def setupCollHandlers(self): ###### Collisions ###### base.cTrav = CollisionTraverser() self.collisionHandler = CollisionHandlerEvent() self.wallHandler = CollisionHandlerPusher() self.collisionHandler.addInPattern('%fn-into-%in') # this is on the other hand the relative call for the OUT event, as is when the FROM object (heart) goes OUT the INTO oject (heart). self.collisionHandler.addOutPattern('%fn-out-%in')
def setupWallSphere(self, bitmask, avatarRadius): self.avatarRadius = avatarRadius cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius) cSphereNode = CollisionNode('Flyer.cWallSphereNode') cSphereNode.addSolid(cSphere) cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode) cSphereNode.setFromCollideMask(bitmask) cSphereNode.setIntoCollideMask(BitMask32.allOff()) if config.GetBool('want-fluid-pusher', 0): self.pusher = CollisionHandlerFluidPusher() else: self.pusher = CollisionHandlerPusher() self.pusher.addCollider(cSphereNodePath, self.avatarNodePath) self.cWallSphereNodePath = cSphereNodePath
def createCollisionHandlers(self): # Create a new collision traverser instance. We will use this to determine # if any collisions occurred after performing movement. self.cTrav = CollisionTraverser() camGroundRay = CollisionRay() camGroundRay.setOrigin(0, 0, 1000) camGroundRay.setDirection(0, 0, -1) camGroundCol = CollisionNode('camRay') camGroundCol.addSolid(camGroundRay) camGroundCol.setFromCollideMask(BitMask32.bit(0)) camGroundCol.setIntoCollideMask(BitMask32.allOff()) camGroundColNp = base.camera.attachNewNode(camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(camGroundColNp, self.camGroundHandler) # register the collision pusher self.pusher = CollisionHandlerPusher() # register collision event pattern names self.pusher.addInPattern('col-%fn-into')
#========================================================================= # Main """ As suggested above, we're going to use what we learned so far to make collide 2d and 3d objects. By the way there is nothing special to do from 3d-3d collisions cos the colliders and handlers used are exactly the same as you'll see. """ #========================================================================= #** Collision system ignition base.cTrav = CollisionTraverser() #** This is the known collision handler we use for floor collisions. We'll keep going with the usual settings here as well. avatarFloorHandler = CollisionHandlerGravity() avatarFloorHandler.setGravity(9.81 + 25) avatarFloorHandler.setMaxVelocity(100) #** the walls collider wallHandler = CollisionHandlerPusher() #** we'll use this to 'sense' the fallout impact velocity and also to 'read' various triggers we've put around the map for several purposes. collisionEvent = CollisionHandlerEvent() #** Collision masks - this time there is a new one: the TRIGGER_MASK is used to detect certain collision geometry to act as a trigger, therefore we need to distinguish'em from floor and walls. FLOOR_MASK = BitMask32.bit(1) WALL_MASK = BitMask32.bit(2) TRIGGER_MASK = BitMask32.bit(3) #** Our steering avatar avatarNP = base.render.attachNewNode(ActorNode('yolkyNP')) avatarNP.reparentTo(base.render) # by the way: this time we wont use the same old smiley but a 2d guy for this snippet purposes only - it is just a plane with a texture glued on, a so 2d object then. avatar = loader.loadModel('yolky') avatar.reparentTo(avatarNP)
def __init__(self): from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4 ShowBase.__init__(self) self.sky = self.loader.loadModel('models/sky-sphere') self.sky.reparentTo(self.render) self.stage = self.loader.loadModel('models/test-collide') self.stage.reparentTo(self.render) self.floor = self.stage.findAllMatches('**/=CollideType=floor') self.floor.setCollideMask(FLOOR_MASK) self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle') if self.obstacles: self.obstacles.setCollideMask(OBSTACLE_MASK) self.zones = self.stage.findAllMatches('**/=CollideType=zone') if self.zones: self.zones.setCollideMask(ZONE_MASK) self.create_stanchions() # Character rig, which allows camera to follow character self.char_rig = self.stage.attachNewNode('char_rig') self.active_char = Character('mainchar', self.char_rig) self.cam.reparentTo(self.char_rig) self.cam.setPos(0.5, -3, 1.5) self.cam.lookAt(0.5, 0, 1.5) self.light = DirectionalLight('dlight') self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0)) self.lightNP = self.stage.attachNewNode(self.light) self.lightNP.setHpr(-75, -45, 0) self.stage.setLight(self.lightNP) self.amblight = AmbientLight('amblight') self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0)) self.amblightNP = self.stage.attachNewNode(self.amblight) self.stage.setLight(self.amblightNP) self.accept('w', self.active_char.begin_forward) self.accept('a', self.active_char.begin_left) self.accept('s', self.active_char.begin_backward) self.accept('d', self.active_char.begin_right) self.accept('w-up', self.active_char.end_forward) self.accept('a-up', self.active_char.end_left) self.accept('s-up', self.active_char.end_backward) self.accept('d-up', self.active_char.end_right) self.taskMgr.add(self.active_char.MoveTask, 'MoveTask') self.look = False self.prev_pos = None self.accept('mouse2', self.begin_look) self.accept('mouse2-up', self.end_look) self.accept('mouse3', self.active_char.begin_spin) self.accept('mouse3-up', self.active_char.end_spin) self.taskMgr.add(self.MouseTask, 'MouseTask') self.floor_handler = CollisionHandlerFloor() self.floor_handler.addCollider(self.active_char.actor_from_floor, self.char_rig) self.wall_handler = CollisionHandlerPusher() self.wall_handler.addCollider(self.active_char.actor_from_obstacle, self.char_rig) self.zone_handler = CollisionHandlerEvent() self.zone_handler.addInPattern('%fn-into') self.zone_handler.addOutPattern('%fn-out') def foo(entry): print 'You are in the zone' def bar(entry): print 'You are not in the zone' self.accept('blockchar_zone-into', foo) self.accept('blockchar_zone-out', bar) self.cTrav = CollisionTraverser('main traverser') self.cTrav.setRespectPrevTransform(True) self.cTrav.addCollider(self.active_char.actor_from_floor, self.floor_handler) self.cTrav.addCollider(self.active_char.actor_from_obstacle, self.wall_handler) self.cTrav.addCollider(self.active_char.actor_from_zone, self.zone_handler)
from direct.showbase.DirectObject import DirectObject from pandac.PandaModules import CollisionHandlerEvent, CollisionHandlerQueue, CollisionHandlerFloor, CollisionHandlerPusher, CollisionNode, CollisionTube, CollisionSphere, CollisionRay, CollisionTraverser, BitMask32 from doomsday.base import Globals, SoundBank from doomsday.world.Splat import Splat from panda3d.core import Vec4, Vec3 import math collHdl = CollisionHandlerEvent() collHdlF = CollisionHandlerFloor() collHdlF.setMaxVelocity(8) collHdlPush = CollisionHandlerPusher() class WorldCollisions(DirectObject): def __init__(self): base.cTrav = CollisionTraverser() self.called = False def handleInCollisions(self, entry): cogCollNames = ['coll_body', 'coll_crit'] intoNode = entry.getIntoNodePath() fromNode = entry.getFromNodePath() if (self.called): return self.called = True splatColor = Vec4(0.7, 0.7, 0.8, 1.0) splatScale = 0.7 if (intoNode.getName() in cogCollNames): cog = intoNode.getParent().getPythonTag('Cog') gag = fromNode.getParent().getPythonTag('Stats') splatColor = gag.getSplatColor()
def __init__(self): # Load the environment model. environ = loader.loadModel("zebrafishEnviron17_100contrast") environ.reparentTo(render) environ.setScale(1, 1, 1) environ.setPos(0, 0, 0) # Load AVI texture self.tex1 = loader.loadTexture("VRE_autoPA_bigFish.avi") self.tex2 = loader.loadTexture("VRE_autoPA_hE.avi") self.tex3 = loader.loadTexture("VRE_autoPA_vE.avi") self.tex4 = loader.loadTexture("VRE_autoPA_bigFeeding.avi") self.texBG = loader.loadTexture("VRE_autoPA_realFishBG.jpg") self.texBG4 = loader.loadTexture("VRE_autoPA_feedingBG.jpg") self.sound1 = loader.loadSfx("VRE_autoPA_realFish.avi") self.sound2 = loader.loadSfx("VRE_autoPA_hE.avi") self.sound3 = loader.loadSfx("VRE_autoPA_vE.avi") self.sound4 = loader.loadSfx("VRE_autoPA_feeding.avi") self.tex1.synchronizeTo(self.sound1) self.tex2.synchronizeTo(self.sound2) self.tex3.synchronizeTo(self.sound3) self.tex4.synchronizeTo(self.sound4) # Load TV model and apply baseline texture self.TV1 = loader.loadModel("zebrafishEnviron4TV3") self.TV2 = loader.loadModel("zebrafishEnviron4TV3") self.TV1.reparentTo(render) self.TV2.reparentTo(render) self.TV1.setTexture(self.tex1, 1) self.TV2.setTexture(self.tex1, 1) self.TV1.setPos(0, -20.3, 0) self.TV2.setPos(0, 20.3, 0) self.TV2.setH(180) # Add the spinCameraTask procedure to the task manager. taskMgr.add(self.spinCameraTask, "SpinCameraTask") # KH: taskMgr is an attribute of class ShowBase. It keeps a list of currently-running taks. ".add()" is a method of taskMgr. # self.spinCameraTask is a function defined below. "SpinCameraTask" can be an arbitrary name. base.disableMouse() base.camera.setPos(0, 0, 5) base.camLens.setFov( 40 ) # Necessary to set bot horizontal and vertical FOV. If only set horizontal, vertical FOV will be calculated using the aspect ratio of the window. base.setAspectRatio( 1.33 ) # Override window's aspect ratio, which is 3X wider, as specified in the beginning # Turn off the default camera and replace it with 3 cameras, with side-by-side displayRegions. base.camNode.setActive(0) base.makeCamera(base.win, displayRegion=(0.33, 0.66, 0, 1), lens=base.camLens) # central camera base.makeCamera(base.win, displayRegion=(0, 0.33, 0, 1), lens=base.camLens) # left camera base.makeCamera(base.win, displayRegion=(0.66, 0.99, 0, 1), lens=base.camLens) # right camera base.camList[1].setH(0) base.camList[2].setH(40) base.camList[3].setH(-40) # Set collision rules base.cTrav = CollisionTraverser() environ_mask = BitMask32.bit(2) camera.setCollideMask( BitMask32.allOff() ) # KH: visible geometry nodes also have an "into" mask. Collision should not act on these nodes. Turn the mask off. cameraCN = CollisionNode('eye') # KH: collision node cameraCN.addSolid(CollisionSphere(0, 0, 0, 1)) cameraCN.setFromCollideMask(environ_mask) cameraCN.setIntoCollideMask(BitMask32.allOff()) cameraCNP = camera.attachNewNode(cameraCN) # KH: collision node path environ.setCollideMask(BitMask32.allOff()) environ.setScale(1) wallCNP = environ.find( "**/wall_collide" ) # KH: CNP for environ, you manually set the <Collide> tag in egg file wallCNP.node().setIntoCollideMask(environ_mask) eHandler = CollisionHandlerPusher() eHandler.addCollider(cameraCNP, camera) base.cTrav.addCollider(cameraCNP, eHandler) # communicate with LabView using ActiveX LabVIEW = win32com.client.Dispatch("Labview.Application") self.VI = LabVIEW.getvireference( 'C:\\Friedrich KH\\LabviewPython_reset.vi') # Path to LabVIEW VI self.VI._FlagAsMethod("Call") # Flag "Call" as Method