def __init__(self, map, color, node): self.map = map self.color = color self.node = node col = CollisionNode(node.name) col.add_solid(CollisionSphere((0, 0, 0), 1)) col.set_collide_mask(base.itemmask) self.col_node = self.map.collisions.attach_new_node(col) self.col_node.set_pos(node.get_pos()) self.col_node.set_z(node, 1)
def __initCollisions(self, name): self.notify.debug("Initializing collision sphere...") ss = CollisionSphere(0, 0, 0, 5) ss.setTangible(0) snode = CollisionNode(name) snode.add_solid(ss) snode.set_collide_mask(CIGlobals.WallBitmask) self.snp = self.attach_new_node(snode) self.snp.setZ(3) self.acceptOnce("enter" + self.snp.node().getName(), self.__handleEnterCollisionSphere)
def __initCollisions(self, name): self.notify.debug('Initializing collision sphere...') numSlots = len(self.circles) ss = CollisionSphere(0, 0, 0, self.numPlayers2SphereRadius[numSlots]) ss.setTangible(0) snode = CollisionNode(name) snode.add_solid(ss) snode.set_collide_mask(CIGlobals.WallBitmask) self.snp = self.attach_new_node(snode) self.snp.setZ(3) self.snp.setY(self.numPlayers2SphereY[numSlots]) self.snp.setSx(self.numPlayers2SphereSx[numSlots]) self.snp.setSy(self.numPlayers2SphereSy[numSlots]) self.acceptOnce('enter' + self.snp.node().getName(), self.__handleEnterCollisionSphere)
def __init__(self, map, node): self.map = map self.node = node self.init_heading = self.node.get_h() pos = node.get_pos(render) node.set_pos(pos) if self.node.get_z() < 2: self.node.reparent_to(self.map.doors_node_f1) else: self.node.reparent_to(self.map.doors_node_f2) self.node.set_collide_mask(base.mapmask) self.open = False self.speed = 5 self.make_key() self.timer = 0 col = CollisionNode(node.name) col.add_solid(CollisionSphere((0, 0, 0), 1.5)) col.set_collide_mask(base.itemmask) col_node = self.map.collisions.attach_new_node(col) col_node.set_pos(node.get_pos(render)) col_node.set_y(node, 2) self.opening = False
class MapPicker(): __name: Final[str] __base: Final[ShowBase] __data: Final[NDArray[(Any, Any, Any), np.uint8]] # collision data __ctrav: Final[CollisionTraverser] __cqueue: Final[CollisionHandlerQueue] __cn: Final[CollisionNode] __cnp: Final[NodePath] # picker data __pn: Final[CollisionNode] __pnp: Final[NodePath] __pray: Final[CollisionRay] # constants COLLIDE_MASK: Final[BitMask32] = BitMask32.bit(1) def __init__(self, services: Services, base: ShowBase, map_data: MapData, name: Optional[str] = None): self.__services = services self.__services.ev_manager.register_listener(self) self.__base = base self.__name = name if name is not None else (map_data.name + "_picker") self.__map = map_data self.__data = map_data.data # collision traverser & queue self.__ctrav = CollisionTraverser(self.name + '_ctrav') self.__cqueue = CollisionHandlerQueue() # collision boxes self.__cn = CollisionNode(self.name + '_cn') self.__cn.set_collide_mask(MapPicker.COLLIDE_MASK) self.__cnp = self.__map.root.attach_new_node(self.__cn) self.__ctrav.add_collider(self.__cnp, self.__cqueue) self.__points = [] z_offset = 1 if self.__map.dim == 3 else self.__map.depth for idx in np.ndindex(self.__data.shape): if bool(self.__data[idx] & MapData.TRAVERSABLE_MASK): p = Point(*idx) self.__points.append(p) idx = self.__cn.add_solid(CollisionBox(idx, Point3(p.x+1, p.y+1, p.z-z_offset))) assert idx == (len(self.__points) - 1) # mouse picker self.__pn = CollisionNode(self.name + '_pray') self.__pnp = self.__base.cam.attach_new_node(self.__pn) self.__pn.set_from_collide_mask(MapPicker.COLLIDE_MASK) self.__pray = CollisionRay() self.__pn.add_solid(self.__pray) self.__ctrav.add_collider(self.__pnp, self.__cqueue) # debug -> shows collision ray / impact point # self.__ctrav.show_collisions(self.__map.root) @property def name(self) -> str: return self.__name @property def pos(self): # check if we have access to the mouse if not self.__base.mouseWatcherNode.hasMouse(): return None # get the mouse position mpos = self.__base.mouseWatcherNode.get_mouse() # set the position of the ray based on the mouse position self.__pray.set_from_lens(self.__base.camNode, mpos.getX(), mpos.getY()) # find collisions self.__ctrav.traverse(self.__map.root) # if we have hit something sort the hits so that the closest is first if self.__cqueue.get_num_entries() == 0: return None self.__cqueue.sort_entries() # compute & return logical cube position x, y, z = self.__cqueue.get_entry(0).getSurfacePoint(self.__map.root) x, y, z = [max(math.floor(x), 0), max(math.floor(y), 0), max(math.ceil(z), 0)] if x == len(self.__data): x -= 1 if y == len(self.__data[x]): y -= 1 if z == len(self.__data[x][y]): z -= 1 return Point(x, y, z) def notify(self, event: Event) -> None: if isinstance(event, MapUpdateEvent): z_offset = 1 if self.__map.dim == 3 else self.__map.depth for p in event.updated_cells: if p.n_dim == 2: p = Point(*p, 0) if bool(self.__data[p.values] & MapData.TRAVERSABLE_MASK): self.__points.append(p) idx = self.__cn.add_solid(CollisionBox(p.values, Point3(p.x+1, p.y+1, p.z-z_offset))) assert idx == (len(self.__points) - 1) else: try: i = self.__points.index(p) except ValueError: continue self.__cn.remove_solid(i) self.__points.pop(i) def destroy(self) -> None: self.__cqueue.clearEntries() self.__ctrav.clear_colliders() self.__cnp.remove_node() self.__pnp.remove_node()