:
					moveX = True 
					panRate2 = self.keyPanRate
					# Update warlock position on x plane
					if self.keys["cam-left"]:
						angleradiansX2 = self.showbase.camera.getH() * (math.pi / 180.0) + math.pi * 0.5 
					if self.keys["cam-right"]:
						angleradiansX2 = self.showbase.camera.getH() * (math.pi / 180.0) - math.pi * 0.5 
				
				if moveY:
					tempX = self.target.getX() + math.sin(angleradiansX1) * panRate1 * dt * 50
					tempX = self.clamp(tempX, self.panLimitsX.getX(), self.panLimitsX.getY()) 
					self.target.setX(tempX) 
					tempY = self.target.getY() - math.cos(angleradiansX1) * panRate1 * dt * 50
					tempY = self.clamp(tempY, self.panLimitsY.getX(), self.panLimitsY.getY()) 
					self.target.setY(tempY) 
					self.turnCameraAroundPoint(0, 0) 
				if moveX:
					tempX = self.target.getX()-math.sin(angleradiansX2) * panRate2 * dt * 50
					tempX = self.clamp(tempX, self.panLimitsX.getX(), self.panLimitsX.getY()) 
					self.target.setX(tempX) 
					tempY = self.target.getY() + math.cos(angleradiansX2) * panRate2 * dt * 50
					tempY = self.clamp(tempY, self.panLimitsY.getX(), self.panLimitsY.getY()) 
					self.target.setY(tempY) 
					self.turnCameraAroundPoint(0, 0) 
				# These two blocks finalize the math necessary to find the new camera position and apply the transformation to the 
				# camera's TARGET. Then turnCameraAroundPoint is called with 0s for rotation, and it resets the camera position based 
				# on the position of the target. The x and y values are clamped to the pan limits before they are applied. 
				#print(self.target)
				self.mx = mpos.getX()
				self.my = mpos.getY()
				# The old mouse positions are updated to the current mouse position as the final step. 
	
	# Finds 3d world point on the z = 0 plane for destination/target
	def getMouse3D(self):
		# make sure process has the mouse to not cause error
		if self.showbase.mouseWatcherNode.hasMouse():
			# get screen coordinates of mouse
			mpos = self.showbase.mouseWatcherNode.getMouse()
			pos3d = Point3()
			nearPoint = Point3()
			farPoint = Point3()
			# find vector of cameras facing from mouse screen coordinates and get near and far points on frustrum
			self.showbase.camLens.extrude(mpos, nearPoint, farPoint)
			# check for intersection with z = 0 plane
			if self.plane.intersectsLine(pos3d,
					self.showbase.render.getRelativePoint(self.showbase.camera, nearPoint),
					self.showbase.render.getRelativePoint(self.showbase.camera, farPoint)):
				# return this position if exists
				return pos3d
		# or return (-1, -1, -1)
		return Vec3(-1, -1, -1)
コード例 #23
0
ファイル: camerahandler.py プロジェクト: H3LLB0Y/Centipede
	def __init__(self, showbase): 
		self.showbase = showbase
		self.showbase.disableMouse()
		# This disables the default mouse based camera control used by panda. This default control is awkward, and won't be used. 

		self.showbase.camera.setPos(0, -150, 200)
		self.showbase.camera.lookAt(0, 0, 0)
		# Gives the camera an initial position and rotation. 

		self.mx, self.my = 0, 0
		# Sets up variables for storing the mouse coordinates 

		self.orbiting = False
		# A boolean variable for specifying whether the camera is in orbiting mode. Orbiting mode refers to when the camera is being moved 
		# because the user is holding down the right mouse button. 

		self.target = Vec3()
		# sets up a vector variable for the camera's target. The target will be the coordinates that the camera is currently focusing on. 

		self.camDist = 150
		# A variable that will determine how far the camera is from it's target focus 

		self.panRateDivisor = 10
		# This variable is used as a divisor when calculating how far to move the camera when panning. Higher numbers will yield slower panning 
		# and lower numbers will yield faster panning. This must not be set to 0. 

		self.panZoneSize = .1
		# This variable controls how close the mouse cursor needs to be to the edge of the screen to start panning the camera. It must be less than 1, 
		# and I recommend keeping it less than .2 

		self.panLimitsX = Vec2(-1000, 1000) 
		self.panLimitsY = Vec2(-1000, 1000) 
		# These two vairables will serve as limits for how far the camera can pan, so you don't scroll away from the map.

		self.maxZoomOut = 500
		self.maxZoomIn = 25
		#These two variables set the max distance a person can zoom in or out
		
		self.orbitRate = 75
		# This is the rate of speed that the camera will rotate when middle mouse is pressed and mouse moved
		# recommended rate 50-100

		self.setTarget(0, 0, 0) 
		# calls the setTarget function to set the current target position to the origin. 

		self.turnCameraAroundPoint(0, 0) 
		# calls the turnCameraAroundPoint function with a turn amount of 0 to set the camera position based on the target and camera distance 

		self.accept("mouse2", self.startOrbit) 
		# sets up the camrea handler to accept a right mouse click and start the "drag" mode. 

		self.accept("mouse2-up", self.stopOrbit) 
		# sets up the camrea handler to understand when the right mouse button has been released, and ends the "drag" mode when 
		# the release is detected.
		
		self.storeX = 0
		self.storeY = 0
		# for storing of the x and y for the orbit

		# The next pair of lines use lambda, which creates an on-the-spot one-shot function. 

		self.accept("wheel_up", self.zoomIn)
		# sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the 
		# adjustCamDist function  with the argument 0.9 

		self.accept("wheel_down", self.zoomOut)
		# sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the 
		# adjustCamDist function  with the argument 1.1 
		
		# Keys array (down if 1, up if 0)
		self.keys = { "cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0 }
		
		# Using Arrow Keys
		self.accept("arrow_left", self.setValue, [self.keys, "cam-left", 1])
		self.accept("arrow_right", self.setValue, [self.keys, "cam-right", 1])
		self.accept("arrow_up", self.setValue, [self.keys, "cam-up", 1])
		self.accept("arrow_down", self.setValue, [self.keys, "cam-down", 1])
		self.accept("arrow_left-up", self.setValue, [self.keys, "cam-left", 0])
		self.accept("arrow_right-up", self.setValue, [self.keys, "cam-right", 0])
		self.accept("arrow_up-up", self.setValue, [self.keys, "cam-up", 0])
		self.accept("arrow_down-up", self.setValue, [self.keys, "cam-down", 0])
		
		self.keyPanRate = 1.5
		# pan rate for when user presses the arrow keys
		
		# set up plane for checking collision with for mouse-3d world
		self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
コード例 #24
0
class Game(DirectObject):

	def __init__(self):
		self.count_tree=0
		self.playVideo("intro.mp4")
		base.disableMouse()
		self.environ = loader.loadModel("models/scene.egg.pz")
		self.objects=loader.loadModel("models/objects.egg")
		self.plants=loader.loadModel("models/plants.egg")
		self.plants.reparentTo(render)
		self.objects.reparentTo(render)
		self.environ.reparentTo(render)
		self.makeSkyBox()
		
		
		self.makingActor()
		self.makeRacers()
		self.controlSkater()

		self.makeLights()
		self.makeWater()
		#self.controlRacer()
		self.addCollisions()
		self.addDuck()
		#self.makeRacingai()
		self.tree_array={}
		self.stone_array={}
		self.count_stone=0
		self.isSitted=False
		self.bench={}
		self.count_bench=0;
		self.AddBench(-40,-30)
		self.AddBench(-40,-40,180)
		self.AddBench(40,-30)
		self.AddBench(40,-40,180)
		self.AddBench(40,30)
		self.AddBench(40,40,180)
		self.AddBench(-40,30)
		self.AddBench(-40,40,180)



		for i in range(-70,70,6):
				#for j in range (-80,-70,3):
					self.AddTree(i,-65)
		for i in range(-70,70,6):
				#for j in range (-80,-70,3):
					self.AddTree(i+5,-70)			
		for i in range(-70,70,6):
				#for j in range (60,70,3):
					self.AddTree(i,65)
		for i in range(-70,70,6):
				#for j in range (60,70,3):
					self.AddTree(i+5,70)
		for j in range(-70,70,6):
				#for i in range (60,70,3):
					self.AddTree(65,j)
		for j in range(-70,70,6):
				#for i in range (60,70,3):
					self.AddTree(70,j+5)
		for j in range(-70,70,6):
				#for i in range (-80,-70,3):
					self.AddTree(-70,j)
		for j in range(-70,70,6):
				#for i in range (-80,-70,3):
					self.AddTree(-65,j+5)
		self.initailState()

		render.setShaderAuto()
	def playVideo(self,src):
		tex = MovieTexture("name")
		assert tex.read(src), "Failed to load video!"
		cm = CardMaker("My Fullscreen Card");
		cm.setFrameFullscreenQuad()
		cm.setUvRange(tex)
		card = NodePath(cm.generate())
		card.reparentTo(render2d)
		card.setTexture(tex)
		card.setTexScale(TextureStage.getDefault(), tex.getTexScale())
		sound=loader.loadSfx(src)
		tex.synchronizeTo(sound)
		tex.setLoop(False)
		sound.play()
		def  myTask(task):
			i=14
			if(src=='talk.mp4'):
				i=7

			if (int(tex.getTime()) >=i):
				#print "Stoping"
				card.remove()
				return task.done
			# if myMovieTexture.getTime() == myMovieLength:
			# 	print "movie puri"
			return task.cont
		taskMgr.add(myTask, "Task")
	
	def addDuck(self):
		
		self.duck={}
		
		self.count_duck=0

		self.interval1={};self.interval11={}
		self.interval2={};self.interval22={}
		for i in range(0,3,1):
			self.duck[self.count_duck]=loader.loadModel("models/duck.egg")
			self.duck[self.count_duck].setScale(random.uniform(5,7))
			self.duck[self.count_duck].setZ(0.65)
			self.duck[self.count_duck].setX(i*3-3)
			self.duck[self.count_duck].reparentTo(render)
			self.interval1[self.count_duck]= self.duck[self.count_duck].posInterval(10,Point3(i*3-3, random.uniform(0,12),0.65),startPos=Point3(i*3-3,-1*random.uniform(0,12),0.65))
			self.interval11[self.count_duck]=self.duck[self.count_duck].hprInterval(0.1, Vec3(0, 0, 0))
			self.interval2[self.count_duck]= self.duck[self.count_duck].posInterval(10,Point3(i*3-3,-1*random.uniform(0,12),0.65),startPos=Point3(i*3-3,random.uniform(0,12),0.65))
			self.interval22[self.count_duck]=self.duck[self.count_duck].hprInterval(0.1, Vec3(180, 0, 0))
			if(self.count_duck==0):
				self.mySequence=Sequence(self.interval1[self.count_duck], name="duck")
			self.mySequence.append(self.interval11[self.count_duck])
			self.mySequence.append(self.interval2[self.count_duck])
			self.mySequence.append(self.interval22[self.count_duck])

			self.count_duck=self.count_duck+1
		self.mySequence.loop()

		
	def makeSkyBox(self):
		#colour = (0.5,0.8,0.5)
		
		self.skybox=loader.loadModel("models/skybox.egg")
		self.skybox.reparentTo(render)
		self.skybox.setLightOff(1)
		self.skybox.setZ(-10)
		self.skybox.setScale(140,140,70)
	def makingActor(self):
		self.skater = Actor("models/scater.egg",{"fall":"models/scaterfall.egg","skate":"models/scater.egg",
			"walk":"models/scaterwalk.egg","run":"models/scaterrun.egg","sit":"models/scatersit.egg"})

		self.skater.setPos(-20.67,-41.99,0)
		self.skater.setScale(0.075,0.075,0.075)
		#self.skater.setH(180)
		self.skater.reparentTo(render)
	def makeWater(self):
		
		self.water = loader.loadModel("models/water.egg")
		self.water.setPos(0,0,1)
		self.water.setShader(loader.loadShader('shaders/water.sha'))
		self.water.setShaderInput('wateranim', Vec4(0.03, -0.015, 64.0, 0))
		self.water.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45))
		self.water.setShaderInput('time', 0)
		buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512)
		#buffer.setClearColor(Vec4(0.3, 0.3, 1, 1))
		cfa = CullFaceAttrib.makeReverse()
		rs = RenderState.make(cfa)
		self.watercamNP = base.makeCamera(buffer)
		self.watercamNP.reparentTo(render)
		cam = self.watercamNP.node()
		cam.getLens().setFov(base.camLens.getFov())
		cam.getLens().setNear(1)
		cam.getLens().setFar(5000)
		cam.setInitialState(rs)
		self.waterPlane = Plane(Vec3(0, 0,  1), Point3(0, 0, 0))
		planeNode = PlaneNode('waterPlane')
		planeNode.setPlane(self.waterPlane)
		#cam.lookAt(0,0,-1)
		cam.setTagStateKey('Clipped')
		tex0 = buffer.getTexture()
		tex0.setWrapU(Texture.WMClamp)
		tex0.setWrapV(Texture.WMClamp)
		ts0 = TextureStage('reflection')

		self.water.setTexture(ts0, tex0)
		tex1 = loader.loadTexture('texture/water.png')
		ts1 = TextureStage('distortion')
		self.water.setTexture(ts1, tex1)
		self.keyMap={};
		self.keyMap["sit"]=0
		self.keyMap["call"]=0
		self.keyMap["left"]=0
		self.keyMap["forward"]=0
		self.keyMap["right"]=0
		taskMgr.add(self.waterUpdate, "waterTask")
		
		taskMgr.add(self.cameraControl,"cameraControl")



		self.water.reparentTo(render)
	def controlSkater(self):

		self.isMoving = False
		self.floater = NodePath(PandaNode("floater"))
		self.floater.reparentTo(render)

		self.accept("arrow_up", self.setKey,  ["forward",1])
		self.accept("arrow_up-repeat",self.setKey,  ["forward",1])
		self.accept("arrow_up-up",self.setKey, ["forward",0])
		self.accept("arrow_down", self.setKey,  ["forward",-1])
		self.accept("arrow_down-repeat",self.setKey,  ["forward",-1])
		self.accept("arrow_down-up",self.setKey, ["forward",0])
		self.accept("e",self.setKey,["sit",1])
		self.accept("q",self.setKey,["sit",0])
		self.accept("c",self.setKey,["call",1])
		#self.accept("c-up",self.setKey,["call",0])
		
		
		self.accept("arrow_left", self.setKey, ["left",1])
		self.accept("arrow_left-repeat",self.setKey, ["left",1])
		self.accept("arrow_left-up",self.setKey,["left",0])
		self.accept("arrow_right", self.setKey, ["right",1])
		self.accept("arrow_right-repeat",self.setKey, ["right",1])
		self.accept("arrow_right-up",self.setKey,["right",0])
		self.accept("escape", sys.exit)
	def makeRacers(self):
		#self.floater=0
		self.racers={}
		self.racersCount=0
		self.racers[self.racersCount] = Actor("models/scater.egg",{"skate":"models/scater.egg",
			"walk":"models/scaterwalk.egg","sit":"models/scatersit.egg","standup":"models/scaterstandup.egg"})
		self.racers[self.racersCount].setTexture(loader.loadTexture("texture/racer.tga"),1)
		self.racers[self.racersCount].setPos(-30,30,0)
		self.racers[self.racersCount].setScale(0.075,0.075,0.075)
		#self.racers[self.racersCount].setH(90)
		self.racers[self.racersCount].reparentTo(render)
		#self.racerMoveTo(self.racersCount,-60,0)
		#self.interval={}
		#self.controlRacer(self.racersCount)
		

		
		#self.racersCount=self.racersCount+1
	def racerMoveTo(self,no,x,y,direcation,anim='skate'):
		if(x-self.racers[no].getX()!=0):
			self.angle=atan(float(y-self.racers[no].getY())/float(x-self.racers[no].getX()))+90
			if(x<self.racers[no].getX()):
				self.angle=self.angle+90

		else:
			if(y>self.racers[no].getY()):
				self.angle=180
			if(y<self.racers[no].getY()):
				self.angle=0
		self.racers[no].setH(self.angle*180/pi)
		self.interval= self.racers[no].posInterval(direcation,Point3(x,y,0),startPos=self.racers[no].getPos())
		#self.pace = Sequence(interval,name="skatePose")
		self.interval.start()
		#s		while (interval.isPlaying())
		self.racers[no].loop(anim)

		#while (self.racers[no].getY()!=y and self.racers[no].getX()!=x):
		#	self.racers[no].setY(self.racers[no], -100 * globalClock.getDt())
	def controlRacer(self,no):
		self.pointNo=1;
		
		taskMgr.add(self.controlRacerTask, "race")
		self.racers[self.racersCount].setPos(-12.3668,42.92,0)
		self.racerMoveTo(no,-12.3668,42.92,3)
		#y={42.92,10.61,-4.685,-29.29,-41.99,-45,-40.87,-33.22,-17.81,-1.14,21.30,36.82,45.5}
		#for i in range(0,13,1):
			#self.racerMoveTo(self.racersCount,x[i],y[0],7)
			#time.sleep(7)
	def controlRacerTask(self,task):
		if(self.interval.isPlaying()==False and self.exploringMode==False):			
			self.racerMoveTo(self.racersCount,self.x[self.pointNo],self.y[self.pointNo],2)
			self.pointNo=(self.pointNo+1)%13

			#print self.pointNo
		#time.sleep(7)
			
		return task.cont
	def addCollisions(self):
		self.cTrav = CollisionTraverser()

		self.skaterGroundRay = CollisionRay()
		self.skaterGroundRay.setOrigin(0,0,1000)
		self.skaterGroundRay.setDirection(0,0,-1)
		self.skaterGroundCol = CollisionNode('skater')
		self.skaterGroundCol.addSolid(self.skaterGroundRay)
		self.skaterGroundCol.addSolid(CollisionTube(0,0,0,0,0,50,10))
		#self.skaterGroundCol.setFromCollideMask(BitMask32.bit(0))
		#self.skaterGroundCol.setIntoCollideMask(BitMask32.allOff())
		self.skaterGroundColNp = self.skater.attachNewNode(self.skaterGroundCol)
		self.skaterGroundHandler = CollisionHandlerQueue()
		self.cTrav.addCollider(self.skaterGroundColNp, self.skaterGroundHandler)
		#self.skaterGroundColNp.show()
		#self.cTrav.showCollisions(render)
		self.angle=180/pi;
		self.isFall=False
	def setKey(self,key,value):
		self.keyMap[key] = value
	def Move(self,task):
		

		if(self.isSitted ):
			if(self.keyMap['sit']==0):
				self.isSitted=False
				self.skater.pose("walk",12)

				self.isMoving = False
			return task.cont

		startpos = self.skater.getPos()
		if (self.keyMap["left"]!=0):
			self.skater.setH(self.skater.getH() + 100 * globalClock.getDt())
			
		if (self.keyMap["right"]!=0):
			self.skater.setH(self.skater.getH() - 100 * globalClock.getDt())
			
		#if (self.keyMap["right"]!=0):
		#    self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
		dx=100
		if(self.raceingStart==True):
			dx=150
		if (self.keyMap["forward"]!=0):
			if(self.exploringMode==False and self.raceingStart==True and self.startingTime>=3):
				self.skater.setY(self.skater, -dx * globalClock.getDt())
			else:
				if(self.exploringMode==True):
					self.skater.setY(self.skater, -dx * globalClock.getDt())

		
		
		if (self.keyMap["forward"]!=0) :
				
				if self.isMoving == False:
					if self.exploringMode==True:
						self.skater.loop("walk")
					else:
						self.skater.loop("skate")
					self.isMoving = True
		else:
			#if self.isSitted:
				#	@self.skater.loop("sit")
				if self.isMoving :
					#if(self.skater.getCurrentAnim()=='skate'):
						self.skater.stop()
						self.skater.pose("walk",12)
						self.isMoving = False
				
					
		"""
		if(self.isFall==True):
			if(self.skater.getCurrentAnim()=='fall'):
				if(self.skater.getCurrentFrame('fall')>=20):
					self.isFall=False
					self.skater.pose("skate",5)"""
					




		for i in range(0,self.count_bench,1):
				x=self.bench[i].getX()
				y=self.bench[i].getY()
				X=self.skater.getX();Y=self.skater.getY();

				dist=sqrt((x-X)*(x-X)+(y-Y)*(y-Y))
				if(dist<=5):
					if(self.isSitted==False and self.keyMap['sit']==1):
						self.skater.stop()
						self.skater.setPos(self.bench[i].getPos())
						#self.skater.setY(self.skater.getY()+3)
						self.skater.setH(self.bench[i].getH()+270)
						self.skater.play('sit')
						self.isSitted=True
		if(self.isMoving==True):	
			"""if(self.isFall==True):
				if(self.skater.getCurrentFrame('fall')==25):
					self.isFall=False"""


			self.cTrav.traverse(render)

			entries = []
			for i in range(self.skaterGroundHandler.getNumEntries()):
				entry = self.skaterGroundHandler.getEntry(i)
				entries.append(entry)
			entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(),
									 x.getSurfacePoint(render).getZ()))
			print entries[0].getIntoNode().getName()
			if (len(entries)>0 and entries[0].getIntoNode().getName() == "character"):

				
					self.skater.setZ(entries[0].getSurfacePoint(render).getZ())
				

			else:
				self.skater.setPos(startpos)
			

					
				
				#self.skater.setPos(startpos)

				#self.skater.play('fall')
				#self.isFall=True

					
				
		
		return task.cont

	def AddBench(self,x,y,angle=0):
		self.bench[self.count_bench]=loader.loadModel("models/bench.egg")
		self.bench[self.count_bench].reparentTo(render)
		self.bench[self.count_bench].setH(angle)
		
		self.bench[self.count_bench].setPos(x,y,0)
		self.bench[self.count_bench].setTexture(loader.loadTexture("texture/wood.jpg"),1)
		self.count_bench=self.count_bench+1
		#self.bench[self.count_bench].setScale(0.03,0.03,0.03)
	def AddTree(self,x,y):
		self.tree_array[self.count_tree]=loader.loadModel("models/smalltree.egg")
		self.tree_array[self.count_tree].reparentTo(render)
		self.tree_array[self.count_tree].setPos(x,y,-2)
		self.tree_array[self.count_tree].setScale( random.uniform(0.01,0.02),random.uniform(0.01, 0.02),random.uniform(0.01, 0.02))
		self.tree_array[self.count_tree].setTexture(loader.loadTexture("models/smalltree.png"),1)
		self.tree_array[self.count_tree].setTransparency(TransparencyAttrib.MDual)
		self.tree_array[self.count_tree].setShaderAuto()
		self.tree_array[self.count_tree].setColor(VBase4(0.5+random.uniform(0,0.5),1,0.5+random.uniform(0,0.5),1))
		self.count_tree=self.count_tree+1
	def AddStone(self,x,y):
		self.stone_array[self.count_stone]=loader.loadModel("models/stone1.egg")
		self.stone_array[self.count_stone].reparentTo(render)
		self.stone_array[self.count_stone].setPos(x,y,0)
		self.stone_array[self.count_stone].setH(random.uniform(0,360))
		self.stone_array[self.count_stone].setTexture(loader.loadTexture("texture/Stone_2_DiffuseMap.jpg"),1)
		self.stone_array[self.count_stone].setScale(random.uniform(0.005,0.015))
		self.stone_array[self.count_stone].setShaderAuto()
		
		self.count_stone=self.count_stone+1
	def cameraControl(self,task):
		self.floater.setPos(self.skater.getPos())
		self.floater.setZ(self.skater.getZ() + 10.0)
		#camera.lookAt(self.floater)
		
		return task.cont
	def waterUpdate(self,task):
		self.slnp.lookAt(self.skater)
		#print self.skater.getX(),self.skater.getY()
		base.camera.setPos(self.skater.getPos())
		base.camera.setZ(self.skater.getZ() + 10.0)
		base.camera.setY(self.skater.getY() - 30*sin((-self.skater.getH()-90)*pi/180))
		base.camera.setX(self.skater.getX() + 30*cos((-self.skater.getH()-90)*pi/180))
		if base.mouseWatcherNode.hasMouse():
			x=base.mouseWatcherNode.getMouseX()
			y=base.mouseWatcherNode.getMouseY()
			base.camera.lookAt(self.skater.getX() ,self.skater.getY(),self.skater.getZ()+((y+1)/2)*10+0.5)  
		
		#base.camera.setH(self.skater.getH())
		#base.camera.lookAt(self.skater)
		mc = base.camera.getMat()
		mf = self.waterPlane.getReflectionMat()
		self.mc = base.camera.getMat()
		mf = self.waterPlane.getReflectionMat()
		self.watercamNP.setMat(mc * mf)
		self.water.setShaderInput('time', task.time)
		return task.cont
	def makeLights(self):
		slight = Spotlight('slight')
		slight.setColor(VBase4(1, 1, 1, 1))
		lens = PerspectiveLens()
		slight.setLens(lens)
		#slight.setFov(90)
		self.slnp = render.attachNewNode(slight)
		self.slnp.setPos(0, 0, 70)
		self.ambientLight=AmbientLight('AmbientLight')
		self.ambientLight.setColor(VBase4(0.3, 0.3, 0.3, 0.3))
		#
		self.ambientNP = render.attachNewNode(self.ambientLight)
		
		render.setLight(self.ambientNP)
		render.setLight(self.slnp)
		#render.setLight(self.ambientNP)
	def racingInteraction(self,task):
		if(self.raceingStart==True):
			self.startingTime=task.time
		x=self.racers[self.racersCount].getX()
		y=self.racers[self.racersCount].getY()
		X=self.skater.getX();Y=self.skater.getY();
		dist=sqrt((x-X)*(x-X)+(y-Y)*(y-Y))
		
		if(self.exploringMode==False):
			if((task.time-self.startedTime)<=3):
				self.txt.setText(str(int(task.time-self.startedTime)))
				#self.keyMap["forward"]=0
				self.isRacing=True
			else:
				self.txt.setText("")
		if(dist<=5):
			if(self.keyMap["call"]==1 and self.raceingStart==False):
				self.racers[self.racersCount].play('standup')
				
				self.raceingStart=True
			else:
				if(self.keyMap["call"]==1 and self.raceingStart==True):
				
					 

					if(self.racers[self.racersCount].getAnimControl('standup').isPlaying()==False and self.exploringMode==True):
						self.startedTime=task.time

						#self.playVideo('talk.mp4')
						
						#mytimer.setY(0)
						self.exploringMode=False
						self.skater.setH(0)
						self.skater.setPos(-15.3668,44,0)
						self.controlRacer(self.racersCount)
		#print self.skater.getX(),self.skater.getY()

		if(
			self.exploringMode==False and self.skater.getX()>=-5 and self.skater.getX()<=5 and self.skater.getY()>=42 and self.skater.getY()<=55):
			
			self.exploringMode=True
			self.raceingStart=False
			self.txt.setText("Finish \n You Win")
			self.finishTime=task.time;
			self.interval.finish()
			self.racers[self.racersCount].setPos(-40,-30,0)
			self.keyMap["call"]=0
			self.skater.setPos(-15.3668,44,0)
			self.racers[self.racersCount].setH(self.bench[0].getH()+270)
			self.racers[self.racersCount].pose('standup',0)
		if(self.exploringMode==False and  self.racers[self.racersCount].getX()>=-5 and self.racers[self.racersCount].getX()<=5 
			and self.racers[self.racersCount].getY()>=42 and self.racers[self.racersCount].getY()<=55):
			
			self.exploringMode=True
			self.raceingStart=False
			

			self.txt.setText("  Finish \n You Lose")
			self.finishTime=task.time;
			self.interval.finish()
			self.racers[self.racersCount].setPos(-40,-30,0)
			self.keyMap["call"]=0
			
			self.racers[self.racersCount].setH(self.bench[0].getH()+270)
			self.racers[self.racersCount].pose('standup',0)
		
		if(task.time-self.finishTime>=1 and self.finishTime!=0):
		
			self.txt.setText("")




		return task.cont
	def initailState(self):
		OnscreenText(text="[1] Press E for sit ", style=1, fg=(1,1,1,1),pos=(-1.75, 0.9), align=TextNode.ALeft, scale = 0.06)
		OnscreenText(text="[2] Press Q for stand", style=1, fg=(1,1,1,1),pos=(-1.75, 0.8), align=TextNode.ALeft, scale = 0.06)
		OnscreenText(text="[3] Press C for Challenge", style=1, fg=(1,1,1,1),pos=(-1.75, 0.7), align=TextNode.ALeft, scale = 0.06)
		self.finishX=0
		self.finishTime=0
		map_data = Image.open("texture/map.png") 
		pix_data = map_data.load()
		for i in range(0,80,3):
			for j in range (0,80,3):
				#print pix_data[i,j]
				if pix_data[i,j]==0:
					self.AddStone(i-40,j-40)
				else:
					if pix_data[i,j]==3:
						self.AddTree(i-40,j-40)




				
		self.txt=OnscreenText(text="", style=1, fg=(1,1,1,1),pos=(0, 0), align=TextNode.ALeft, scale = 0.06)
		self.raceingStart=False
		self.exploringMode=True

		self.racers[self.racersCount].setPos(-40,-30,0)
		self.racers[self.racersCount].setH(self.bench[0].getH()+270)
		self.racers[self.racersCount].pose('standup',0)
		self.x={};
		self.x[0]=-12.3668;self.x[1]=-19.79;self.x[2]=-21.90;self.x[3]=-26.53;self.x[4]=-20.67;
		self.x[5]=-3;self.x[6]=13.93;self.x[7]=22.65;self.x[8]=24.74;self.x[9]=24.38;
		self.x[10]=18.65;self.x[11]=12.10;self.x[12]=-1.92;

		#x={-12.3668,-19.79,-21.90,-26.53,-20.67,-3,13.93,22.65,24.74,24.38,18.65,12.10,-1.92}
		self.y={}
		self.y[0]=42.92;self.y[1]=10.61;self.y[2]=-4.685;self.y[3]=-29.29;self.y[4]=-41.99;
		self.y[5]=-45;self.y[6]=-40.87;self.y[7]=-33.22;self.y[8]=-17.81;self.y[9]=-1.14;
		self.y[10]=21.30;self.y[11]=36.82;self.y[12]=45.5
		taskMgr.add(self.Move,"moveTask")
		taskMgr.add(self.racingInteraction,"moveTask")
コード例 #25
0
ファイル: GeomObjects.py プロジェクト: crempp/psg
class MoveCursor(object):
	_EDGES = 40
	_zPos             = 0
	_movingUp         = False
	_movingDown       = False
	_color = Vec4(0.3, 0.3, 0.8, 1)
	_currentPos = Vec3(0, 0, 0)
	
	def __init__(self, parent, entity, foot=1):
		self.entity = entity
		self._moveRadCircleNP  = NodePath("Movement Radius Node")
		self._moveLine         = LineSegs()
		self._moveLineNP       = NodePath("Movement Direction Line Node")
		self._moveZLine        = LineSegs()
		self._moveZLineNP      = NodePath("Movement Z Line Node")
		self._moveZFootNP      = NodePath("Movement Z Foot Node")
		self._moveFootCircle   = LineSegs()
		self._moveFootCircleNP = NodePath("Movement Foot Circle Node")
		self._attackRadCircle  = LineSegs()
		self._attackRadCircleNP= NodePath("Attack Radius Node")
		self._np               = NodePath("Movement Node")
		self.attackables       = []
		Event.Dispatcher().register(self, 'E_Key_ZUp', self.onZChange)
		Event.Dispatcher().register(self, 'E_Key_ZDown', self.onZChange)
		Event.Dispatcher().register(self, 'E_Key_ZUp-up', self.onZChange)
		Event.Dispatcher().register(self, 'E_Key_ZDown-up', self.onZChange)
		self.aaLevel= int(GameSettings().getSetting('ANTIALIAS'))
		self.parent = parent
		self.start  = Vec3(0, 0, 0)
		self.moveRad = entity.moveRad
		self.footRad = foot
		self.attackRad = entity.attackRad
		self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
		self.draw()
		self._np.reparentTo(self.parent)
		if self.aaLevel > 0:
			self._np.setAntialias(AntialiasAttrib.MLine, self.aaLevel)
		taskMgr.add(self.updateMovePos, 'Movement Indicator Update Task')
		
	def draw(self):
		# Setup curr mouse pos in 3d space
		posXY = self.getMouseXY()
		x = posXY.getX()
		y = posXY.getY()
		z = 0
		
		# Draw movement radius
		moveRadLine = LineSegs()
		moveRadLine.setThickness(1)
		moveRadLine.setColor(self._color)
		moveRadLine.moveTo(self.moveRad, 0, 0)
		for i in range(self._EDGES + 1):
			newX = (self.moveRad * math.cos((2*math.pi/self._EDGES)*i))
			newY = (self.moveRad * math.sin((2*math.pi/self._EDGES)*i))
			moveRadLine.drawTo(newX, newY, 0)
		moveRadGeom = moveRadLine.create()
		self._moveRadCircleNP = NodePath(moveRadGeom)
		self._moveRadCircleNP.reparentTo(self._np)
		
		# Draw movement foot circle
		self._moveFootCircle.setThickness(1)
		self._moveFootCircle.setColor(self._color)
		self._moveFootCircle.moveTo(self.footRad, 0, 0)
		for i in range(self._EDGES):
			newX = (self.footRad * math.cos((2*math.pi/self._EDGES)*i))
			newY = (self.footRad * math.sin((2*math.pi/self._EDGES)*i))
			self._moveFootCircle.drawTo(newX, newY, 0)
		self._moveFootCircle.drawTo(self.footRad, 0, 0)
		moveFootCircleGeom = self._moveFootCircle.create()
		self._moveFootCircleNP = NodePath(moveFootCircleGeom)
		self._moveFootCircleNP.reparentTo(self._np)
		
		# Draw movement direction line
		self._moveLine.setThickness(1)
		self._moveLine.setColor(self._color)
		self._moveLine.moveTo(0, 0, 0)
		self._moveLine.drawTo(x, y, z) 
		moveLine = self._moveLine.create()
		self._moveLineNP = NodePath(moveLine)
		self._moveLineNP.reparentTo(self._np)
		
		# Draw Z line
		self._moveZLine.setThickness(1)
		self._moveZLine.setColor(self._color)
		self._moveZLine.moveTo(self.start)
		self._moveZLine.drawTo(x, y, z) 
		moveZLine = self._moveZLine.create()
		self._moveZLineNP = NodePath(moveZLine)
		self._moveZLineNP.reparentTo(self._np)
		
		# Draw Attack Radius
		self._attackRadCircle.setThickness(1)
		self._attackRadCircle.setColor(0.8, 0.0, 0.0, 1)
		self._attackRadCircle.moveTo(self.attackRad, 0, 0)
		for i in range(self._EDGES + 1):
			newX = (self.attackRad * math.cos((2*math.pi/self._EDGES)*i))
			newY = (self.attackRad * math.sin((2*math.pi/self._EDGES)*i))
			self._attackRadCircle.drawTo(newX, newY, 0)
		attackRadCircleGeom = self._attackRadCircle.create()
		self._attackRadCircleNP = NodePath(attackRadCircleGeom)
		self._attackRadCircleNP.reparentTo(self._np)
		
	def updateMovePos(self, Task):
		# endPos must be transformed in the the coord sys of the model
		m_pos = self.getMouseXY()
		if m_pos is not None:
			# Transform current mouse pos
			endPos = self.parent.getRelativePoint(render, m_pos)
			
			# Adjust Z coord if needed
			if self._movingUp:
				self._zPos += 0.1
			elif self._movingDown:
				self._zPos -= 0.1
			endPos.setZ(self._zPos)
			
			# Check if we're trying to move too far, if not update pos
			dist = math.sqrt(endPos.getX()**2 + endPos.getY()**2 + 2*(endPos.getZ()**2))
			if dist <= self.moveRad:
				self._moveLine.setVertex(1, endPos)
				self._moveFootCircleNP.setPos(endPos)
				self._moveZLine.setVertex(0, Point3(endPos.getX(), endPos.getY(), 0))
				self._moveZLine.setVertex(1, endPos)
				self._attackRadCircleNP.setPos(endPos)
				self._currentPos = render.getRelativePoint(self._np, endPos)
				
				# Check for attackable ships in range of current pos
				attackables = Entity.EntityManager().getEntitiesWithin(self._currentPos, self.attackRad)
				# Unhighlight ships no longer in range
				for e in self.attackables:
					if e not in attackables and isinstance(e, Entity.EntityShip):
						e.representation.unsetAttackable()
				# Highlight ships in range
				for e in attackables:
					if isinstance(e, Entity.EntityShip) and e != self.entity and e.owner != self.entity.owner:
						e.representation.setAttackable()
				self.attackables = attackables
		return Task.cont
		
	def onZChange(self, event):
		if event.type == 'E_Key_ZUp':
			self._movingDown = False
			self._movingUp = True
		if event.type == 'E_Key_ZDown':
			self._movingUp = False
			self._movingDown = True
		if event.type == 'E_Key_ZUp-up':
			self._movingUp = False
			self._movingDown = False
		if event.type == 'E_Key_ZDown-up':	
			self._movingUp = False
			self._movingDown = False
		
	def getMouseXY(self):
		# NOTE - this returns the mouse pos in the ships coord sys
		if base.mouseWatcherNode.hasMouse():
			mpos = base.mouseWatcherNode.getMouse()
			pos3d = Point3()
			nearPoint = Point3()
			farPoint = Point3()
			base.camLens.extrude(mpos, nearPoint, farPoint)
			if self.plane.intersectsLine(pos3d,
				render.getRelativePoint(camera, nearPoint),
				render.getRelativePoint(camera, farPoint)): 
					#print("Mouse ray intersects ground plane at " + str(pos3d))
					return pos3d
		
	def getPosition(self):
		return self._currentPos
		
	def removeNode(self):
		taskMgr.remove('Movement Indicator Update Task')
		for e in self.attackables:
			if isinstance(e, Entity.EntityShip):
				e.representation.unsetAttackable()
		self._moveRadCircleNP.removeNode()
		self._moveLineNP.removeNode()
		self._moveZLineNP.removeNode()
		self._moveZFootNP.removeNode()
		self._moveFootCircleNP.removeNode()
		self._attackRadCircleNP.removeNode()
		self._np.removeNode()
		
	def __del__(self):
		# TODO - This isn't calling self.removeNode() correctly
		self._np.removeNode()
コード例 #26
0
    def createGuiObjects(self):
        """Create the other gui objects in the month, assumes we have proper locators."""
        # we create an invisible button so the day can be clicked on
        self.dayButton = DirectButton(
            parent=self.dayButtonLocator,
            image=self.selectedFrame,
            relief=None,
            command=self.__clickedOnDay,
            # next three settings are for debug
            pressEffect=1,
            rolloverSound=None,
            clickSound=None)

        self.numberWidget = DirectLabel(
            parent=self.numberLocator,
            relief=None,
            text=str(self.myDate.day),
            text_scale=0.04,
            text_align=TextNode.ACenter,
            text_font=ToontownGlobals.getInterfaceFont(),
            text_fg=Vec4(110 / 255.0, 126 / 255.0, 255 / 255.0, 1),
        )

        self.attachMarker(self.numberLocator)

        self.listXorigin = 0
        self.listFrameSizeX = self.scrollBottomRightLocator.getX(
        ) - self.scrollLocator.getX()
        self.scrollHeight = self.scrollLocator.getZ(
        ) - self.scrollBottomRightLocator.getZ()
        self.listZorigin = self.scrollBottomRightLocator.getZ()
        self.listFrameSizeZ = self.scrollLocator.getZ(
        ) - self.scrollBottomRightLocator.getZ()
        self.arrowButtonXScale = 1
        self.arrowButtonZScale = 1
        self.itemFrameXorigin = 0
        self.itemFrameZorigin = 0
        self.buttonXstart = self.itemFrameXorigin + 0.21
        self.gui = loader.loadModel("phase_3.5/models/gui/friendslist_gui")
        buttonOffSet = -0.01

        # these settings put the arrow buttons on the top
        incButtonPos = (0.0, 0, 0)
        decButtonPos = (0.0, 0, 0)

        # these settings put the arrow buttons on the right side
        # incButtonPos = (self.buttonXstart,0,self.listZorigin - buttonOffSet)
        # decButtonPos = (self.buttonXstart, 0, self.listZorigin + self.listFrameSizeZ + buttonOffSet)
        itemFrameMinZ = self.listZorigin
        itemFrameMaxZ = self.listZorigin + self.listFrameSizeZ

        arrowUp = self.find("**/downScroll_up")
        arrowDown = self.find("**/downScroll_down")
        arrowHover = self.find("**/downScroll_hover")

        self.scrollList = DirectScrolledList(
            parent=self.scrollLocator,
            relief=None,
            pos=(0, 0, 0),
            # inc and dec are DirectButtons
            # incButton is on the bottom of page, decButton is on the top!
            incButton_image=(
                arrowUp,
                arrowDown,
                arrowHover,
                arrowUp,
            ),
            incButton_relief=None,
            incButton_scale=(self.arrowButtonXScale, 1,
                             self.arrowButtonZScale),
            incButton_pos=incButtonPos,

            # Make the disabled button fade out
            incButton_image3_color=Vec4(1, 1, 1, 0.2),
            decButton_image=(
                arrowUp,
                arrowDown,
                arrowHover,
                arrowUp,
            ),
            decButton_relief=None,
            decButton_scale=(self.arrowButtonXScale, 1,
                             -self.arrowButtonZScale),
            decButton_pos=decButtonPos,
            # Make the disabled button fade out
            decButton_image3_color=Vec4(1, 1, 1, 0.2),

            # itemFrame is a DirectFrame, shift it down a bit to match top left scroll
            itemFrame_pos=(self.itemFrameXorigin, 0, -0.03),

            # each item is a button with text on it
            numItemsVisible=4,

            # so we select the day when we click on a scroll button
            incButtonCallback=self.scrollButtonPressed,
            decButtonCallback=self.scrollButtonPressed,
        )
        # make sure the arrow buttons appear over item frame
        itemFrameParent = self.scrollList.itemFrame.getParent()
        self.scrollList.incButton.reparentTo(self.scrollDownLocator)
        self.scrollList.decButton.reparentTo(self.scrollUpLocator)

        arrowUp.removeNode()
        arrowDown.removeNode()
        arrowHover.removeNode()

        # Set up a clipping plane to truncate names that would extend
        # off the right end of the scrolled list.
        clipper = PlaneNode('clipper')
        clipper.setPlane(Plane(Vec3(-1, 0, 0), Point3(0.23, 0, 0)))
        clipNP = self.scrollList.component('itemFrame').attachNewNode(clipper)
        self.scrollList.component('itemFrame').setClipPlane(clipNP)
コード例 #27
0
    def __init__(self, parent):
        self.parent = parent
        self.baseNode = self.parent.attachNewNode(self.__class__.__name__)

        x1 = -200
        y1 = -200
        x2 = 200
        y2 = 200
        z = 0.0

        #waterNP = NodePath("Water Node Parent")
        #waterNP.reparentTo(parent)

        #sn = self.drawSquare(-100, -100, 0, 100, 100, 0);
        #sn.reparentTo(self.baseNode)
        water = Square(self.baseNode, Point3(x1, y1, 0.2), Point3(x2, y2, 0.2),
                       Vec4(0.0, 0.0, 0.5, 0.5))
        wNp = water.draw()
        t1 = loader.loadTexture('assets/textures/wave.png')
        t1.setWrapU(Texture.WMRepeat)
        t1.setWrapV(Texture.WMRepeat)
        wNp.setTexture(t1)

        # Water Shader from
        # http://www.panda3d.org/forums/viewtopic.php?p=70853&sid=53d92b5ae1683bd9458f21d6026ad36e
        # anim: vx, vy, scale, skip
        # distort: offset, strength, refraction factor (0 = perfect mirror,
        #   1 = total refraction), refractivity
        anim = (.022, -.012, 2.5, 0)
        distort = (.1, 2, .5, .45)

        self.buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512)
        self.watercamNP = base.makeCamera(self.buffer)

        # Create water surface using a card
        # The surface will be centered and
        maker = CardMaker('water')  # Water surface
        maker.setFrame(x1, x2, y1, y2)
        self.waterNP = self.baseNode.attachNewNode(maker.generate())
        self.waterNP.setPosHpr((0, 0, z), (0, -90, 0))
        self.waterNP.setTransparency(TransparencyAttrib.MAlpha)
        self.waterNP.setTwoSided(True)

        # Attach the water shader to the water shader surface
        waterShader = Shader.load("shaders/water.sha")
        self.waterNP.setShader(waterShader)
        self.waterNP.setShaderInput('wateranim', anim)
        self.waterNP.setShaderInput('waterdistort', distort)
        self.waterNP.setShaderInput('time', 0)

        self.waterPlane = Plane((0, 0, z + 1), (0, 0, z))  # Reflection plane
        PlaneNode('waterPlane').setPlane(self.waterPlane)

        self.buffer.setClearColor((0, 0, 0.5, 1))  # buffer

        self.watercamNP.reparentTo(self.baseNode)  # reflection camera
        cam = self.watercamNP.node()
        cam.getLens().setFov(base.camLens.getFov())
        cam.getLens().setNearFar(1, 5000)
        cam.setInitialState(RenderState.make(CullFaceAttrib.makeReverse()))
        cam.setTagStateKey('Clipped')
        cam.setTagState(
            'True',
            RenderState.make(ShaderAttrib.make().setShader(
                loader.loadShader('shaders/splut3Clipped.sha'))))

        tex0 = self.buffer.getTexture()  # reflection texture, created in
        # realtime by the 'water camera'
        tex0.setWrapU(Texture.WMClamp)
        tex0.setWrapV(Texture.WMClamp)
        self.waterNP.setTexture(TextureStage('reflection'), tex0)
        self.waterNP.setTexture(
            TextureStage('distortion'),
            loader.loadTexture(
                'assets/textures/water.png'))  # distortion texture

        self.task = taskMgr.add(self.update, 'waterUpdate', sort=50)
コード例 #28
0
ファイル: camerahandler.py プロジェクト: H3LLB0Y/Centipede
class CameraHandler(DirectObject.DirectObject):
    def __init__(self, showbase):
        self.showbase = showbase
        self.showbase.disableMouse()
        # This disables the default mouse based camera control used by panda. This default control is awkward, and won't be used.

        self.showbase.camera.setPos(0, -150, 200)
        self.showbase.camera.lookAt(0, 0, 0)
        # Gives the camera an initial position and rotation.

        self.mx, self.my = 0, 0
        # Sets up variables for storing the mouse coordinates

        self.orbiting = False
        # A boolean variable for specifying whether the camera is in orbiting mode. Orbiting mode refers to when the camera is being moved
        # because the user is holding down the right mouse button.

        self.target = Vec3()
        # sets up a vector variable for the camera's target. The target will be the coordinates that the camera is currently focusing on.

        self.camDist = 150
        # A variable that will determine how far the camera is from it's target focus

        self.panRateDivisor = 10
        # This variable is used as a divisor when calculating how far to move the camera when panning. Higher numbers will yield slower panning
        # and lower numbers will yield faster panning. This must not be set to 0.

        self.panZoneSize = .1
        # This variable controls how close the mouse cursor needs to be to the edge of the screen to start panning the camera. It must be less than 1,
        # and I recommend keeping it less than .2

        self.panLimitsX = Vec2(-1000, 1000)
        self.panLimitsY = Vec2(-1000, 1000)
        # These two vairables will serve as limits for how far the camera can pan, so you don't scroll away from the map.

        self.maxZoomOut = 500
        self.maxZoomIn = 25
        #These two variables set the max distance a person can zoom in or out

        self.orbitRate = 75
        # This is the rate of speed that the camera will rotate when middle mouse is pressed and mouse moved
        # recommended rate 50-100

        self.setTarget(0, 0, 0)
        # calls the setTarget function to set the current target position to the origin.

        self.turnCameraAroundPoint(0, 0)
        # calls the turnCameraAroundPoint function with a turn amount of 0 to set the camera position based on the target and camera distance

        self.accept("mouse2", self.startOrbit)
        # sets up the camrea handler to accept a right mouse click and start the "drag" mode.

        self.accept("mouse2-up", self.stopOrbit)
        # sets up the camrea handler to understand when the right mouse button has been released, and ends the "drag" mode when
        # the release is detected.

        self.storeX = 0
        self.storeY = 0
        # for storing of the x and y for the orbit

        # The next pair of lines use lambda, which creates an on-the-spot one-shot function.

        self.accept("wheel_up", self.zoomIn)
        # sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the
        # adjustCamDist function  with the argument 0.9

        self.accept("wheel_down", self.zoomOut)
        # sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the
        # adjustCamDist function  with the argument 1.1

        # Keys array (down if 1, up if 0)
        self.keys = {"cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0}

        # Using Arrow Keys
        self.accept("arrow_left", self.setValue, [self.keys, "cam-left", 1])
        self.accept("arrow_right", self.setValue, [self.keys, "cam-right", 1])
        self.accept("arrow_up", self.setValue, [self.keys, "cam-up", 1])
        self.accept("arrow_down", self.setValue, [self.keys, "cam-down", 1])
        self.accept("arrow_left-up", self.setValue, [self.keys, "cam-left", 0])
        self.accept("arrow_right-up", self.setValue,
                    [self.keys, "cam-right", 0])
        self.accept("arrow_up-up", self.setValue, [self.keys, "cam-up", 0])
        self.accept("arrow_down-up", self.setValue, [self.keys, "cam-down", 0])

        self.keyPanRate = 1.5
        # pan rate for when user presses the arrow keys

        # set up plane for checking collision with for mouse-3d world
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))

    def destroy(self):
        self.ignoreAll()

    def setValue(self, array, key, value):
        array[key] = value

    def clamp(self, val, minVal, maxVal):
        val = min(max(val, minVal), maxVal)
        return val

    def zoomOut(self):
        if self.camDist <= self.maxZoomOut:
            self.adjustCamDist(1.1)
        return True

    def zoomIn(self):
        if self.camDist >= self.maxZoomIn:
            self.adjustCamDist(0.9)
        return True

    def turnCameraAroundPoint(self, deltaX, deltaY):
        # This function performs two important tasks. First, it is used for the camera orbital movement that occurs when the
        # right mouse button is held down. It is also called with 0s for the rotation inputs to reposition the camera during the
        # panning and zooming movements.
        # The delta inputs represent the change in rotation of the camera, which is also used to determine how far the camera
        # actually moves along the orbit.

        newCamHpr = Vec3()
        newCamPos = Vec3()
        # Creates temporary containers for the new rotation and position values of the camera.

        camHpr = self.showbase.camera.getHpr()
        # Creates a container for the current HPR of the camera and stores those values.

        newCamHpr.setX(camHpr.getX() + deltaX)
        newCamHpr.setY(self.clamp(camHpr.getY() - deltaY, -85, -10))
        newCamHpr.setZ(camHpr.getZ())
        # Adjusts the newCamHpr values according to the inputs given to the function. The Y value is clamped to prevent
        # the camera from orbiting beneath the ground plane and to prevent it from reaching the apex of the orbit, which
        # can cause a disturbing fast-rotation glitch.

        self.showbase.camera.setHpr(newCamHpr)
        # Sets the camera's rotation to the new values.

        angleradiansX = newCamHpr.getX() * (math.pi / 180.0)
        angleradiansY = newCamHpr.getY() * (math.pi / 180.0)
        # Generates values to be used in the math that will calculate the new position of the camera.

        newCamPos.setX(self.camDist * math.sin(angleradiansX) *
                       math.cos(angleradiansY) + self.target.getX())
        newCamPos.setY(-self.camDist * math.cos(angleradiansX) *
                       math.cos(angleradiansY) + self.target.getY())
        newCamPos.setZ(-self.camDist * math.sin(angleradiansY) +
                       self.target.getZ())
        self.showbase.camera.setPos(newCamPos.getX(), newCamPos.getY(),
                                    newCamPos.getZ())
        # Performs the actual math to calculate the camera's new position and sets the camera to that position.
        #Unfortunately, this math is over my head, so I can't fully explain it.

        self.showbase.camera.lookAt(self.target.getX(), self.target.getY(),
                                    self.target.getZ())
        # Points the camera at the target location.

    def getTarget(self):
        return self.target
        # returns the cur

    def setTarget(self, x, y, z):
        #This function is used to give the camera a new target position.
        x = self.clamp(x, self.panLimitsX.getX(), self.panLimitsX.getY())
        self.target.setX(x)
        y = self.clamp(y, self.panLimitsY.getX(), self.panLimitsY.getY())
        self.target.setY(y)
        self.target.setZ(z)
        # Stores the new target position values in the target variable. The x and y values are clamped to the pan limits.

    def setPanLimits(self, xMin, xMax, yMin, yMax):
        # This function is used to set the limitations of the panning movement.

        self.panLimitsX = (xMin, xMax)
        self.panLimitsY = (yMin, yMax)
        # Sets the inputs into the limit variables.

    def startOrbit(self):
        # This function puts the camera into orbiting mode.

        # Get windows properties
        props = WindowProperties()
        # Set Hide Cursor Property
        #props.setCursorHidden(True)
        # Set properties
        self.showbase.win.requestProperties(props)
        # hide cursor

        if self.showbase.mouseWatcherNode.hasMouse():
            # We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get
            # a crash error.
            mpos = self.showbase.mouseWatcherNode.getMouse()
            self.storeX = mpos.getX()
            self.storeY = mpos.getY()
            # take current cursor values

        self.showbase.win.movePointer(0,
                                      self.showbase.win.getXSize() / 2,
                                      self.showbase.win.getYSize() / 2)
        # set to center
        self.mx = 0
        self.my = 0

        self.orbiting = True
        # Sets the orbiting variable to true to designate orbiting mode as on.

    def stopOrbit(self):
        # This function takes the camera out of orbiting mode.

        self.orbiting = False
        # Sets the orbiting variable to false to designate orbiting mode as off.

        self.showbase.win.movePointer(
            0, int((self.storeX + 1.0) / 2 * self.showbase.win.getXSize()),
            int(self.showbase.win.getYSize() -
                ((self.storeY + 1.0) / 2 * self.showbase.win.getYSize())))
        # set to taken cursor values from startOrbit
        if self.showbase.mouseWatcherNode.hasMouse():
            # We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get
            # a crash error.
            mpos = self.showbase.mouseWatcherNode.getMouse()
            self.mx = mpos.getX()
            self.my = mpos.getY()

        # Get windows properties
        props = WindowProperties()
        # Set Hide Cursor Property
        props.setCursorHidden(False)
        # Set properties
        self.showbase.win.requestProperties(props)
        # reshow cursor

    def adjustCamDist(self, distFactor):
        # This function increases or decreases the distance between the camera and the target position to simulate zooming in and out.
        # The distFactor input controls the amount of camera movement.
        # For example, inputing 0.9 will set the camera to 90% of it's previous distance.

        self.camDist = self.camDist * distFactor
        # Sets the new distance into self.camDist.

        self.turnCameraAroundPoint(0, 0)
        # Calls turnCameraAroundPoint with 0s for the rotation to reset the camera to the new position.

    def camMoveTask(self, dt):
        # This task is the camera handler's work house. It's set to be called every frame and will control both orbiting and panning the camera.

        if self.showbase.mouseWatcherNode.hasMouse():
            # We're going to use the mouse, so we have to make sure it's in the game window. If it's not and we try to use it, we'll get
            # a crash error.

            mpos = self.showbase.mouseWatcherNode.getMouse()
            # Gets the mouse position

            if self.orbiting:
                # Checks to see if the camera is in orbiting mode. Orbiting mode overrides panning, because it would be problematic if, while
                # orbiting the camera the mouse came close to the screen edge and started panning the camera at the same time.

                self.turnCameraAroundPoint(
                    (self.mx - mpos.getX()) * self.orbitRate * dt,
                    (self.my - mpos.getY()) * self.orbitRate * dt)

            else:
                # If the camera isn't in orbiting mode, we check to see if the mouse is close enough to the edge of the screen to start panning

                moveY = False
                moveX = False
                # these two booleans are used to denote if the camera needs to pan. X and Y refer to the mouse position that causes the
                # panning. X is the left or right edge of the screen, Y is the top or bottom.

                if self.my > (1 - self.panZoneSize):
                    angleradiansX1 = self.showbase.camera.getH() * (math.pi /
                                                                    180.0)
                    panRate1 = (1 - self.my - self.panZoneSize) * (
                        self.camDist / self.panRateDivisor)
                    moveY = True
                if self.my < (-1 + self.panZoneSize):
                    angleradiansX1 = self.showbase.camera.getH() * (
                        math.pi / 180.0) + math.pi
                    panRate1 = (1 + self.my - self.panZoneSize) * (
                        self.camDist / self.panRateDivisor)
                    moveY = True
                if self.mx > (1 - self.panZoneSize):
                    angleradiansX2 = self.showbase.camera.getH() * (
                        math.pi / 180.0) + math.pi * 0.5
                    panRate2 = (1 - self.mx - self.panZoneSize) * (
                        self.camDist / self.panRateDivisor)
                    moveX = True
                if self.mx < (-1 + self.panZoneSize):
                    angleradiansX2 = self.showbase.camera.getH() * (
                        math.pi / 180.0) - math.pi * 0.5
                    panRate2 = (1 + self.mx - self.panZoneSize) * (
                        self.camDist / self.panRateDivisor)
                    moveX = True
                # These four blocks check to see if the mouse cursor is close enough to the edge of the screen to start panning and then
                # perform part of the math necessary to find the new camera position. Once again, the math is a bit above my head, so
                # I can't properly explain it. These blocks also set the move booleans to true so that the next lines will move the camera.

                # If up or down keys are pressed
                if self.keys["cam-up"] ^ self.keys["cam-down"]:
                    moveY = True
                    panRate1 = self.keyPanRate
                    # Update warlock position on z plane
                    if self.keys["cam-up"]:
                        angleradiansX1 = self.showbase.camera.getH() * (
                            math.pi / 180.0) + math.pi
                    if self.keys["cam-down"]:
                        angleradiansX1 = self.showbase.camera.getH() * (
                            math.pi / 180.0)

                # If left or right keys are pressed
                if self.keys["cam-left"] ^ self.keys["cam-right"]:
                    moveX = True
                    panRate2 = self.keyPanRate
                    # Update warlock position on x plane
                    if self.keys["cam-left"]:
                        angleradiansX2 = self.showbase.camera.getH() * (
                            math.pi / 180.0) + math.pi * 0.5
                    if self.keys["cam-right"]:
                        angleradiansX2 = self.showbase.camera.getH() * (
                            math.pi / 180.0) - math.pi * 0.5

                if moveY:
                    tempX = self.target.getX(
                    ) + math.sin(angleradiansX1) * panRate1 * dt * 50
                    tempX = self.clamp(tempX, self.panLimitsX.getX(),
                                       self.panLimitsX.getY())
                    self.target.setX(tempX)
                    tempY = self.target.getY(
                    ) - math.cos(angleradiansX1) * panRate1 * dt * 50
                    tempY = self.clamp(tempY, self.panLimitsY.getX(),
                                       self.panLimitsY.getY())
                    self.target.setY(tempY)
                    self.turnCameraAroundPoint(0, 0)
                if moveX:
                    tempX = self.target.getX(
                    ) - math.sin(angleradiansX2) * panRate2 * dt * 50
                    tempX = self.clamp(tempX, self.panLimitsX.getX(),
                                       self.panLimitsX.getY())
                    self.target.setX(tempX)
                    tempY = self.target.getY(
                    ) + math.cos(angleradiansX2) * panRate2 * dt * 50
                    tempY = self.clamp(tempY, self.panLimitsY.getX(),
                                       self.panLimitsY.getY())
                    self.target.setY(tempY)
                    self.turnCameraAroundPoint(0, 0)
                # These two blocks finalize the math necessary to find the new camera position and apply the transformation to the
                # camera's TARGET. Then turnCameraAroundPoint is called with 0s for rotation, and it resets the camera position based
                # on the position of the target. The x and y values are clamped to the pan limits before they are applied.
                #print(self.target)
                self.mx = mpos.getX()
                self.my = mpos.getY()
                # The old mouse positions are updated to the current mouse position as the final step.

    # Finds 3d world point on the z = 0 plane for destination/target
    def getMouse3D(self):
        # make sure process has the mouse to not cause error
        if self.showbase.mouseWatcherNode.hasMouse():
            # get screen coordinates of mouse
            mpos = self.showbase.mouseWatcherNode.getMouse()
            pos3d = Point3()
            nearPoint = Point3()
            farPoint = Point3()
            # find vector of cameras facing from mouse screen coordinates and get near and far points on frustrum
            self.showbase.camLens.extrude(mpos, nearPoint, farPoint)
            # check for intersection with z = 0 plane
            if self.plane.intersectsLine(
                    pos3d,
                    self.showbase.render.getRelativePoint(
                        self.showbase.camera, nearPoint),
                    self.showbase.render.getRelativePoint(
                        self.showbase.camera, farPoint)):
                # return this position if exists
                return pos3d
        # or return (-1, -1, -1)
        return Vec3(-1, -1, -1)
コード例 #29
0
ファイル: Hero.py プロジェクト: UIKit0/Dota2War
class Hero(DirectObject):
    def __init__(self,no):
        self.HeroStats(no)
        self.display()
       # self.displaynot()
        self.SetupEvents()
        self.Collision()
        self.Loader()
        self.SkillStatus()
        self.sec=0
        self.min=0
        self.heroPace=None
        self.timesec = OnscreenText(text = '', pos = (1.2,-0.725),fg=(1,1,1,1),mayChange=1,scale=0.05)
        self.timemin = OnscreenText(text = '', pos = (1,-0.725),fg=(1,1,1,1),mayChange=1,scale=0.05)
        self.deathtxt=OnscreenText(text="",pos=(0.5,0.9),scale=0.5)
        taskMgr.add(self.update,"update")
        taskMgr.doMethodLater(1,self.Second,"second")
        taskMgr.add(self.MousePos,"mouse")
    
    def HeroStats(self,no):
        self.char={}
        self.char=hero[no]
        self.name=self.char['name']
        self.model=Actor(MYDIRMODEL+self.char['model']+'.egg')
        self.type=None
        self.heroicon=self.char['icon'][0]
        self.skillicons=(self.char['icon'][1],self.char['icon'][2],self.char['icon'][3],self.char['icon'][4])
        self.StartPos=Point3(25,25,0)
        self.gold=4000
        self.goldrate = 1
        self.items=[-1,-1,-1,-1,-1,-1]  #each stores the no of the item
        self.itemindex=0
        self.itemname="self.itemb"
        self.range=self.char['range']
        self.strdt=self.char['strdt']
        self.agidt=self.char['agidt']
        self.intdt=self.char['intdt']
        self.type=self.char['type']
        self.Delta1=0
        self.Delta2=0
        self.Delta3=0
        self.Delta4=0
        self.Delta5=0
        self.lvl=0
        self.xp=0
        self.Input=None
        self.str=self.char['str']+(self.strdt*self.lvl)
        self.agi=self.char['agi'] + (self.agidt*self.lvl) 
        self.int=self.char['int'] +(self.intdt*self.lvl)
        self.basehp=590+self.str*19
        self.basemp=220+(self.int*13)
        self.maxhp=590 +(self.str*19)
        self.curhp=self.maxhp
        self.maxmp=220 +(self.int*13)
        self.curmp=self.maxmp
        self.armor=self.char['armor'] +(self.agi/7)
        self.atkspeed=1.5/self.agi
        if self.type=='str':
           self.TYPESTR()
        if self.type=='agi':
           self.TYPEAGI()
        if self.type=='int':
           self.TYPEINT() 
           
        self.healrate=0.003 *self.str
        self.mprate=0.02 *self.int
        self.res=0.25
        self.speed=self.char['speed']
        self.skill=0
        self.isDead=False
        self.lon=pi*(self.getX()+10)*(self.getY()+10)
        
    def Loader(self):
        self.model=Actor("models/ralph", {"run": "models/ralph-run"})
      #  self.model=Actor(MYDIRMODEL+self.model+'.egg')
        self.model.setScale(3) 
     #   self.model.setHpr(90,270,0)
        self.model.setTransparency(0.5)
     #   self.model.setScale(0.1)
        self.model.setPos(self.StartPos)
        self.model.reparentTo(render)
     #   self.model.setColor(0, 0, 0, 0)
        self.model.loop("run")
     #   self.Input=Input(self.model)
        Flame(self,self.model)
                         
#-------------------------------------------------------------Display Function---------------------------------------------------#
    def TYPESTR(self):
        self.mindamage=self.char['min']+self.str+self.Delta1
        self.maxdamage=self.char['max']+self.str+self.Delta1
        self.damage=range(int(self.mindamage),int(self.maxdamage)) 
    def TYPEAGI(self):
        self.mindamage=self.char['min']+self.agi+self.Delta1
        self.maxdamage=self.char['max']+self.agi+self.Delta1
        self.damage=range(int(self.mindamage),int(self.maxdamage)) 
    def TYPEINT(self):
        self.mindamage=self.char['min']+self.int+self.Delta1
        self.maxdamage=self.char['max']+self.int+self.Delta1
        self.damage=range(int(self.mindamage),int(self.maxdamage)) 
    def TYPE(self):
        pass
    def display(self):
        x,y,z=self.model.getX(),self.model.getY(),self.model.getZ()
        base.camera.setPos(x,y,z+180)
        base.camera.setP(-30)
        base.camera.lookAt(self.model)
        self.panel=aspect2d.attachNewNode("panel")
        self.panel.setTransparency(1)
        self.SKNode=aspect2d.attachNewNode("skl")
        self.SKNode.setTransparency(0)
        self.HP=DirectLabel(text='',parent = self.panel,text_fg=(0,0.9,0,1),frameColor=(0,0,0,0),pos=(-0.41,0,-0.850),scale=0.04)
        self.MP=DirectLabel(text='',parent = self.panel,text_fg=(0,0,0.8,1),frameColor=(0,0,0,0),pos=(-0.41,0,-0.912),scale=0.04)
        self.LVL=DirectLabel(text ="Level %d"%(self.lvl+1),parent = self.panel,text_fg=(0,0,0,1),frameColor=(0,0,0,0),pos =(-0.5,0,-0.79),scale=Sc)
        Text1(self,"Damage",-0.26,-0.02,-1)
        Text1(self,"Armor",-0.27,0.03,-1)
        Text1(self,"Str",-0.25,0.085,-1)
        Text1(self,"Agi",-0.25,0.13,-1)
        Text1(self,"Int",-0.25,0.17,-1)
        self.DAM=Text2(self,"%d-%d",(self.mindamage-self.Delta1,self.maxdamage-self.Delta1),-0.40,-0.02,-1)
        self.ARM=Text2(self,"%d",(self.armor-self.Delta2),-0.40,0.03,-1)
        self.STR=Text2(self,"%d",(self.str-self.Delta3),-0.40,0.085,-1)
        self.AGI=Text2(self,"%d",(self.agi-self.Delta4),-0.40,0.13,-1)
        self.INT=Text2(self,"%d",(self.int-self.Delta5),-0.40,0.17,-1)
        if self.Delta1!=0:
           self.damdelta=Text3(self,"%d",self.Delta1,-0.4,-0.02,-1)
        if self.Delta2!=0:
           self.armdelta=Text3(self,"%d",self.Delta2,-0.4,0.03,-1)   
        if self.Delta3!=0:
           self.strdelta=Text3(self,"%d",self.Delta3,-0.36,0.085,-1)
        if self.Delta4!=0:
           self.agidelta=Text3(self,"%d",self.Delta4,-0.44,0.13,-1)
        if self.Delta5!=0:
           self.intdelta=Text3(self,"%d",self.Delta5,-0.44,0.17,-1)
        self.hpbar = DirectWaitBar(barColor=(0,0.176470,0,1),parent = self.panel,scale=(0.3,0,0.23), frameColor=(0,0,0,1),pos = (0,0,-0.84))
        self.mpbar=DirectWaitBar(barColor=(0,0,0.6,1),parent = self.panel,scale=(0.3,0,0.23), frameColor=(0,0,0,1),pos = (0,0,-0.90))
        self.lvlbar=DirectWaitBar(barColor=(0,0,0.2,1),parent = self.panel,image='glue/lvlbar.png',image_scale=(1.1,0,0.2),scale=0.35, pos = (0,0,-0.8))
        self.lvlbar.setTransparency(1)
        self.lvlbar.detachNode()
        self.skbtn1=DirectButton(image=self.skillicons[0]+'.png',parent=self.SKNode,pos=(posx-1.3,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[0])
        self.skbtn2=DirectButton(image=self.skillicons[1]+'.png',parent=self.SKNode,pos=(posx-1.3+0.14,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[1])
        self.skbtn3=DirectButton(image=self.skillicons[2]+'.png',parent=self.SKNode,pos=(posx-1.3+0.28,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[2])
        self.skbtn4=DirectButton(image=self.skillicons[3]+'.png',parent=self.SKNode,pos=(posx-1.3+0.42,0,posy-1.2),pad=(-0.1,-0.1),scale=biconscale,command=self.SkillNo,extraArgs=[3])
        self.b2 = DirectButton(text ="dam",parent = self.panel,pos=(-0.5,0,0),enableEdit=1,scale=(0.25,0,0.1),command=self.hurt,extraArgs=[200])
        self.b3 = DirectButton(text ="",image='tome.tga',pos=(0.5,0,0),frameColor=(0,0,0,0),pad=(-0.1,-0.1),enableEdit=1,scale=(0.07,0,0.07),command=self.itemBuy,extraArgs=[0,300])
        self.GOLD=OnscreenText(text='',fg=(1,1,1,1),pos=(1.225,-0.84),scale=0.05)  
       # self.escapeEvent = OnscreenText(text=HELPTEXT, font = font,style=1, fg=(1,1,1,1), pos=(-0.82, -0.725),align=TextNode.ALeft, scale = .045)                         
                                
    def displaynot(self):
        self.panel.detachNode()
        self.SKNode.detachNode()
#------------------------------------------------------------Set Functions--------------------------------------------------------#    
    def setDamage(self,amt):
        if delta >1:
         self.damage+=delta
        else:
         self.damage=self.damage+self.damage*delta
    
    def Delta(self,amt1,amt2,amt3,amt4,amt5):          
        if amt1!=0:                                #After changes occur for that period the taks sets the values to zero
           self.Delta1+=amt1
        if amt2!=0:   
           self.Delta2+=amt2
        if amt3!=0:   
           self.Delta3+=amt3
        if amt4!=0:   
           self.Delta4+=amt3
        if amt5!=0:   
           self.Delta5+=amt3
        
    def hurt(self,amt):
         if self.curhp>0:
            if self.curhp<=self.maxhp:           
               self.curhp-=amt*1
    def hurtMag(self,delta):
          if self.curhp>0:
            if self.curhp<=self.maxhp:           
               self.curhp-=delta*self.res          
    def heal(self,delta):
        if self.curhp!=self.maxhp:
           if self.curhp < self.maxhp:                    
              self.curhp+=delta
        
    def replenish(self,delta):
        if self.curmp!=self.maxmp:
           if self.curmp < self.maxmp:
              if self.curmp>0:                    
                 self.curmp+=delta
            
    def manaspend(self,amt):
        if self.curmp>amt:
           self.curmp-=amt
                    
    def setSpeed(self,delta):
        if delta > 1:
           self.speed+=delta
        else:
           self.speed=self.speed+self.speed*delta 
    def setArmor(self,delta):            
        self.armor+=delta
    def setPos(self,x,y,z):
        self.model.setPos(x,y,z)
    def setHPColor(self):
        if self.curhp<0.25*self.maxhp:
           self.hpbar['barColor']=(1,0,0,1)
        elif self.curhp<0.5*self.maxhp:
           self.hpbar['barColor']=(1,0.5,0,1)
        elif self.curhp<0.75*self.maxhp:
           self.hpbar['barColor']=(1,1,0,1)
        else:
           self.hpbar['barColor']=(0,0.176470,0,1)
        
#-------------------------------------------------------------Setup Keys And EVENTS--------------------------------------------------#
    def SetupEvents(self):
        self.dt=0
        self.keyMap = {"left":0, "right":0, "forward":0}
        self.isMoving = False
        self.Change=False
        self.Animate=False
        self.pos3d=None
        self.target=Point3()
        self.dist=0
        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)
        self.Text = OnscreenText(text="Set PanRate",pos=(-1.25,-0.15),scale=0.1)
        self.slider = DirectSlider(range=(20,100), value=50, pageSize=2, pos=(-1.25,0,-0.2),scale= (0.2,0.2,0.2), command=self.setScrollSpeed)
        self.dumm=loader.loadModel("models/panda.egg")
        self.dumm.reparentTo(render)
        self.dumm.setTag("Unit",'1')
        self.dumm.setPos(0,0,0)
        self.mini=0
        self.x1,self.y1=self.model.getX(),self.model.getY()
        self.x2,self.y2=self.dumm.getX(),self.dumm.getY()
        self.fired=False
        self.atk=Attack(self.model,self.dumm,1.4)
        self.accept("arrow_left", self.setKey1, ["left",1,True])
        self.accept("arrow_right", self.setKey1, ["right",1,True])
        self.accept("arrow_up", self.setKey1, ["forward",1,True])
        self.accept("arrow_left-up", self.setKey1, ["left",0,False])
        self.accept("arrow_right-up", self.setKey1, ["right",0,False])
        self.accept("arrow_up-up", self.setKey1, ["forward",0,False])
        self.accept("mouse1",self.ObjectClick)
        self.accept("mouse3",self.MoveHero)
        
    def MoveHero(self):
        self.startR=self.model.getHpr()
        self.target=self.mpos3d
        x2,y2,z2=self.target.getX(),self.target.getY(),self.target.getZ()
        h1,p1,r1=self.model.getH(),self.model.getP(),self.model.getR()
        self.dist=sqrt(pow(self.x1-x2,2)+pow(self.y1-y2,2))
        self.sptime=self.dist/(self.speed)
        self.hall=270-degrees(y2/x2)
       # self.model.setPos(self.model,self.spd,0,self.spd)
        self.Inter=LerpPosHprInterval(self.model,self.sptime,pos=self.target ,startPos=self.model.getPos(),startHpr=self.startR,hpr=self.startR)#(h1,p1,self.hall))
        #Inter2=Func(self.model.lookAt(self.target),Wait(0.3))
        self.heroPace = Sequence(self.Inter,name="heroPace")
        self.heroPace.start()
        
    def Collision(self):
        self.mpos3d=0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)) 
        base.cTrav = CollisionTraverser()
        self.collHandler = CollisionHandlerQueue()
        self.pickerNode = CollisionNode('mouseRay')
        self.pickerNP = camera.attachNewNode(self.pickerNode)
        self.pickerNode.setFromCollideMask(GeomNode.getDefaultCollideMask())
        self.pickerRay = CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        base.cTrav.addCollider(self.pickerNP, self.collHandler)
    
    def ObjectClick(self): 
        if base.mouseWatcherNode.hasMouse():    
           mpos = base.mouseWatcherNode.getMouse()   
        self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())    
        base.cTrav.traverse(render)   # Assume for simplicity's sake that myHandler is a CollisionHandlerQueue.   
        if self.collHandler.getNumEntries() > 0:      # This is so we get the closest object.      
            self.collHandler.sortEntries()      
            self.pickedObj = self.collHandler.getEntry(0).getIntoNodePath()      
            self.pickedObj = self.pickedObj.findNetTag('Unit')
            if not self.pickedObj.isEmpty():
                self.Attack(self.pickedObj.getPos())
                #Handles the object       
                
    def setKey1(self, key, value,value2):
        self.keyMap[key] = value
        self.Change=value2
    
    def checkKeys(self):
        if (self.keyMap["left"]!=0):
            self.model.setH(self.model.getH() + self.dt*300)
        if (self.keyMap["right"]!=0):
            self.model.setH(self.model.getH() - self.dt*300)
        if (self.keyMap["forward"]!=0):
            self.model.setX(self.model, +(self.dt*25*SPEED))  
        
    def checkAnim(self):
        if self.Change:                    #(self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
            if self.isMoving is False:
                self.model.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.model.stop()
                self.model.pose("walk",5)
                self.isMoving = False
                
        if self.Animate:
            pass
    def Attack(self,pos):
        self.atk.setWeil(self.model)
        self.atk.setTarg(self.dumm)
        self.atk.setDist(self.mini)
        if self.mini<=60:
           self.Animate=self.atk.ATT()
        else:
           messenger.send('mouse3')
           if self.mini<=60:
              self.atk.ATT()
    
    def setScrollSpeed(self):
        SCROLLSPEED=self.slider['value']
    def UnSetupEvents(self):
        self.ignore("arrow_left")
        self.ignore("arrow_right")
        self.ignore("arrow_up")
        self.ignore("arrow_left-up")
        self.ignore("arrow_right-up")
        self.ignore("arrow_up-up")
        self.ignore("enter")
        self.ignore("mouse1")
        self.ignore("mouse3")
        taskMgr.remove("update")
        taskMgr.remove("second")
        taskMgr.remove("mouse")
#--------------------------------------------------------------Return Functions------------------------------------------------------#         
    def getDamage(self):
        return self.damage
    def getPos(self):
        return self.model.getPos() 
    def getX(self):
        return self.model.getX()
    def getY(self):
        return self.model.getY()
    def getZ(self):
        return self.model.getZ()
    def getlvl(self):
        return self.lvl
    def getModel(self):
        return self.model
    def gainxp(self,unit):
        self.xp+=unit
    
    def gainGold(self,gain):
        self.gold+=gain
    def sendTime(self,min,sec):
        self.min=min
        self.sec=sec
#----------------------------------------------------------------ITEM FUNCTIONS--------------------------------------------------------#        
    def itemBuy(self,arg,cost):
           if self.gold>=0:
              if self.itemindex<=5:
                 del self.items[self.itemindex]  
                 self.items.insert(self.itemindex,arg)
                 self.gainGold(-cost)
                 if self.items[self.itemindex]!=-1:
                    if self.itemindex==0:
                       self.itm0= aspect2d.attachNewNode("item0")
                       DirectButton(text ="",parent=self.itm0,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB)
                    if self.itemindex==1:
                       self.itm1= aspect2d.attachNewNode("item1")
                       DirectButton(text ="",parent=self.itm1,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB)   
                    if self.itemindex==2:
                       self.itm2= aspect2d.attachNewNode("item2")
                       DirectButton(text ="",parent=self.itm2,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB)
                    if self.itemindex==3:
                       self.itm3= aspect2d.attachNewNode("item3")
                       DirectButton(text ="",parent=self.itm3,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB)
                    if self.itemindex==4:
                       self.itm4= aspect2d.attachNewNode("item4")
                       DirectButton(text ="",parent=self.itm4,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB)
                    if self.itemindex==5:
                       self.itm5= aspect2d.attachNewNode("item5")
                       DirectButton(text ="",parent=self.itm5,image='tome.tga',pos=(0+0.12*self.itemindex,0,-0.90),pad=(-0.1,-0.1),scale=(0.05,0,0.05),extraArgs=[arg,cost],command=self.itemSold)#,commandButtons=DGG.RMB)                        
                    self.itemindex+=1
                    
              else:
                  Error("No Empty Slots")
                 
           else:
               Error("No Gold")
               
    def itemSold(self,itemtosell,cost):
        self.ind=self.items.index(itemtosell)
        del self.items[self.ind]  
        self.items.insert(self.ind,-1)
        self.gainGold(cost/2)
        if self.ind==0:
           self.itm0.detachNode()
        if self.ind==1:
           self.itm1.detachNode()
        if self.ind==2:
           self.itm2.detachNode()
        if self.ind==3:
           self.itm3.detachNode()
        if self.ind==4:
           self.itm4.detachNode() 
        if self.ind==5:
           self.itm5.detachNode()        
        self.itemindex-=1     
        
        
        
        
        
        
    def lvlup(self):
        self.lvl+=1
        self.str=self.char['str'] +(self.strdt*self.lvl)
        self.str=self.char['str'] +(self.agidt*self.lvl)
        self.int=self.char['int'] +(self.intdt*self.lvl)
        self.hpgain=(self.strdt+self.Delta1)*19
        self.mpgain=(self.intdt+self.Delta3)*13
        self.maxhp=590+self.str*19
        self.maxmp=290+self.int*13      #some error here
        self.heal(self.hpgain)
        self.replenish(self.mpgain)
        self.xp =0
#---------------------------------------------------------SKILL FUNCTIONS-------------------------------------#    
    def SkillStatus(self):
        self.sp1=0
        self.sp2=0
        self.sp3=0
        self.sp4=0
        self.sp1dam=0
        self.sp2dam=0
        self.sp3dam=0
        self.sp4dam=0
        if self.sp1==1:
           self.range=400
           self.sp1dam=130
           self.raduis=100
           self.sp2dam=30
           self.sp3dam=90
           self.pulses=6
           
    def SkillNo(self,arg):
        if arg==0:
           if self.curmp>=100:
              self.accept("mouse1",Blink,extraArgs=[self])
              self.skbtn1['image']='cancel.png'
        #      self.skbtn1['command']=self.setOpen()
           else:
              Error("NO MANA") 
        elif arg==1:
             StatUp(self)
        elif arg==2:
             StatDn(self)
        else: 
             Ulti(self)
    
    def setOpen(self):
        self.open=False
        self.ignore("mouse1")
        self.skbtn1['image']=self.skillicons[0]+'.png'
        self.accept("mouse1",self.ObjectClick)
    
    
    
    
    
    
#----------------------------------------TASK FUNCTIONS------------------------------------------------------#
    def Delay(self,task):
        self.Delta(-2,-2,-2)
        return task.done    
    def Second(self,task):
        self.gainGold(self.goldrate)
        self.heal(self.healrate)
        self.replenish(self.mprate)
        return task.again
        
    def update(self,task):
        self.timemin.setText(str(self.min))
        self.timesec.setText(str(self.sec))
        self.str=self.char['str'] +(self.strdt*self.lvl)+self.Delta3        
        self.agi=self.char['agi'] + (self.agidt*self.lvl)+self.Delta4
        self.int=self.char['int']+(self.intdt*self.lvl)+self.Delta5
        self.hpgain=(self.strdt+self.Delta1)*19
        self.mpgain=(self.intdt+self.Delta3)*13
        self.maxhp=590+self.str*19
        self.maxmp=290+self.int*13      #some error here
      #  self.heal(self.hpgain)
     #   self.replenish(self.mpgain)
        self.armor=self.char['armor'] +(self.agi/7)+self.Delta2
        self.atkspeed=1.5/self.agi
        if self.type=='str':
           self.TYPESTR()
        if self.type=='agi':
           self.TYPEAGI()
        if self.type=='int':
           self.TYPEINT() 
        self.healrate=0.03 *self.str
        self.mprate=0.02 *self.int
        self.GOLD.setText(str(self.gold))
        self.hpbar['range']=int(self.maxhp)
        self.hpbar['value']=int(self.curhp)
        self.mpbar['range']=int(self.maxmp)
        self.mpbar['value']=int(self.curmp)
        self.lvlbar['range']=int(10*self.lvl)
        self.lvlbar['value']=int(self.xp)
        self.HP['text']="HP"+str(int(self.curhp))+"/"+str(int(self.maxhp))
        self.MP['text']="MP"+str(int(self.curmp))+"/"+str(int(self.maxmp))
        self.DAM['text']=str(int(self.mindamage))+'-'+str(int(self.maxdamage))
        self.ARM['text']=str(int(self.armor))
        self.STR['text']=str(int(self.str))
        self.AGI['text']=str(int(self.agi))
        self.INT['text']=str(int(self.int))
        self.LVL['text']="LEVEL "+str(int(self.lvl))
        
        if self.xp>=20*20:
           self.lvlup()   
        if self.curhp<=0:
           taskMgr.add(self.Death,"death")
        self.x1,self.y1=self.model.getX(),self.model.getY()
        self.x2,self.y2=self.dumm.getX(),self.dumm.getY()
        self.mini=sqrt(pow(self.x1-self.x2,2)+pow(self.y1-self.y2,2))
        Debug2(self,str(self.mini))
        elapsed = globalClock.getDt()
        self.dt=elapsed
        self.setHPColor()
        self.checkAnim()
        self.checkKeys()
       #     base.camera.lookAt(self.model)         
       # self.floater.setPos(self.model.getPos())
       # base.camera.lookAt(self.floater)      
        return task.cont
    
    def Death(self,task):
        self.isDead=True
        Debug2(self,str(task.time))
        if self.isDead==True:
           self.model.reparentTo(hidden)
           self.panel.detachNode()
           self.deathtime=(self.lvl+1)*3
           self.isDead=False
        if int(task.time)==self.deathtime:
            self.model.setPos(self.StartPos)
            self.model.reparentTo(render)
            self.curhp=self.maxhp
            self.model.loop("walk")
            self.display()
            taskMgr.remove("death")
          #  self.deathtxt.destroy()
        return task.cont
    
    def MousePos(self, task): #This Took me 1.5 Months to Learn
        if base.mouseWatcherNode.hasMouse(): 
           mpos = base.mouseWatcherNode.getMouse() 
           self.mpos3d = Point3() 
           nearPoint = Point3() 
           farPoint = Point3()                                   
           base.camLens.extrude(mpos, nearPoint, farPoint)
        if self.plane.intersectsLine(self.mpos3d, render.getRelativePoint(camera, nearPoint),render.getRelativePoint(camera, farPoint)):
           pass    
        return task.again  
    
    def destroy(self):
        self.panel.detachNode()
        self.t1.destroy()
        self.t2.destroy()
        self.model.remove()
        self.timesec.destroy()
        self.timemin.destroy()
        self.UnsetupEvents()
コード例 #30
0
ファイル: camerahandler.py プロジェクト: H3LLB0Y/Centipede
    def __init__(self, showbase):
        self.showbase = showbase
        self.showbase.disableMouse()
        # This disables the default mouse based camera control used by panda. This default control is awkward, and won't be used.

        self.showbase.camera.setPos(0, -150, 200)
        self.showbase.camera.lookAt(0, 0, 0)
        # Gives the camera an initial position and rotation.

        self.mx, self.my = 0, 0
        # Sets up variables for storing the mouse coordinates

        self.orbiting = False
        # A boolean variable for specifying whether the camera is in orbiting mode. Orbiting mode refers to when the camera is being moved
        # because the user is holding down the right mouse button.

        self.target = Vec3()
        # sets up a vector variable for the camera's target. The target will be the coordinates that the camera is currently focusing on.

        self.camDist = 150
        # A variable that will determine how far the camera is from it's target focus

        self.panRateDivisor = 10
        # This variable is used as a divisor when calculating how far to move the camera when panning. Higher numbers will yield slower panning
        # and lower numbers will yield faster panning. This must not be set to 0.

        self.panZoneSize = .1
        # This variable controls how close the mouse cursor needs to be to the edge of the screen to start panning the camera. It must be less than 1,
        # and I recommend keeping it less than .2

        self.panLimitsX = Vec2(-1000, 1000)
        self.panLimitsY = Vec2(-1000, 1000)
        # These two vairables will serve as limits for how far the camera can pan, so you don't scroll away from the map.

        self.maxZoomOut = 500
        self.maxZoomIn = 25
        #These two variables set the max distance a person can zoom in or out

        self.orbitRate = 75
        # This is the rate of speed that the camera will rotate when middle mouse is pressed and mouse moved
        # recommended rate 50-100

        self.setTarget(0, 0, 0)
        # calls the setTarget function to set the current target position to the origin.

        self.turnCameraAroundPoint(0, 0)
        # calls the turnCameraAroundPoint function with a turn amount of 0 to set the camera position based on the target and camera distance

        self.accept("mouse2", self.startOrbit)
        # sets up the camrea handler to accept a right mouse click and start the "drag" mode.

        self.accept("mouse2-up", self.stopOrbit)
        # sets up the camrea handler to understand when the right mouse button has been released, and ends the "drag" mode when
        # the release is detected.

        self.storeX = 0
        self.storeY = 0
        # for storing of the x and y for the orbit

        # The next pair of lines use lambda, which creates an on-the-spot one-shot function.

        self.accept("wheel_up", self.zoomIn)
        # sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the
        # adjustCamDist function  with the argument 0.9

        self.accept("wheel_down", self.zoomOut)
        # sets up the camera handler to detet when the mouse wheel is rolled upwards and uses a lambda function to call the
        # adjustCamDist function  with the argument 1.1

        # Keys array (down if 1, up if 0)
        self.keys = {"cam-left": 0, "cam-right": 0, "cam-up": 0, "cam-down": 0}

        # Using Arrow Keys
        self.accept("arrow_left", self.setValue, [self.keys, "cam-left", 1])
        self.accept("arrow_right", self.setValue, [self.keys, "cam-right", 1])
        self.accept("arrow_up", self.setValue, [self.keys, "cam-up", 1])
        self.accept("arrow_down", self.setValue, [self.keys, "cam-down", 1])
        self.accept("arrow_left-up", self.setValue, [self.keys, "cam-left", 0])
        self.accept("arrow_right-up", self.setValue,
                    [self.keys, "cam-right", 0])
        self.accept("arrow_up-up", self.setValue, [self.keys, "cam-up", 0])
        self.accept("arrow_down-up", self.setValue, [self.keys, "cam-down", 0])

        self.keyPanRate = 1.5
        # pan rate for when user presses the arrow keys

        # set up plane for checking collision with for mouse-3d world
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
コード例 #31
0
ファイル: Water.py プロジェクト: crempp/Fire-Water
    def __init__(self, parent):
        self.parent = parent
        self.baseNode = self.parent.attachNewNode(self.__class__.__name__)
        
        x1 = -200
        y1 = -200
        x2 =  200
        y2 =  200
        z  =  0.0
        
        #waterNP = NodePath("Water Node Parent")
        #waterNP.reparentTo(parent)
        
        #sn = self.drawSquare(-100, -100, 0, 100, 100, 0);
        #sn.reparentTo(self.baseNode)
        water = Square(self.baseNode,
                       Point3(x1, y1, 0.2),
                       Point3(x2, y2, 0.2),
                       Vec4(0.0,0.0,0.5,0.5))
        wNp = water.draw()
        t1 = loader.loadTexture( 'assets/textures/wave.png' )
        t1.setWrapU(Texture.WMRepeat)
        t1.setWrapV(Texture.WMRepeat)
        wNp.setTexture(t1)
        
        # Water Shader from
        # http://www.panda3d.org/forums/viewtopic.php?p=70853&sid=53d92b5ae1683bd9458f21d6026ad36e
        # anim: vx, vy, scale, skip
        # distort: offset, strength, refraction factor (0 = perfect mirror,
        #   1 = total refraction), refractivity
        anim = ( .022, -.012, 2.5, 0 )
        distort = ( .1, 2, .5, .45 )
        
        self.buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 )
        self.watercamNP = base.makeCamera( self.buffer )
        
        # Create water surface using a card
        # The surface will be centered and 
        maker = CardMaker( 'water' ) # Water surface
        maker.setFrame( x1, x2, y1, y2 )
        self.waterNP = self.baseNode.attachNewNode( maker.generate() )
        self.waterNP.setPosHpr( ( 0, 0, z ), ( 0, -90, 0 ) )
        self.waterNP.setTransparency( TransparencyAttrib.MAlpha )
        self.waterNP.setTwoSided(True)
        
        # Attach the water shader to the water shader surface
        waterShader = Shader.load("shaders/water.sha")
        self.waterNP.setShader(waterShader)
        self.waterNP.setShaderInput('wateranim',    anim )
        self.waterNP.setShaderInput('waterdistort', distort )
        self.waterNP.setShaderInput('time',         0 )
        
        self.waterPlane = Plane( ( 0, 0, z + 1 ), ( 0, 0, z ) ) # Reflection plane
        PlaneNode( 'waterPlane' ).setPlane( self.waterPlane )
        
        self.buffer.setClearColor( ( 0, 0, 0.5, 1 ) ) # buffer

        self.watercamNP.reparentTo( self.baseNode ) # reflection camera
        cam = self.watercamNP.node()
        cam.getLens().setFov( base.camLens.getFov() )
        cam.getLens().setNearFar( 1, 5000 )
        cam.setInitialState( RenderState.make( CullFaceAttrib.makeReverse() ) )
        cam.setTagStateKey( 'Clipped' )
        cam.setTagState('True', RenderState.make(
          ShaderAttrib.make().setShader(
            loader.loadShader( 'shaders/splut3Clipped.sha' ) ) ) )
        
        tex0 = self.buffer.getTexture() # reflection texture, created in
                                             # realtime by the 'water camera'
        tex0.setWrapU( Texture.WMClamp ); tex0.setWrapV( Texture.WMClamp )
        self.waterNP.setTexture( TextureStage( 'reflection' ), tex0 )
        self.waterNP.setTexture( TextureStage( 'distortion' ),
          loader.loadTexture( 'assets/textures/water.png' ) ) # distortion texture
        
        self.task = taskMgr.add( self.update, 'waterUpdate', sort = 50 )
コード例 #32
0
    def __init__(self, world, x1, y1, x2, y2, z):
        self.world = world
        logging.info(('setting up water plane at z=' + str(z)))

        # Water surface
        maker = CardMaker('water')
        maker.setFrame(x1, x2, y1, y2)

        self.waterNP = render.attachNewNode(maker.generate())
        self.waterNP.setHpr(0, -90, 0)
        self.waterNP.setPos(0, 0, z)
        self.waterNP.setTransparency(TransparencyAttrib.MAlpha)
        self.waterNP.setShader(loader.loadShader('shaders/water.sha'))
        self.waterNP.setShaderInput('wateranim',
                                    Vec4(0.03, -0.015, 64.0,
                                         0))  # vx, vy, scale, skip
        # offset, strength, refraction factor (0=perfect mirror, 1=total refraction), refractivity
        self.waterNP.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45))
        self.waterNP.setShaderInput('time', 0)

        # Reflection plane
        self.waterPlane = Plane(Vec3(0, 0, z + 1), Point3(0, 0, z))
        planeNode = PlaneNode('waterPlane')
        planeNode.setPlane(self.waterPlane)

        # Buffer and reflection camera
        buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        cfa = CullFaceAttrib.makeReverse()
        rs = RenderState.make(cfa)

        self.watercamNP = base.makeCamera(buffer)
        self.watercamNP.reparentTo(render)

        #sa = ShaderAttrib.make()
        #sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') )

        cam = self.watercamNP.node()
        cam.getLens().setFov(base.camLens.getFov())
        cam.getLens().setNear(1)
        cam.getLens().setFar(5000)
        cam.setInitialState(rs)
        cam.setTagStateKey('Clipped')
        #cam.setTagState('True', RenderState.make(sa))

        # ---- water textures ---------------------------------------------

        # reflection texture, created in realtime by the 'water camera'
        tex0 = buffer.getTexture()
        tex0.setWrapU(Texture.WMClamp)
        tex0.setWrapV(Texture.WMClamp)
        ts0 = TextureStage('reflection')
        self.waterNP.setTexture(ts0, tex0)

        # distortion texture
        tex1 = loader.loadTexture('textures/water.png')
        ts1 = TextureStage('distortion')
        self.waterNP.setTexture(ts1, tex1)

        # ---- Fog --- broken
        min = Point3(x1, y1, -999.0)
        max = Point3(x2, y2, z)
        boundry = BoundingBox(min, max)
        self.waterFog = Fog('waterFog')
        self.waterFog.setBounds(boundry)
        colour = (0.2, 0.5, 0.8)
        self.waterFog.setColor(*colour)
        self.waterFog.setExpDensity(0.05)
        render.attachNewNode(self.waterFog)
        #render.setFog(world.waterFog)
        taskMgr.add(self.update, "waterTask")