예제 #1
0
파일: Grid.py 프로젝트: crempp/psg
	def drawSquare(self, x1,y1,z1, x2,y2,z2):
		format=GeomVertexFormat.getV3n3cpt2()
		vdata=GeomVertexData('square', format, Geom.UHStatic)
		
		vertex=GeomVertexWriter(vdata, 'vertex')
		normal=GeomVertexWriter(vdata, 'normal')
		color=GeomVertexWriter(vdata, 'color')
		texcoord=GeomVertexWriter(vdata, 'texcoord')
		
		#make sure we draw the sqaure in the right plane
		#if x1!=x2:
		vertex.addData3f(x1, y1, z1)
		vertex.addData3f(x2, y1, z1)
		vertex.addData3f(x2, y2, z2)
		vertex.addData3f(x1, y2, z2)

		normal.addData3f(self.myNormalize(Vec3(2*x1-1, 2*y1-1, 2*z1-1)))
		normal.addData3f(self.myNormalize(Vec3(2*x2-1, 2*y1-1, 2*z1-1)))
		normal.addData3f(self.myNormalize(Vec3(2*x2-1, 2*y2-1, 2*z2-1)))
		normal.addData3f(self.myNormalize(Vec3(2*x1-1, 2*y2-1, 2*z2-1)))
		
		#adding different colors to the vertex for visibility
		color.addData4f(0.0,0.5,0.0,0.5)
		color.addData4f(0.0,0.5,0.0,0.5)
		color.addData4f(0.0,0.5,0.0,0.5)
		color.addData4f(0.0,0.5,0.0,0.5)
		
		texcoord.addData2f(0.0, 1.0)
		texcoord.addData2f(0.0, 0.0)
		texcoord.addData2f(1.0, 0.0)
		texcoord.addData2f(1.0, 1.0)

		#quads arent directly supported by the Geom interface
		#you might be interested in the CardMaker class if you are
		#interested in rectangle though
		tri1=GeomTriangles(Geom.UHStatic)
		tri2=GeomTriangles(Geom.UHStatic)
		
		tri1.addVertex(0)
		tri1.addVertex(1)
		tri1.addVertex(3)
		
		tri2.addConsecutiveVertices(1,3)
		
		tri1.closePrimitive()
		tri2.closePrimitive()
		
		square=Geom(vdata)
		square.addPrimitive(tri1)
		square.addPrimitive(tri2)
		#square.setIntoCollideMask(BitMask32.bit(1))
		
		squareNP = NodePath(GeomNode('square gnode')) 
		squareNP.node().addGeom(square)
		squareNP.setTransparency(1) 
		squareNP.setAlphaScale(.5) 
		squareNP.setTwoSided(True)
		squareNP.setCollideMask(BitMask32.bit(1))
		return squareNP
예제 #2
0
    def createTire(self, tireIndex):
        if tireIndex < 0 or tireIndex >= len(self.tireMasks):
            self.notify.error('invalid tireIndex %s' % tireIndex)

        self.notify.debug('create tireindex %s' % tireIndex)
        zOffset = 0
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0],
                         IceGameGlobals.StartingPositions[tireIndex][1],
                         IceGameGlobals.StartingPositions[tireIndex][2])
        body.setAutoDisableDefaults()
        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])
        self.massList.append(mass)
        self.geomList.append(geom)
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask
                            | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)
        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')

        if self.canRender:
            testTire = render.attachNewNode('tire holder %d' % tireIndex)
            smileyModel = NodePath()
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)

            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            tireModel = loader.loadModel(
                'phase_4/models/minigames/ice_game_tire')
            tireHeight = 1
            tireModel.setZ(-(IceGameGlobals.TireRadius) + 0.01)
            tireModel.reparentTo(testTire)
            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return (testTire, body, geom)
 def createTire(self, tireIndex):
     if tireIndex < 0 or tireIndex >= len(self.tireMasks):
         self.notify.error("invalid tireIndex %s" % tireIndex)
     self.notify.debug("create tireindex %s" % tireIndex)
     zOffset = 0
     body = OdeBody(self.world)
     mass = OdeMass()
     mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
     body.setMass(mass)
     body.setPosition(
         IceGameGlobals.StartingPositions[tireIndex][0],
         IceGameGlobals.StartingPositions[tireIndex][1],
         IceGameGlobals.StartingPositions[tireIndex][2],
     )
     body.setAutoDisableDefaults()
     geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
     self.space.setSurfaceType(geom, self.tireSurfaceType)
     self.space.setCollideId(geom, self.tireCollideIds[tireIndex])
     self.massList.append(mass)
     self.geomList.append(geom)
     geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask)
     geom.setCategoryBits(self.tireMasks[tireIndex])
     geom.setBody(body)
     if self.notify.getDebug():
         self.notify.debug("tire geom id")
         geom.write()
         self.notify.debug(" -")
     if self.canRender:
         testTire = render.attachNewNode("tire holder %d" % tireIndex)
         smileyModel = NodePath()
         if not smileyModel.isEmpty():
             smileyModel.setScale(IceGameGlobals.TireRadius)
             smileyModel.reparentTo(testTire)
             smileyModel.setAlphaScale(0.5)
             smileyModel.setTransparency(1)
         testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
         tireModel = loader.loadModel("phase_4/models/minigames/ice_game_tire")
         tireHeight = 1
         tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
         tireModel.reparentTo(testTire)
         self.odePandaRelationList.append((testTire, body))
     else:
         testTire = None
         self.bodyList.append((None, body))
     return (testTire, body, geom)
예제 #4
0
class CogdoFlyingCameraManager:
    def __init__(self, cam, parent, player, level):
        self._toon = player.toon
        self._camera = cam
        self._parent = parent
        self._player = player
        self._level = level
        self._enabled = False

    def enable(self):
        if self._enabled:
            return
        self._toon.detachCamera()
        self._prevToonY = 0.0
        levelBounds = self._level.getBounds()
        l = Globals.Camera.LevelBoundsFactor
        self._bounds = ((levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]),
                        (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]),
                        (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]))
        self._lookAtZ = self._toon.getHeight(
        ) + Globals.Camera.LookAtToonHeightOffset
        self._camParent = NodePath('CamParent')
        self._camParent.reparentTo(self._parent)
        self._camParent.setPos(self._toon, 0, 0, 0)
        self._camParent.setHpr(180, Globals.Camera.Angle, 0)
        self._camera.reparentTo(self._camParent)
        self._camera.setPos(0, Globals.Camera.Distance, 0)
        self._camera.lookAt(self._toon, 0, 0, self._lookAtZ)
        self._cameraLookAtNP = NodePath('CameraLookAt')
        self._cameraLookAtNP.reparentTo(self._camera.getParent())
        self._cameraLookAtNP.setPosHpr(self._camera.getPos(),
                                       self._camera.getHpr())
        self._levelBounds = self._level.getBounds()
        self._enabled = True
        self._frozen = False
        self._initCollisions()

    def _initCollisions(self):
        self._camCollRay = CollisionRay()
        camCollNode = CollisionNode('CameraToonRay')
        camCollNode.addSolid(self._camCollRay)
        camCollNode.setFromCollideMask(OTPGlobals.WallBitmask
                                       | OTPGlobals.CameraBitmask
                                       | ToontownGlobals.FloorEventBitmask
                                       | ToontownGlobals.CeilingBitmask)
        camCollNode.setIntoCollideMask(0)
        self._camCollNP = self._camera.attachNewNode(camCollNode)
        self._camCollNP.show()
        self._collOffset = Vec3(0, 0, 0.5)
        self._collHandler = CollisionHandlerQueue()
        self._collTrav = CollisionTraverser()
        self._collTrav.addCollider(self._camCollNP, self._collHandler)
        self._betweenCamAndToon = {}
        self._transNP = NodePath('trans')
        self._transNP.reparentTo(render)
        self._transNP.setTransparency(True)
        self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
        self._transNP.setBin('fixed', 10000)

    def _destroyCollisions(self):
        self._collTrav.removeCollider(self._camCollNP)
        self._camCollNP.removeNode()
        del self._camCollNP
        del self._camCollRay
        del self._collHandler
        del self._collOffset
        del self._betweenCamAndToon
        self._transNP.removeNode()
        del self._transNP

    def freeze(self):
        self._frozen = True

    def unfreeze(self):
        self._frozen = False

    def disable(self):
        if not self._enabled:
            return
        self._destroyCollisions()
        self._camera.wrtReparentTo(render)
        self._cameraLookAtNP.removeNode()
        del self._cameraLookAtNP
        self._camParent.removeNode()
        del self._camParent
        del self._prevToonY
        del self._lookAtZ
        del self._bounds
        del self._frozen
        self._enabled = False

    def update(self, dt=0.0):
        self._updateCam(dt)
        self._updateCollisions()

    def _updateCam(self, dt):
        toonPos = self._toon.getPos()
        camPos = self._camParent.getPos()
        x = camPos[0]
        z = camPos[2]
        toonWorldX = self._toon.getX(render)
        maxX = Globals.Camera.MaxSpinX
        toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX)
        spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / (
            maxX * maxX)
        newH = 180.0 + spinAngle
        self._camParent.setH(newH)
        spinAngle = spinAngle * (pi / 180.0)
        distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle)
        distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle)
        d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0])
        if abs(d) > Globals.Camera.LeewayX:
            if d > Globals.Camera.LeewayX:
                x = toonPos[0] + Globals.Camera.LeewayX
            else:
                x = toonPos[0] - Globals.Camera.LeewayX
        x = self._toon.getX(render) + distToRightOfToon
        boundToonZ = min(toonPos[2], self._bounds[2][1])
        d = z - boundToonZ
        if d > Globals.Camera.MinLeewayZ:
            if self._player.velocity[2] >= 0 and toonPos[
                    1] != self._prevToonY or self._player.velocity[2] > 0:
                z = boundToonZ + d * INVERSE_E**(dt *
                                                 Globals.Camera.CatchUpRateZ)
            elif d > Globals.Camera.MaxLeewayZ:
                z = boundToonZ + Globals.Camera.MaxLeewayZ
        elif d < -Globals.Camera.MinLeewayZ:
            z = boundToonZ - Globals.Camera.MinLeewayZ
        if self._frozen:
            y = camPos[1]
        else:
            y = self._toon.getY(render) - distBehindToon
        self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z))
        if toonPos[2] < self._bounds[2][1]:
            h = self._cameraLookAtNP.getH()
            if d >= Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ)
            elif d <= -Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._camParent, 0, 0,
                                            self._lookAtZ)
            self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0)
            self._camera.setHpr(
                smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr()))
        self._prevToonY = toonPos[1]

    def _updateCollisions(self):
        pos = self._toon.getPos(self._camera) + self._collOffset
        self._camCollRay.setOrigin(pos)
        direction = -Vec3(pos)
        direction.normalize()
        self._camCollRay.setDirection(direction)
        self._collTrav.traverse(render)
        nodesInBetween = {}
        if self._collHandler.getNumEntries() > 0:
            self._collHandler.sortEntries()
            for entry in self._collHandler.getEntries():
                name = entry.getIntoNode().getName()
                if name.find('col_') >= 0:
                    np = entry.getIntoNodePath().getParent()
                    if not np in nodesInBetween:
                        nodesInBetween[np] = np.getParent()

        for np in nodesInBetween.keys():
            if np in self._betweenCamAndToon:
                del self._betweenCamAndToon[np]
            else:
                np.setTransparency(True)
                np.wrtReparentTo(self._transNP)
                if np.getName().find('lightFixture') >= 0:
                    if not np.find('**/*floor_mesh').isEmpty():
                        np.find('**/*floor_mesh').hide()
                elif np.getName().find('platform') >= 0:
                    if not np.find('**/*Floor').isEmpty():
                        np.find('**/*Floor').hide()

        for np, parent in self._betweenCamAndToon.items():
            np.wrtReparentTo(parent)
            np.setTransparency(False)
            if np.getName().find('lightFixture') >= 0:
                if not np.find('**/*floor_mesh').isEmpty():
                    np.find('**/*floor_mesh').show()
            elif np.getName().find('platform') >= 0:
                if not np.find('**/*Floor').isEmpty():
                    np.find('**/*Floor').show()

        self._betweenCamAndToon = nodesInBetween
예제 #5
0
class Square(object):
    #Draws a square from lower left (x1, y2, z1) to upper right (x2, y2, z2)
    def __init__(self, parent, p1, p2, color):
        self.parent = parent
        self.x1 = p1.getX()
        self.y1 = p1.getY()
        self.z1 = p1.getZ()
        self.x2 = p2.getX()
        self.y2 = p2.getY()
        self.z2 = p2.getZ()
        
        self.r = color.getX()
        self.g = color.getY()
        self.b = color.getZ()
        self.a = color.getW()
        
        self.draw()
    
    def draw(self):
        format=GeomVertexFormat.getV3n3cpt2()
        vdata=GeomVertexData('square', format, Geom.UHStatic)
        
        vertex=GeomVertexWriter(vdata, 'vertex')
        normal=GeomVertexWriter(vdata, 'normal')
        color=GeomVertexWriter(vdata, 'color')
        texcoord=GeomVertexWriter(vdata, 'texcoord')
        
        #make sure we draw the sqaure in the right plane
        #if x1!=x2:
        vertex.addData3f(self.x1, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y2, self.z2)
        vertex.addData3f(self.x1, self.y2, self.z2)
    
        normal.addData3f(Vec3(2*self.x1-1, 2*self.y1-1, 2*self.z1-1).normalize())
        normal.addData3f(Vec3(2*self.x2-1, 2*self.y1-1, 2*self.z1-1).normalize())
        normal.addData3f(Vec3(2*self.x2-1, 2*self.y2-1, 2*self.z2-1).normalize())
        normal.addData3f(Vec3(2*self.x1-1, 2*self.y2-1, 2*self.z2-1).normalize())
        
        #adding different colors to the vertex for visibility
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        
        texcoord.addData2f(0.0, 1.0)
        texcoord.addData2f(0.0, 0.0)
        texcoord.addData2f(1.0, 0.0)
        texcoord.addData2f(1.0, 1.0)
    
        #quads arent directly supported by the Geom interface
        #you might be interested in the CardMaker class if you are
        #interested in rectangle though
        tri1=GeomTriangles(Geom.UHStatic)
        tri2=GeomTriangles(Geom.UHStatic)
        
        tri1.addVertex(0)
        tri1.addVertex(1)
        tri1.addVertex(3)
        
        tri2.addConsecutiveVertices(1,3)
        
        tri1.closePrimitive()
        tri2.closePrimitive()
        
        square=Geom(vdata)
        square.addPrimitive(tri1)
        square.addPrimitive(tri2)
        #square.setIntoCollideMask(BitMask32.bit(1))
        
        self.squareNP = NodePath(GeomNode('square gnode')) 
        self.squareNP.node().addGeom(square)
        self.squareNP.setTransparency(1) 
        self.squareNP.setAlphaScale(.5) 
        self.squareNP.setTwoSided(True)
        #squareNP.setCollideMask(BitMask32.bit(1))
        self.squareNP.reparentTo(self.parent)
        
        return self.squareNP
class CogdoFlyingCameraManager:
    def __init__(self, cam, parent, player, level):
        self._toon = player.toon
        self._camera = cam
        self._parent = parent
        self._player = player
        self._level = level
        self._enabled = False

    def enable(self):
        if self._enabled:
            return
        self._toon.detachCamera()
        self._prevToonY = 0.0
        levelBounds = self._level.getBounds()
        l = Globals.Camera.LevelBoundsFactor
        self._bounds = (
            (levelBounds[0][0] * l[0], levelBounds[0][1] * l[0]),
            (levelBounds[1][0] * l[1], levelBounds[1][1] * l[1]),
            (levelBounds[2][0] * l[2], levelBounds[2][1] * l[2]),
        )
        self._lookAtZ = self._toon.getHeight() + Globals.Camera.LookAtToonHeightOffset
        self._camParent = NodePath("CamParent")
        self._camParent.reparentTo(self._parent)
        self._camParent.setPos(self._toon, 0, 0, 0)
        self._camParent.setHpr(180, Globals.Camera.Angle, 0)
        self._camera.reparentTo(self._camParent)
        self._camera.setPos(0, Globals.Camera.Distance, 0)
        self._camera.lookAt(self._toon, 0, 0, self._lookAtZ)
        self._cameraLookAtNP = NodePath("CameraLookAt")
        self._cameraLookAtNP.reparentTo(self._camera.getParent())
        self._cameraLookAtNP.setPosHpr(self._camera.getPos(), self._camera.getHpr())
        self._levelBounds = self._level.getBounds()
        self._enabled = True
        self._frozen = False
        self._initCollisions()

    def _initCollisions(self):
        self._camCollRay = CollisionRay()
        camCollNode = CollisionNode("CameraToonRay")
        camCollNode.addSolid(self._camCollRay)
        camCollNode.setFromCollideMask(
            OTPGlobals.WallBitmask
            | OTPGlobals.CameraBitmask
            | ToontownGlobals.FloorEventBitmask
            | ToontownGlobals.CeilingBitmask
        )
        camCollNode.setIntoCollideMask(0)
        self._camCollNP = self._camera.attachNewNode(camCollNode)
        self._camCollNP.show()
        self._collOffset = Vec3(0, 0, 0.5)
        self._collHandler = CollisionHandlerQueue()
        self._collTrav = CollisionTraverser()
        self._collTrav.addCollider(self._camCollNP, self._collHandler)
        self._betweenCamAndToon = {}
        self._transNP = NodePath("trans")
        self._transNP.reparentTo(render)
        self._transNP.setTransparency(True)
        self._transNP.setAlphaScale(Globals.Camera.AlphaBetweenToon)
        self._transNP.setBin("fixed", 10000)

    def _destroyCollisions(self):
        self._collTrav.removeCollider(self._camCollNP)
        self._camCollNP.removeNode()
        del self._camCollNP
        del self._camCollRay
        del self._collHandler
        del self._collOffset
        del self._betweenCamAndToon
        self._transNP.removeNode()
        del self._transNP

    def freeze(self):
        self._frozen = True

    def unfreeze(self):
        self._frozen = False

    def disable(self):
        if not self._enabled:
            return
        self._destroyCollisions()
        self._camera.wrtReparentTo(render)
        self._cameraLookAtNP.removeNode()
        del self._cameraLookAtNP
        self._camParent.removeNode()
        del self._camParent
        del self._prevToonY
        del self._lookAtZ
        del self._bounds
        del self._frozen
        self._enabled = False

    def update(self, dt=0.0):
        self._updateCam(dt)
        self._updateCollisions()

    def _updateCam(self, dt):
        toonPos = self._toon.getPos()
        camPos = self._camParent.getPos()
        x = camPos[0]
        z = camPos[2]
        toonWorldX = self._toon.getX(render)
        maxX = Globals.Camera.MaxSpinX
        toonWorldX = clamp(toonWorldX, -1.0 * maxX, maxX)
        spinAngle = Globals.Camera.MaxSpinAngle * toonWorldX * toonWorldX / (maxX * maxX)
        newH = 180.0 + spinAngle
        self._camParent.setH(newH)
        spinAngle = spinAngle * (pi / 180.0)
        distBehindToon = Globals.Camera.SpinRadius * cos(spinAngle)
        distToRightOfToon = Globals.Camera.SpinRadius * sin(spinAngle)
        d = self._camParent.getX() - clamp(toonPos[0], *self._bounds[0])
        if abs(d) > Globals.Camera.LeewayX:
            if d > Globals.Camera.LeewayX:
                x = toonPos[0] + Globals.Camera.LeewayX
            else:
                x = toonPos[0] - Globals.Camera.LeewayX
        x = self._toon.getX(render) + distToRightOfToon
        boundToonZ = min(toonPos[2], self._bounds[2][1])
        d = z - boundToonZ
        if d > Globals.Camera.MinLeewayZ:
            if self._player.velocity[2] >= 0 and toonPos[1] != self._prevToonY or self._player.velocity[2] > 0:
                z = boundToonZ + d * INVERSE_E ** (dt * Globals.Camera.CatchUpRateZ)
            elif d > Globals.Camera.MaxLeewayZ:
                z = boundToonZ + Globals.Camera.MaxLeewayZ
        elif d < -Globals.Camera.MinLeewayZ:
            z = boundToonZ - Globals.Camera.MinLeewayZ
        if self._frozen:
            y = camPos[1]
        else:
            y = self._toon.getY(render) - distBehindToon
        self._camParent.setPos(x, smooth(camPos[1], y), smooth(camPos[2], z))
        if toonPos[2] < self._bounds[2][1]:
            h = self._cameraLookAtNP.getH()
            if d >= Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._toon, 0, 0, self._lookAtZ)
            elif d <= -Globals.Camera.MinLeewayZ:
                self._cameraLookAtNP.lookAt(self._camParent, 0, 0, self._lookAtZ)
            self._cameraLookAtNP.setHpr(h, self._cameraLookAtNP.getP(), 0)
            self._camera.setHpr(smooth(self._camera.getHpr(), self._cameraLookAtNP.getHpr()))
        self._prevToonY = toonPos[1]

    def _updateCollisions(self):
        pos = self._toon.getPos(self._camera) + self._collOffset
        self._camCollRay.setOrigin(pos)
        direction = -Vec3(pos)
        direction.normalize()
        self._camCollRay.setDirection(direction)
        self._collTrav.traverse(render)
        nodesInBetween = {}
        if self._collHandler.getNumEntries() > 0:
            self._collHandler.sortEntries()
            for entry in self._collHandler.getEntries():
                name = entry.getIntoNode().getName()
                if name.find("col_") >= 0:
                    np = entry.getIntoNodePath().getParent()
                    if not nodesInBetween.has_key(np):
                        nodesInBetween[np] = np.getParent()

        for np in nodesInBetween.keys():
            if self._betweenCamAndToon.has_key(np):
                del self._betweenCamAndToon[np]
            else:
                np.setTransparency(True)
                np.wrtReparentTo(self._transNP)
                if np.getName().find("lightFixture") >= 0:
                    if not np.find("**/*floor_mesh").isEmpty():
                        np.find("**/*floor_mesh").hide()
                elif np.getName().find("platform") >= 0:
                    if not np.find("**/*Floor").isEmpty():
                        np.find("**/*Floor").hide()

        for np, parent in self._betweenCamAndToon.items():
            np.wrtReparentTo(parent)
            np.setTransparency(False)
            if np.getName().find("lightFixture") >= 0:
                if not np.find("**/*floor_mesh").isEmpty():
                    np.find("**/*floor_mesh").show()
            elif np.getName().find("platform") >= 0:
                if not np.find("**/*Floor").isEmpty():
                    np.find("**/*Floor").show()

        self._betweenCamAndToon = nodesInBetween
예제 #7
0
    def createTire(self, tireIndex):
        """Create one physics tire. Returns a (nodePath, OdeBody, OdeGeom) tuple"""
        if (tireIndex < 0) or (tireIndex >= len(self.tireMasks)):
            self.notify.error('invalid tireIndex %s' % tireIndex)
        self.notify.debug("create tireindex %s" % (tireIndex))
        zOffset = 0
        # for now the tires are spheres
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0],
                         IceGameGlobals.StartingPositions[tireIndex][1],
                         IceGameGlobals.StartingPositions[tireIndex][2])
        #body.setAutoDisableFlag(1)
        #body.setAutoDisableLinearThreshold(1.01 * MetersToFeet)
        # skipping AutoDisableAngularThreshold as that is radians per second
        #body.setAutoDisableAngularThreshold(0.1)
        body.setAutoDisableDefaults()

        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])

        self.massList.append(mass)
        self.geomList.append(geom)

        # a tire collides against other tires, the wall and the floor
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask
                            | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)

        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')

        if self.canRender:
            testTire = render.attachNewNode("tire holder %d" % tireIndex)
            smileyModel = NodePath(
            )  # loader.loadModel('models/misc/smiley') # smiley!
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)
            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            #debugAxis = loader.loadModel('models/misc/xyzAxis')
            if 0:  #not debugAxis.isEmpty():
                debugAxis.reparentTo(testTire)
                debugAxis.setScale(IceGameGlobals.TireRadius / 10.0)
                debugAxis2 = loader.loadModel('models/misc/xyzAxis')
                debugAxis2.reparentTo(testTire)
                debugAxis2.setScale(-IceGameGlobals.TireRadius / 10.0)
            # lets create a black tire
            #tireModel = loader.loadModel('phase_3/models/misc/sphere')
            tireModel = loader.loadModel(
                "phase_4/models/minigames/ice_game_tire")
            # assuming it has a radius of 1
            tireHeight = 1
            #tireModel.setScale(IceGameGlobals.TireRadius, IceGameGlobals.TireRadius, 1)
            #tireModel.setZ( 0 - IceGameGlobals.TireRadius + (tireHeight /2.0))
            #tireModel.setColor(0,0,0)
            tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
            tireModel.reparentTo(testTire)
            #tireModel.setAlphaScale(0.5)
            #tireModel.setTransparency(1)

            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return testTire, body, geom
예제 #8
0
파일: test.py 프로젝트: crempp/Fire-Water
class Square(object):
    #drawSquare
    #Draws a square from lower left (x1, y2, z1) to upper right (x2, y2, z2)
    def __init__(self, parent, p1, p2, color):
        self.parent = parent
        self.x1 = p1.getX()
        self.y1 = p1.getY()
        self.z1 = p1.getZ()
        self.x2 = p2.getX()
        self.y2 = p2.getY()
        self.z2 = p2.getZ()

        self.r = color.getX()
        self.g = color.getY()
        self.b = color.getZ()
        self.a = color.getW()

        self.draw()

    def draw(self):
        format = GeomVertexFormat.getV3n3cpt2()
        vdata = GeomVertexData('square', format, Geom.UHStatic)

        vertex = GeomVertexWriter(vdata, 'vertex')
        normal = GeomVertexWriter(vdata, 'normal')
        color = GeomVertexWriter(vdata, 'color')
        texcoord = GeomVertexWriter(vdata, 'texcoord')

        #make sure we draw the sqaure in the right plane
        #if x1!=x2:
        vertex.addData3f(self.x1, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y1, self.z1)
        vertex.addData3f(self.x2, self.y2, self.z2)
        vertex.addData3f(self.x1, self.y2, self.z2)

        normal.addData3f(
            Vec3(2 * self.x1 - 1, 2 * self.y1 - 1,
                 2 * self.z1 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x2 - 1, 2 * self.y1 - 1,
                 2 * self.z1 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x2 - 1, 2 * self.y2 - 1,
                 2 * self.z2 - 1).normalize())
        normal.addData3f(
            Vec3(2 * self.x1 - 1, 2 * self.y2 - 1,
                 2 * self.z2 - 1).normalize())

        #adding different colors to the vertex for visibility
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)
        color.addData4f(self.r, self.g, self.b, self.a)

        texcoord.addData2f(0.0, 1.0)
        texcoord.addData2f(0.0, 0.0)
        texcoord.addData2f(1.0, 0.0)
        texcoord.addData2f(1.0, 1.0)

        #quads arent directly supported by the Geom interface
        #you might be interested in the CardMaker class if you are
        #interested in rectangle though
        tri1 = GeomTriangles(Geom.UHStatic)
        tri2 = GeomTriangles(Geom.UHStatic)

        tri1.addVertex(0)
        tri1.addVertex(1)
        tri1.addVertex(3)

        tri2.addConsecutiveVertices(1, 3)

        tri1.closePrimitive()
        tri2.closePrimitive()

        square = Geom(vdata)
        square.addPrimitive(tri1)
        square.addPrimitive(tri2)
        #square.setIntoCollideMask(BitMask32.bit(1))

        self.squareNP = NodePath(GeomNode('square gnode'))
        self.squareNP.node().addGeom(square)
        self.squareNP.setTransparency(1)
        self.squareNP.setAlphaScale(.5)
        self.squareNP.setTwoSided(True)
        #squareNP.setCollideMask(BitMask32.bit(1))
        self.squareNP.reparentTo(self.parent)

        return self.squareNP