def generateToonMoveTrack(self, toon): node = NodePath("tempNode") displacement = Vec3(toon.getPos(render) - self.getPos(render)) displacement.setZ(0) displacement.normalize() movieDistance = self.movieNode.getDistance(self.rotateNode) displacement *= movieDistance node.reparentTo(render) node.setPos(displacement + self.getPos(render)) node.lookAt(self) heading = PythonUtil.fitDestAngle2Src(toon.getH(render), node.getH(render)) hpr = toon.getHpr(render) hpr.setX(heading) finalX = node.getX(render) finalY = node.getY(render) finalZ = node.getZ(render) node.removeNode() toonTrack = Sequence( Parallel( ActorInterval(toon, "walk", loop=True, duration=1), Parallel( LerpPosInterval(toon, 1.0, Point3(finalX, finalY, toon.getZ(render)), fluid=True, bakeInStart=False) ), LerpHprInterval(toon, 1.0, hpr=hpr), ), Func(toon.loop, "neutral"), ) return toonTrack
def generateToonMoveTrack(self, toon): node = NodePath('tempNode') displacement = Vec3(toon.getPos(render) - self.getPos(render)) displacement.setZ(0) displacement.normalize() movieDistance = self.movieNode.getDistance(self.rotateNode) displacement *= movieDistance node.reparentTo(render) node.setPos(displacement + self.getPos(render)) node.lookAt(self) heading = PythonUtil.fitDestAngle2Src(toon.getH(render), node.getH(render)) hpr = toon.getHpr(render) hpr.setX(heading) finalX = node.getX(render) finalY = node.getY(render) finalZ = node.getZ(render) node.removeNode() toonTrack = Sequence( Parallel( ActorInterval(toon, 'walk', loop=True, duration=1), Parallel( LerpPosInterval(toon, 1.0, Point3(finalX, finalY, toon.getZ(render)), fluid=True, bakeInStart=False)), LerpHprInterval(toon, 1.0, hpr=hpr)), Func(toon.loop, 'neutral')) return toonTrack
class PartyCog(FSM): notify = directNotify.newCategory('PartyCog') HpTextGenerator = TextNode('HpTextGenerator') hpText = None height = 7 def __init__(self, parentNode, id, bounceSpeed=3, bounceHeight=1, rotateSpeed=1, heightShift=1, xMoveSpeed=0, xMoveDistance=0, bounceOffset=0): self.id = id FSM.__init__(self, 'PartyCogFSM-%d' % self.id) self.showFacingStatus = False self.xMoveSpeed = xMoveSpeed self.xMoveDistance = xMoveDistance self.heightShift = heightShift self.bounceSpeed = bounceSpeed self.bounceHeight = bounceHeight self.rotateSpeed = rotateSpeed self.parentNode = parentNode self.bounceOffset = bounceOffset self.hitInterval = None self.kaboomTrack = None self.resetRollIval = None self.netTimeSentToStartByHit = 0 self.load() self.request('Down') return def load(self): self.root = NodePath('PartyCog-%d' % self.id) self.root.reparentTo(self.parentNode) path = 'phase_13/models/parties/cogPinata_' self.actor = Actor( path + 'actor', { 'idle': path + 'idle_anim', 'down': path + 'down_anim', 'up': path + 'up_anim', 'bodyHitBack': path + 'bodyHitBack_anim', 'bodyHitFront': path + 'bodyHitFront_anim', 'headHitBack': path + 'headHitBack_anim', 'headHitFront': path + 'headHitFront_anim' }) self.actor.reparentTo(self.root) self.temp_transform = Mat4() self.head_locator = self.actor.attachNewNode('temphead') self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75) self.bodyColl.setTangible(1) self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id) self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.bodyCollNode.addSolid(self.bodyColl) self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode) self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5) self.headColl.setTangible(1) self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id) self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.headCollNode.addSolid(self.headColl) self.headCollNodePath = self.root.attachNewNode(self.headCollNode) self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0) self.arm1Coll.setTangible(1) self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id) self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm1CollNode.addSolid(self.arm1Coll) self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode) self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0) self.arm2Coll.setTangible(1) self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id) self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm2CollNode.addSolid(self.arm2Coll) self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode) splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splatType = globalPropPool.getPropType(splatName) self.pieHitSound = globalBattleSoundCache.getSound( 'AA_wholepie_only.ogg') self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg') self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole') self.hole.setTransparency(True) self.hole.setP(-90.0) self.hole.setScale(3) self.hole.setBin('ground', 3) self.hole.reparentTo(self.parentNode) def unload(self): self.request('Off') self.clearHitInterval() if self.hole is not None: self.hole.removeNode() self.hole = None if self.actor is not None: self.actor.cleanup() self.actor.removeNode() self.actor = None if self.root is not None: self.root.removeNode() self.root = None if self.kaboomTrack is not None and self.kaboomTrack.isPlaying(): self.kaboomTrack.finish() self.kaboomTrack = None if self.resetRollIval is not None and self.resetRollIval.isPlaying(): self.resetRollIval.finish() self.resetRollIval = None if self.hitInterval is not None and self.hitInterval.isPlaying(): self.hitInterval.finish() self.hitInterval = None del self.upSound del self.pieHitSound return def enterStatic(self): pass def exitStatic(self): pass def enterActive(self, startTime): self.root.setR(0.0) updateTask = Task.Task(self.updateTask) updateTask.startTime = startTime taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id) def exitActive(self): taskMgr.remove('PartyCog.update-%d' % self.id) taskMgr.remove('PartyCog.bounceTask-%d' % self.id) self.clearHitInterval() self.resetRollIval = self.root.hprInterval(0.5, Point3( self.root.getH(), 0.0, 0.0), blendType='easeInOut') self.resetRollIval.start() self.actor.stop() def enterDown(self): if self.oldState == 'Off': downAnimControl = self.actor.getAnimControl('down') self.actor.pose('down', downAnimControl.getNumFrames() - 1) return self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence( LerpFunc(self.setAlongSpline, duration=1.0, fromData=self.currentT, toData=0.0), LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel( SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'down', loop=0)), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut')) self.hitInterval.start() def exitDown(self): self.root.setR(0.0) self.root.setH(0.0) self.targetDistance = 0.0 self.targetFacing = 0.0 self.currentT = 0.0 self.setAlongSpline(0.0) self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence( LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel( SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'up', loop=0)), Func(self.actor.loop, 'idle'), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut')) self.hitInterval.start() def filterDown(self, request, args): if request == 'Down': return None else: return self.defaultFilter(request, args) return None def setEndPoints(self, start, end, amplitude=1.7): self.sinAmplitude = amplitude self.sinPeriod = (end.getX() - start.getX()) / 2 self.sinDisplacement = start.getY() self.startPoint = start self.endPoint = end self.currentT = 0.0 self.targetDistance = 0.0 self.currentFacing = 0.0 self.targetFacing = 0.0 self.setAlongSpline(self.currentT) self.hole.setPos(self.root.getPos()) self.hole.setZ(0.02) def rockBackAndForth(self, task): t = task.startTime + task.time angle = math.sin(t) * 20.0 self.root.setR(angle) return task.cont def updateDistance(self, distance): self.targetDistance = clamp(distance, -1.0, 1.0) def updateTask(self, task): self.rockBackAndForth(task) if self.targetDistance > self.currentT: self.currentT += min(0.01, self.targetDistance - self.currentT) self.setAlongSpline(self.currentT) elif self.targetDistance < self.currentT: self.currentT += max(-0.01, self.targetDistance - self.currentT) self.setAlongSpline(self.currentT) if self.currentT < 0.0: self.targetFacing = -90.0 elif self.currentT > 0.0: self.targetFacing = 90.0 else: self.targetFacing = 0.0 if self.targetFacing > self.currentFacing: self.currentFacing += min(10, self.targetFacing - self.currentFacing) elif self.targetFacing < self.currentFacing: self.currentFacing += max(-10, self.targetFacing - self.currentFacing) self.root.setH(self.currentFacing) return task.cont def setAlongSpline(self, t): t = t + 1.0 dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0 x = self.startPoint.getX() + t * dist y = self.startPoint.getY() - math.sin( t * 2 * math.pi) * self.sinAmplitude self.root.setPos(x, y, 0) def startBounce(self): taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id) def bounce(self, task): self.root.setZ( math.sin((self.bounceOffset + task.time) * self.bounceSpeed) * self.bounceHeight + self.heightShift) return task.cont def setPos(self, position): self.root.setPos(position) def respondToPieHit(self, timestamp, position, hot=False, direction=1.0): if self.netTimeSentToStartByHit < timestamp: self.__showSplat(position, direction, hot) if self.netTimeSentToStartByHit < timestamp: self.netTimeSentToStartByHit = timestamp else: self.notify.debug( 'respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit) def clearHitInterval(self): if self.hitInterval is not None and self.hitInterval.isPlaying(): self.hitInterval.clearToInitial() return def __showSplat(self, position, direction, hot=False): if self.kaboomTrack is not None and self.kaboomTrack.isPlaying(): self.kaboomTrack.finish() self.clearHitInterval() splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splat.reparentTo(render) self.splat.setPos(self.root, position) self.splat.setAlphaScale(1.0) if not direction == 1.0: self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0]) if self.currentFacing > 0.0: facing = 'HitFront' else: facing = 'HitBack' else: self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1]) if self.currentFacing > 0.0: facing = 'HitBack' else: facing = 'HitFront' if hot: targetscale = 0.75 part = 'head' else: targetscale = 0.5 part = 'body' def setSplatAlpha(amount): self.splat.setAlphaScale(amount) self.hitInterval = Sequence( ActorInterval(self.actor, part + facing, loop=0), Func(self.actor.loop, 'idle')) self.hitInterval.start() self.kaboomTrack = Parallel( SoundInterval(self.pieHitSound, volume=1.0, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), Sequence( Func(self.splat.showThrough), Parallel( Sequence( LerpScaleInterval(self.splat, duration=0.175, scale=targetscale, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Wait(0.175)), Sequence( Wait(0.1), LerpFunc(setSplatAlpha, duration=1.0, fromData=1.0, toData=0.0, blendType='easeOut'))), Func(self.splat.cleanup), Func(self.splat.removeNode))) self.kaboomTrack.start() return def showHitScore(self, number, scale=1): if number <= 0: return if self.hpText: self.hideHitScore() self.HpTextGenerator.setFont(ToontownGlobals.getSignFont()) if number < 0: self.HpTextGenerator.setText(str(number)) else: self.HpTextGenerator.setText('+' + str(number)) self.HpTextGenerator.clearShadow() self.HpTextGenerator.setAlign(TextNode.ACenter) r = 1 g = 1 b = 0 a = 1 self.HpTextGenerator.setTextColor(r, g, b, a) self.hpTextNode = self.HpTextGenerator.generate() self.hpText = render.attachNewNode(self.hpTextNode) self.hpText.setScale(scale) self.hpText.setBillboardPointEye() self.hpText.setBin('fixed', 100) self.hpText.setPos(self.root, 0, 0, self.height / 2) seq = Task.sequence( self.hpText.lerpPos(Point3( self.root.getX(render), self.root.getY(render), self.root.getZ(render) + self.height + 1.0), 0.25, blendType='easeOut'), Task.pause(0.25), self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1), Task.Task(self.__hideHitScoreTask)) taskMgr.add(seq, 'PartyCogHpText' + str(self.id)) def __hideHitScoreTask(self, task): self.hideHitScore() return Task.done def hideHitScore(self): if self.hpText: taskMgr.remove('PartyCogHpText' + str(self.id)) self.hpText.removeNode() self.hpText = None return def getHeadLocation(self): self.actor.getJoints(jointName='head')[0].getNetTransform( self.temp_transform) self.head_locator.setMat(self.temp_transform) return self.head_locator.getZ(self.root)
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
class PartyCog(FSM): notify = directNotify.newCategory("PartyCog") HpTextGenerator = TextNode("HpTextGenerator") hpText = None height = 7 def __init__(self, parentNode, id, bounceSpeed=3, bounceHeight=1, rotateSpeed=1, heightShift=1, xMoveSpeed=0, xMoveDistance=0, bounceOffset=0): self.id = id FSM.__init__(self, "PartyCogFSM-%d" % self.id) self.showFacingStatus = False self.xMoveSpeed = xMoveSpeed self.xMoveDistance = xMoveDistance self.heightShift = heightShift self.bounceSpeed = bounceSpeed self.bounceHeight = bounceHeight self.rotateSpeed = rotateSpeed self.parentNode = parentNode self.bounceOffset = bounceOffset self.hitInterval = None self.kaboomTrack = None self.resetRollIval = None self.netTimeSentToStartByHit = 0 self.load() self.request("Down") def load(self): self.root = NodePath("PartyCog-%d" % self.id) self.root.reparentTo(self.parentNode) path = "phase_13/models/parties/cogPinata_" self.actor = Actor( path + "actor", { "idle": path + "idle_anim", "down": path + "down_anim", "up": path + "up_anim", "bodyHitBack": path + "bodyHitBack_anim", "bodyHitFront": path + "bodyHitFront_anim", "headHitBack": path + "headHitBack_anim", "headHitFront": path + "headHitFront_anim", }) self.actor.reparentTo(self.root) self.temp_transform = Mat4() self.head_locator = self.actor.attachNewNode("temphead") self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75) self.bodyColl.setTangible(1) self.bodyCollNode = CollisionNode("PartyCog-%d-Body-Collision" % self.id) self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.bodyCollNode.addSolid(self.bodyColl) self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode) self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5) self.headColl.setTangible(1) self.headCollNode = CollisionNode("PartyCog-%d-Head-Collision" % self.id) self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.headCollNode.addSolid(self.headColl) self.headCollNodePath = self.root.attachNewNode(self.headCollNode) # Cog's Left Arm self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0) self.arm1Coll.setTangible(1) self.arm1CollNode = CollisionNode("PartyCog-%d-Arm1-Collision" % self.id) self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm1CollNode.addSolid(self.arm1Coll) self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode) # Cog's Right Arm self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0) self.arm2Coll.setTangible(1) self.arm2CollNode = CollisionNode("PartyCog-%d-Arm2-Collision" % self.id) self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm2CollNode.addSolid(self.arm2Coll) self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode) splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splatType = globalPropPool.getPropType(splatName) self.pieHitSound = globalBattleSoundCache.getSound( 'AA_wholepie_only.mp3') self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.mp3') self.hole = loader.loadModel("phase_13/models/parties/cogPinataHole") self.hole.setTransparency(True) self.hole.setP(-90.0) self.hole.setScale(3) self.hole.setBin("ground", 3) self.hole.reparentTo(self.parentNode) def unload(self): self.request("Off") self.clearHitInterval() if self.hole is not None: self.hole.removeNode() self.hole = None if self.actor is not None: self.actor.cleanup() self.actor.removeNode() self.actor = None if self.root is not None: self.root.removeNode() self.root = None if self.kaboomTrack is not None and self.kaboomTrack.isPlaying(): self.kaboomTrack.finish() self.kaboomTrack = None if self.resetRollIval is not None and self.resetRollIval.isPlaying(): self.resetRollIval.finish() self.resetRollIval = None if self.hitInterval is not None and self.hitInterval.isPlaying(): self.hitInterval.finish() self.hitInterval = None del self.upSound del self.pieHitSound #=============================================================================== # FSM States #=============================================================================== def enterStatic(self): pass def exitStatic(self): pass def enterActive(self, startTime): self.root.setR(0.0) updateTask = Task.Task(self.updateTask) updateTask.startTime = startTime taskMgr.add(updateTask, "PartyCog.update-%d" % self.id) def exitActive(self): taskMgr.remove("PartyCog.update-%d" % self.id) taskMgr.remove("PartyCog.bounceTask-%d" % self.id) self.clearHitInterval() self.resetRollIval = self.root.hprInterval(0.5, Point3( self.root.getH(), 0.0, 0.0), blendType="easeInOut") self.resetRollIval.start() self.actor.stop() def enterDown(self): if self.oldState == "Off": downAnimControl = self.actor.getAnimControl("down") self.actor.pose("down", downAnimControl.getNumFrames() - 1) return self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence( LerpFunc(self.setAlongSpline, duration=1.0, fromData=self.currentT, toData=0.0), LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType="easeIn"), Parallel( SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, "down", loop=0), ), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType="easeOut"), ) self.hitInterval.start() def exitDown(self): self.root.setR(0.0) self.root.setH(0.0) self.targetDistance = 0.0 self.targetFacing = 0.0 self.currentT = 0.0 self.setAlongSpline(0.0) self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence( LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType="easeIn"), Parallel( SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, "up", loop=0), ), Func(self.actor.loop, "idle"), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType="easeOut"), ) self.hitInterval.start() def filterDown(self, request, args): if request == "Down": return None else: return self.defaultFilter(request, args) #------------------------------------------------------------------------------ def setEndPoints(self, start, end, amplitude=1.7): self.sinAmplitude = amplitude self.sinPeriod = (end.getX() - start.getX()) / 2 self.sinDisplacement = start.getY() self.startPoint = start self.endPoint = end self.currentT = 0.0 self.targetDistance = 0.0 self.currentFacing = 0.0 self.targetFacing = 0.0 self.setAlongSpline(self.currentT) self.hole.setPos(self.root.getPos()) self.hole.setZ(0.02) def rockBackAndForth(self, task): t = task.startTime + task.time angle = math.sin(t) * 20.0 self.root.setR(angle) # if self.id == 0: # print angle return task.cont def updateDistance(self, distance): self.targetDistance = clamp(distance, -1.0, 1.0) def updateTask(self, task): self.rockBackAndForth(task) if self.targetDistance > self.currentT: self.currentT += min(0.01, self.targetDistance - self.currentT) self.setAlongSpline(self.currentT) elif self.targetDistance < self.currentT: self.currentT += max(-0.01, self.targetDistance - self.currentT) self.setAlongSpline(self.currentT) if self.currentT < 0.0: self.targetFacing = -90.0 elif self.currentT > 0.0: self.targetFacing = 90.0 else: self.targetFacing = 0.0 if self.targetFacing > self.currentFacing: self.currentFacing += min(10, self.targetFacing - self.currentFacing) elif self.targetFacing < self.currentFacing: self.currentFacing += max(-10, self.targetFacing - self.currentFacing) self.root.setH(self.currentFacing) return task.cont def setAlongSpline(self, t): t = t + 1.0 dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0 x = self.startPoint.getX() + t * dist y = self.startPoint.getY() - math.sin( t * 2 * math.pi) * self.sinAmplitude self.root.setPos(x, y, 0) def startBounce(self): taskMgr.add(self.bounce, "PartyCog.bounceTask-%d" % self.id) def bounce(self, task): #self.root.setH(self.root.getH() - self.rotateSpeed) self.root.setZ((math.sin((self.bounceOffset + task.time) * self.bounceSpeed) * self.bounceHeight) + self.heightShift) return task.cont def setPos(self, position): self.root.setPos(position) def respondToPieHit(self, timestamp, position, hot=False, direction=1.0): """The toon hit us, react appropriately.""" assert (self.notify.debugStateCall(self)) if self.netTimeSentToStartByHit < timestamp: self.__showSplat(position, direction, hot) if self.netTimeSentToStartByHit < timestamp: self.netTimeSentToStartByHit = timestamp else: #self.notify.debug('localStamp = %s, lastLocalTimeStampFromAI=%s, ignoring respondToPieHit' % (localStamp, self.lastLocalTimeStampFromAI)) self.notify.debug( 'respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit) def clearHitInterval(self): if self.hitInterval is not None and self.hitInterval.isPlaying(): self.hitInterval.clearToInitial() def __showSplat(self, position, direction, hot=False): """Show the splat graphic and sound.""" if self.kaboomTrack is not None and self.kaboomTrack.isPlaying(): self.kaboomTrack.finish() self.clearHitInterval() splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splat.reparentTo(render) self.splat.setPos(self.root, position) self.splat.setAlphaScale(1.0) if not direction == 1.0: #self.splat.setColorScale(Vec4(0.0, 0.0, 50.0, 1.0)) self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0]) if self.currentFacing > 0.0: facing = "HitFront" else: facing = "HitBack" else: self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1]) #self.splat.setColorScale(Vec4(1.0, 0.6, 0.08, 1.0)) if self.currentFacing > 0.0: facing = "HitBack" else: facing = "HitFront" if hot: targetscale = 0.75 part = "head" else: targetscale = 0.5 part = "body" def setSplatAlpha(amount): self.splat.setAlphaScale(amount) self.hitInterval = Sequence( ActorInterval(self.actor, part + facing, loop=0), Func(self.actor.loop, "idle"), ) self.hitInterval.start() self.kaboomTrack = Parallel( SoundInterval(self.pieHitSound, volume=1.0, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), Sequence( Func(self.splat.showThrough), Parallel( Sequence( LerpScaleInterval(self.splat, duration=0.175, scale=targetscale, startScale=Point3(0.1, 0.1, 0.1), blendType="easeOut"), Wait(0.175), ), Sequence( Wait(0.1), LerpFunc( setSplatAlpha, duration=1.0, #0.4, fromData=1.0, toData=0.0, blendType="easeOut"))), Func(self.splat.cleanup), Func(self.splat.removeNode), )) self.kaboomTrack.start() def showHitScore(self, number, scale=1): """ Shows the hit score. Borrowed from otp.avatar.DistributedAvatar.showHpText """ if number <= 0: return # Get rid of the number if it is already there. if self.hpText: self.hideHitScore() # Set the font self.HpTextGenerator.setFont(ToontownGlobals.getSignFont()) # Show both negative and positive signs if number < 0: self.HpTextGenerator.setText(str(number)) else: self.HpTextGenerator.setText("+" + str(number)) # No shadow self.HpTextGenerator.clearShadow() # Center the number self.HpTextGenerator.setAlign(TextNode.ACenter) # Red, always #if number < 0: r = 1 #0.9 g = 1 #0 b = 0 a = 1 self.HpTextGenerator.setTextColor(r, g, b, a) self.hpTextNode = self.HpTextGenerator.generate() # Put the hpText over the head of the avatar self.hpText = render.attachNewNode(self.hpTextNode) self.hpText.setScale(scale) # Make sure it is a billboard self.hpText.setBillboardPointEye() # Render it after other things in the scene. self.hpText.setBin('fixed', 100) # Initial position ... Center of the body... the "tan tien" self.hpText.setPos(self.root, 0, 0, self.height / 2) # Black magic from the early days of Panda3D, later replaced by a Sequence seq = Task.sequence( # Fly the number out of the character self.hpText.lerpPos(Point3( self.root.getX(render), self.root.getY(render), self.root.getZ(render) + self.height + 1.0), 0.25, blendType='easeOut'), Task.pause(0.25), # Fade the number self.hpText.lerpColor(Vec4(r, g, b, a), Vec4(r, g, b, 0), 0.1), # Get rid of the number Task.Task(self.__hideHitScoreTask)) taskMgr.add(seq, "PartyCogHpText" + str(self.id)) def __hideHitScoreTask(self, task): self.hideHitScore() return Task.done def hideHitScore(self): if self.hpText: taskMgr.remove("PartyCogHpText" + str(self.id)) self.hpText.removeNode() self.hpText = None def getHeadLocation(self): (self.actor.getJoints(jointName="head")[0]).getNetTransform( self.temp_transform) self.head_locator.setMat(self.temp_transform) #print self.head_locator.getZ() return self.head_locator.getZ(self.root)
class PartyCog(FSM): notify = directNotify.newCategory('PartyCog') HpTextGenerator = TextNode('HpTextGenerator') hpText = None height = 7 def __init__(self, parentNode, id, bounceSpeed = 3, bounceHeight = 1, rotateSpeed = 1, heightShift = 1, xMoveSpeed = 0, xMoveDistance = 0, bounceOffset = 0): self.id = id FSM.__init__(self, 'PartyCogFSM-%d' % self.id) self.showFacingStatus = False self.xMoveSpeed = xMoveSpeed self.xMoveDistance = xMoveDistance self.heightShift = heightShift self.bounceSpeed = bounceSpeed self.bounceHeight = bounceHeight self.rotateSpeed = rotateSpeed self.parentNode = parentNode self.bounceOffset = bounceOffset self.hitInterval = None self.kaboomTrack = None self.resetRollIval = None self.netTimeSentToStartByHit = 0 self.load() self.request('Down') return def load(self): self.root = NodePath('PartyCog-%d' % self.id) self.root.reparentTo(self.parentNode) path = 'phase_13/models/parties/cogPinata_' self.actor = Actor(path + 'actor', {'idle': path + 'idle_anim', 'down': path + 'down_anim', 'up': path + 'up_anim', 'bodyHitBack': path + 'bodyHitBack_anim', 'bodyHitFront': path + 'bodyHitFront_anim', 'headHitBack': path + 'headHitBack_anim', 'headHitFront': path + 'headHitFront_anim'}) self.actor.reparentTo(self.root) self.temp_transform = Mat4() self.head_locator = self.actor.attachNewNode('temphead') self.bodyColl = CollisionTube(0, 0, 1, 0, 0, 5.75, 0.75) self.bodyColl.setTangible(1) self.bodyCollNode = CollisionNode('PartyCog-%d-Body-Collision' % self.id) self.bodyCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.bodyCollNode.addSolid(self.bodyColl) self.bodyCollNodePath = self.root.attachNewNode(self.bodyCollNode) self.headColl = CollisionTube(0, 0, 3, 0, 0, 3.0, 1.5) self.headColl.setTangible(1) self.headCollNode = CollisionNode('PartyCog-%d-Head-Collision' % self.id) self.headCollNode.setCollideMask(ToontownGlobals.PieBitmask) self.headCollNode.addSolid(self.headColl) self.headCollNodePath = self.root.attachNewNode(self.headCollNode) self.arm1Coll = CollisionSphere(1.65, 0, 3.95, 1.0) self.arm1Coll.setTangible(1) self.arm1CollNode = CollisionNode('PartyCog-%d-Arm1-Collision' % self.id) self.arm1CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm1CollNode.addSolid(self.arm1Coll) self.arm1CollNodePath = self.root.attachNewNode(self.arm1CollNode) self.arm2Coll = CollisionSphere(-1.65, 0, 3.45, 1.0) self.arm2Coll.setTangible(1) self.arm2CollNode = CollisionNode('PartyCog-%d-Arm2-Collision' % self.id) self.arm2CollNode.setCollideMask(ToontownGlobals.PieBitmask) self.arm2CollNode.addSolid(self.arm2Coll) self.arm2CollNodePath = self.root.attachNewNode(self.arm2CollNode) splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splatType = globalPropPool.getPropType(splatName) self.pieHitSound = globalBattleSoundCache.getSound('AA_wholepie_only.ogg') self.upSound = globalBattleSoundCache.getSound('AV_jump_to_side.ogg') self.hole = loader.loadModel('phase_13/models/parties/cogPinataHole') self.hole.setTransparency(True) self.hole.setP(-90.0) self.hole.setScale(3) self.hole.setBin('ground', 3) self.hole.reparentTo(self.parentNode) def unload(self): self.request('Off') self.clearHitInterval() if self.hole is not None: self.hole.removeNode() self.hole = None if self.actor is not None: self.actor.cleanup() self.actor.removeNode() self.actor = None if self.root is not None: self.root.removeNode() self.root = None if self.kaboomTrack is not None and self.kaboomTrack.isPlaying(): self.kaboomTrack.finish() self.kaboomTrack = None if self.resetRollIval is not None and self.resetRollIval.isPlaying(): self.resetRollIval.finish() self.resetRollIval = None if self.hitInterval is not None and self.hitInterval.isPlaying(): self.hitInterval.finish() self.hitInterval = None del self.upSound del self.pieHitSound return def enterStatic(self): pass def exitStatic(self): pass def enterActive(self, startTime): self.root.setR(0.0) updateTask = Task.Task(self.updateTask) updateTask.startTime = startTime taskMgr.add(updateTask, 'PartyCog.update-%d' % self.id) def exitActive(self): taskMgr.remove('PartyCog.update-%d' % self.id) taskMgr.remove('PartyCog.bounceTask-%d' % self.id) self.clearHitInterval() self.resetRollIval = self.root.hprInterval(0.5, Point3(self.root.getH(), 0.0, 0.0), blendType='easeInOut') self.resetRollIval.start() self.actor.stop() def enterDown(self): if self.oldState == 'Off': downAnimControl = self.actor.getAnimControl('down') self.actor.pose('down', downAnimControl.getNumFrames() - 1) return self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence(LerpFunc(self.setAlongSpline, duration=1.0, fromData=self.currentT, toData=0.0), LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'down', loop=0)), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut')) self.hitInterval.start() def exitDown(self): self.root.setR(0.0) self.root.setH(0.0) self.targetDistance = 0.0 self.targetFacing = 0.0 self.currentT = 0.0 self.setAlongSpline(0.0) self.clearHitInterval() startScale = self.hole.getScale() endScale = Point3(5, 5, 5) self.hitInterval = Sequence(LerpScaleInterval(self.hole, duration=0.175, scale=endScale, startScale=startScale, blendType='easeIn'), Parallel(SoundInterval(self.upSound, volume=0.6, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), ActorInterval(self.actor, 'up', loop=0)), Func(self.actor.loop, 'idle'), LerpScaleInterval(self.hole, duration=0.175, scale=Point3(3, 3, 3), startScale=endScale, blendType='easeOut')) self.hitInterval.start() def filterDown(self, request, args): if request == 'Down': return None else: return self.defaultFilter(request, args) return None def setEndPoints(self, start, end, amplitude = 1.7): self.sinAmplitude = amplitude self.sinPeriod = (end.getX() - start.getX()) / 2 self.sinDisplacement = start.getY() self.startPoint = start self.endPoint = end self.currentT = 0.0 self.targetDistance = 0.0 self.currentFacing = 0.0 self.targetFacing = 0.0 self.setAlongSpline(self.currentT) self.hole.setPos(self.root.getPos()) self.hole.setZ(0.02) def rockBackAndForth(self, task): t = task.startTime + task.time angle = math.sin(t) * 20.0 self.root.setR(angle) return task.cont def updateDistance(self, distance): self.targetDistance = clamp(distance, -1.0, 1.0) def updateTask(self, task): self.rockBackAndForth(task) if self.targetDistance > self.currentT: self.currentT += min(0.01, self.targetDistance - self.currentT) self.setAlongSpline(self.currentT) elif self.targetDistance < self.currentT: self.currentT += max(-0.01, self.targetDistance - self.currentT) self.setAlongSpline(self.currentT) if self.currentT < 0.0: self.targetFacing = -90.0 elif self.currentT > 0.0: self.targetFacing = 90.0 else: self.targetFacing = 0.0 if self.targetFacing > self.currentFacing: self.currentFacing += min(10, self.targetFacing - self.currentFacing) elif self.targetFacing < self.currentFacing: self.currentFacing += max(-10, self.targetFacing - self.currentFacing) self.root.setH(self.currentFacing) return task.cont def setAlongSpline(self, t): t = t + 1.0 dist = (self.endPoint.getX() - self.startPoint.getX()) / 2.0 x = self.startPoint.getX() + t * dist y = self.startPoint.getY() - math.sin(t * 2 * math.pi) * self.sinAmplitude self.root.setPos(x, y, 0) def startBounce(self): taskMgr.add(self.bounce, 'PartyCog.bounceTask-%d' % self.id) def bounce(self, task): self.root.setZ(math.sin((self.bounceOffset + task.time) * self.bounceSpeed) * self.bounceHeight + self.heightShift) return task.cont def setPos(self, position): self.root.setPos(position) def respondToPieHit(self, timestamp, position, hot = False, direction = 1.0): if self.netTimeSentToStartByHit < timestamp: self.__showSplat(position, direction, hot) if self.netTimeSentToStartByHit < timestamp: self.netTimeSentToStartByHit = timestamp else: self.notify.debug('respondToPieHit self.netTimeSentToStartByHit = %s' % self.netTimeSentToStartByHit) def clearHitInterval(self): if self.hitInterval is not None and self.hitInterval.isPlaying(): self.hitInterval.clearToInitial() return def __showSplat(self, position, direction, hot = False): if self.kaboomTrack is not None and self.kaboomTrack.isPlaying(): self.kaboomTrack.finish() self.clearHitInterval() splatName = 'splat-creampie' self.splat = globalPropPool.getProp(splatName) self.splat.setBillboardPointEye() self.splat.reparentTo(render) self.splat.setPos(self.root, position) self.splat.setAlphaScale(1.0) if not direction == 1.0: self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[0]) if self.currentFacing > 0.0: facing = 'HitFront' else: facing = 'HitBack' else: self.splat.setColorScale(PartyGlobals.CogActivitySplatColors[1]) if self.currentFacing > 0.0: facing = 'HitBack' else: facing = 'HitFront' if hot: targetscale = 0.75 part = 'head' else: targetscale = 0.5 part = 'body' def setSplatAlpha(amount): self.splat.setAlphaScale(amount) self.hitInterval = Sequence(ActorInterval(self.actor, part + facing, loop=0), Func(self.actor.loop, 'idle')) self.hitInterval.start() self.kaboomTrack = Parallel(SoundInterval(self.pieHitSound, volume=1.0, node=self.actor, cutOff=PartyGlobals.PARTY_COG_CUTOFF), Sequence(Func(self.splat.showThrough), Parallel(Sequence(LerpScaleInterval(self.splat, duration=0.175, scale=targetscale, startScale=Point3(0.1, 0.1, 0.1), blendType='easeOut'), Wait(0.175)), Sequence(Wait(0.1), LerpFunc(setSplatAlpha, duration=1.0, fromData=1.0, toData=0.0, blendType='easeOut'))), Func(self.splat.cleanup), Func(self.splat.removeNode))) self.kaboomTrack.start() return def showHitScore(self, number, scale = 1): if number <= 0: return if self.hpText: self.hideHitScore() self.HpTextGenerator.setFont(ToontownGlobals.getSignFont()) if number < 0: self.HpTextGenerator.setText(str(number)) else: self.HpTextGenerator.setText('+' + str(number)) self.HpTextGenerator.clearShadow() self.HpTextGenerator.setAlign(TextNode.ACenter) r = 1 g = 1 b = 0 a = 1 self.HpTextGenerator.setTextColor(r, g, b, a) self.hpTextNode = self.HpTextGenerator.generate() self.hpText = render.attachNewNode(self.hpTextNode) self.hpText.setScale(scale) self.hpText.setBillboardPointEye() self.hpText.setBin('fixed', 100) self.hpText.setPos(self.root, 0, 0, self.height / 2) seq = Sequence(self.hpText.posInterval(0.25, Point3(self.root.getX(render), self.root.getY(render), self.root.getZ(render) + self.height + 1.0), blendType='easeOut'), Wait(0.25), self.hpText.colorInterval(0.1, Vec4(r, g, b, 0)), Func(self.__hideHitScore)) seq.start() def hideHitScore(self): if self.hpText: taskMgr.remove('PartyCogHpText' + str(self.id)) self.hpText.removeNode() self.hpText = None return def getHeadLocation(self): self.actor.getJoints(jointName='head')[0].getNetTransform(self.temp_transform) self.head_locator.setMat(self.temp_transform) return self.head_locator.getZ(self.root)
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
class Camera(DirectObject): def __init__(self, heightfield): self.heightfield = heightfield base.camLens.setFar(25000) base.camera.setPos(Vec3(0, 6000, 3000)) self.camControlNp = NodePath("camControlNp") base.camera.reparentTo(self.camControlNp) self.camControlNp.reparentTo(render) base.camera.lookAt(self.camControlNp) self.guiposOnscreenText = OnscreenText( text="position", fg=(1, 1, 1, 1), pos=(-0.9, 0.9), scale=0.07, mayChange=True, align=TextNode.ALeft ) taskMgr.doMethodLater(0.1, self.updateGuiPosTask, "updateGuiPosTask") taskMgr.add(self.setHeight, "updateGuiPosTask") self.accept("w", self.forward) self.accept("a", self.left) self.accept("s", self.back) self.accept("d", self.right) self.accept("q", self.clockwise) self.accept("e", self.anticlockwise) self.accept("r", self.zoomIn) self.accept("f", self.zoomOut) self.accept("w-up", self.forwardOff) self.accept("a-up", self.leftOff) self.accept("s-up", self.backOff) self.accept("d-up", self.rightOff) self.accept("q-up", self.clockwiseOff) self.accept("e-up", self.anticlockwiseOff) self.accept("r-up", self.zoomInOff) self.accept("f-up", self.zoomOutOff) def forward(self): taskMgr.add( self.updateCamPosTask, "camForward", extraArgs=[Vec3(0, -1, 0), Vec3(0, 0, 0), Vec3(0, 0, 0)], appendTask=True, ) def back(self): taskMgr.add( self.updateCamPosTask, "camBack", extraArgs=[Vec3(0, 1, 0), Vec3(0, 0, 0), Vec3(0, 0, 0)], appendTask=True ) def left(self): taskMgr.add( self.updateCamPosTask, "camLeft", extraArgs=[Vec3(1, 0, 0), Vec3(0, 0, 0), Vec3(0, 0, 0)], appendTask=True ) def right(self): taskMgr.add( self.updateCamPosTask, "camRight", extraArgs=[Vec3(-1, 0, 0), Vec3(0, 0, 0), Vec3(0, 0, 0)], appendTask=True ) def clockwise(self): taskMgr.add( self.updateCamPosTask, "camClockwise", extraArgs=[Vec3(0, 0, 0), Vec3(-1, 0, 0), Vec3(0, 0, 0)], appendTask=True, ) def anticlockwise(self): taskMgr.add( self.updateCamPosTask, "camAnticlockwise", extraArgs=[Vec3(0, 0, 0), Vec3(1, 0, 0), Vec3(0, 0, 0)], appendTask=True, ) def zoomIn(self): taskMgr.add( self.updateCamPosTask, "camZoomIn", extraArgs=[Vec3(0, 0, 0), Vec3(0, 0, 0), Vec3(0, 1, 0)], appendTask=True ) def zoomOut(self): taskMgr.add( self.updateCamPosTask, "camZoomOut", extraArgs=[Vec3(0, 0, 0), Vec3(0, 0, 0), Vec3(0, -1, 0)], appendTask=True, ) def forwardOff(self): taskMgr.remove("camForward") def backOff(self): taskMgr.remove("camBack") def leftOff(self): taskMgr.remove("camLeft") def rightOff(self): taskMgr.remove("camRight") def clockwiseOff(self): taskMgr.remove("camClockwise") def anticlockwiseOff(self): taskMgr.remove("camAnticlockwise") def zoomInOff(self): taskMgr.remove("camZoomIn") def zoomOutOff(self): taskMgr.remove("camZoomOut") def updateCamPosTask(self, pos, hpr, zoom, task): timeMulti = 45.0 * globalClock.getDt() timeMultiPos = Vec3(timeMulti * pos.getX(), timeMulti * pos.getY(), timeMulti * pos.getZ()) timeMultiHpr = Vec3(timeMulti * hpr.getX(), timeMulti * hpr.getY(), timeMulti * hpr.getZ()) timeMultiZoom = Vec3(timeMulti * zoom.getX(), timeMulti * zoom.getY(), timeMulti * zoom.getZ()) self.camControlNp.setPos(self.camControlNp, timeMultiPos * 20) self.camControlNp.setHpr(self.camControlNp, timeMultiHpr) base.camera.setPos(base.camera, timeMultiZoom * 20) return task.cont def setHeight(self, task): pos = [self.camControlNp.getX(), self.camControlNp.getY()] elevation = self.heightfield.get_elevation(pos) self.camControlNp.setZ(render, elevation) return task.cont def updateGuiPosTask(self, task): text = "%s:%s" % (str(base.camera.getPos(render)), str(base.camera.getHpr(render))) self.guiposOnscreenText.setText(text) return Task.again
class Entity(DirectObject, object): def __init__(self, model = None): self.prime = None if model != None: self.set_model(model) def get_model(self): return self.prime def set_model(self, model): if model != None: if isinstance(model, PandaNode): self.prime = NodePath(model) elif isinstance(model, NodePath): self.prime = model else: if Filename(model).exists(): self.model = Filename(model).getBasenameWoExtension() path = model else: if isinstance(model, Filename): self.model = model.getBasenameWoExtension() path = model.getFullpath() else: path = APP_PATH + model print "path: ", path if Filename(path).exists(): pass elif Filename(path + ".bam").exists(): path += ".bam" elif Filename(path + ".bam.pz").exists(): path += ".bam.pz" elif Filename(path + ".egg").exists(): path += ".egg" elif Filename(path + ".egg.pz").exists(): path += ".egg.pz" elif Filename(path + ".x").exists(): path += ".x" else: print ":object(error): can't find model", model, "!" # Probably shouldn't exit because of this sys.exit(1) self.model = model self.prime = base.loader.loadModel(path) if self.prime == None: print ":object(error): can't load model", model, "!" # Probably shouldn't exit because of this sys.exit(1) def getX(self): return self.prime.getX(base.render) def getY(self): return self.prime.getY(base.render) def getZ(self): return self.prime.getZ(base.render) def getH(self): return self.prime.getH(base.render) def getP(self): return self.prime.getP(base.render) def getR(self): return self.prime.getR(base.render) def getSx(self): return self.prime.getSx(base.render) def getSy(self): return self.prime.getSy(base.render) def getSz(self): return self.prime.getSz(base.render) def getPos(self): return self.prime.getPos(base.render) def getHpr(self): return self.prime.getHpr(base.render) def getScale(self): return self.prime.getScale(base.render) def getCollideMask(self): return self.prime.getCollideMask() def getTransparency(self): return self.prime.getTransparency() def getTwoSided(self): return self.prime.getTwoSided() def getParent(self): return self.prime.getParent() def setX(self, *v): self.prime.setX(*v) def setY(self, *v): self.prime.setY(*v) def setZ(self, *v): self.prime.setZ(*v) def setH(self, *v): self.prime.setH(*v) def setP(self, *v): self.prime.setP(*v) def setR(self, *v): self.prime.setR(*v) def setSx(self, *v): self.prime.setSx(*v) def setSy(self, *v): self.prime.setSy(*v) def setSz(self, *v): self.prime.setSz(*v) def setPos(self, *v): self.prime.setPos(*v) def setHpr(self, *v): self.prime.setHpr(*v) def setScale(self, *v): self.prime.setScale(*v) def setCollideMask(self, *v): self.prime.setCollideMask(*v) def setTransparency(self, *v): self.prime.setTransparency(*v) def setTwoSided(self, *v): self.prime.setTwoSided(*v) def removeNode(self): self.prime.removeNode() def reparentTo(self, parent): if isinstance(parent, Entity): parent = parent.prime if isinstance(parent, str): if parent.startswith("render/"): parent = parent[7:] tv = parent parent = base.render.find(tv) if parent == NodePath(): parent = base.render.find("**/" + tv) if parent != NodePath() and parent != None: self.prime.reparentTo(parent) def wrtReparentTo(self, parent): if isinstance(parent, Entity): parent = parent.prime if isinstance(parent, str): if parent.startswith("render/"): parent = parent[7:] tv = parent parent = base.render.find(tv) if parent == NodePath(): parent = base.render.find("**/" + tv) if parent != NodePath(): self.prime.reparentTo(parent) def attachTo(self, parent): """This attaches the object to another object/nodepath. The caller object stays at the same place, with the same scale and rotation, but they become relative to the other object/nodepath. This is useful with for example a character that steps onto a moving ship or so.""" if isinstance(parent, Entity): parent = parent.prime if isinstance(parent, str): if(parent.startswith("render/")): parent = parent[7:] tv = parent parent = base.render.find(tv) if(parent == NodePath()): parent = base.render.find("**/" + tv) if(parent != NodePath()): self.prime.setPos(self.prime.getPos(parent)) self.prime.setHpr(self.prime.getHpr(parent)) self.prime.setScale(self.prime.getScale(parent)) self.prime.reparentTo(parent) def hide(self): self.prime.hide() def show(self): self.prime.show() def __del__(self): try: if isinstance(self.prime, NodePath): self.prime.removeNode() except AttributeError: pass def __getstate__(self): return [self.model, self.getX(), self.getY(), self.getZ(), self.getH(), self.getP(), self.getR(), self.getSx(), self.getSy(), self.getSz(), self.getCollideMask().getWord(), self.getTransparency(), self.getTwoSided(), str(self.getParent())] def __setstate__(self, p): if len(p) < 14: print ":object(error): This state is not compatible with this version!" sys.exit(1) self.setModel(p[0]) self.setX(p[1]) self.setY(p[2]) self.setZ(p[3]) self.setH(p[4]) self.setP(p[5]) self.setR(p[6]) self.setSx(p[7]) self.setSy(p[8]) self.setSz(p[9]) self.setCollideMask(BitMask32(p[10])) self.setTransparency(p[11]) self.setTwoSided(p[12]) self.reparentTo(p[13])
class Grid(object): '''The grid object draws a bunch of lines and flattens them into a single object.''' def __init__(self, parent, boardRad, gridInt): Event.Dispatcher().register(self, 'E_Key_GridUp', self.gridMove) Event.Dispatcher().register(self, 'E_Key_GridDown', self.gridMove) self.currZ = 0 self.gridInt = gridInt self.boardRad = boardRad if((boardRad*2) % gridInt is not 0): print("ERROR: gridInt can not fit in universeRadius") Event.Dispatcher().broadcast(Event.Event('E_ExitGame', src=self)) self.gridNP = NodePath("Grid Node Parent") self.squareNP = NodePath("Squares Node Parent") ''' #Since we are using collision detection to do picking, we set it up like #any other collision detection system with a traverser and a handler self.picker = CollisionTraverser() #Make a traverser self.pq = CollisionHandlerQueue() #Make a handler #Make a collision node for our picker ray self.pickerNode = CollisionNode('mouseRay') #Attach that node to the camera since the ray will need to be positioned #relative to it self.pickerNP = camera.attachNewNode(self.pickerNode) #Everything to be picked will use bit 1. This way if we were doing other #collision we could seperate it self.pickerNode.setFromCollideMask(BitMask32.bit(1)) self.pickerRay = CollisionRay() #Make our ray self.pickerNode.addSolid(self.pickerRay) #Add it to the collision node #Register the ray as something that can cause collisions self.picker.addCollider(self.pickerNP, self.pq) #self.picker.showCollisions(render) ''' # Draw centered lines self.drawLine(self.gridNP, Vec3(0, -boardRad, self.currZ), Vec3(0, boardRad, self.currZ)) self.drawLine(self.gridNP, Vec3(-boardRad, 0, self.currZ), Vec3(boardRad, 0, self.currZ)) # Draw lines in y-axis direction for x in frange(gridInt, (boardRad + gridInt), gridInt): self.drawLine(self.gridNP, Vec3(x, -boardRad, self.currZ), Vec3(x, boardRad, self.currZ)) self.drawLine(self.gridNP, Vec3(-x, -boardRad, self.currZ), Vec3(-x, boardRad, self.currZ)) # Draw lines in x-axis direction for y in frange(gridInt, (boardRad + gridInt), gridInt): self.drawLine(self.gridNP, Vec3(-boardRad, y, self.currZ), Vec3(boardRad, y, self.currZ)) self.drawLine(self.gridNP, Vec3(-boardRad, -y, self.currZ), Vec3(boardRad, -y, self.currZ)) self.gridNP.flattenStrong() # Start with grids turned off #self.gridNP.hide() self.gridNP.reparentTo(parent) # drawLine # Draws a line from source to target and parents to parent def drawLine(self, parent, source, target): line = LineSegs() line.setThickness(LINETHICKNESS) line.reset() line.setColor(*GRIDCOLOR) line.moveTo(source) line.drawTo(target) node = line.create() lineSegNP = NodePath(node).reparentTo(parent) # drawSquare # Draws a square from ll (x1, y2, z1) to ur (x2, y2, z2) returns a node path 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 # myNormalize # Calculates a normal (How?) def myNormalize(self, myVec): myVec.normalize() return myVec def gridMove(self, event): print("moving grid") if event.type == 'E_Key_GridUp': self.gridNP.setPos(self.gridNP.getX(), self.gridNP.getY(), self.currZ + self.gridInt) if event.type == 'E_Key_GridDown': self.gridNP.setPos(self.gridNP.getX(), self.gridNP.getY(), self.currZ - self.gridInt) # toggleState # Toggles between grid layers and grid off def toggleState(self): if (S.currLayer == 0): S.currLayer = 1 self.gridNPList[0].show() elif(S.currLayer == universeLayers): self.gridNPList[S.currLayer-1].hide() S.currLayer = 0 else: self.gridNPList[S.currLayer-1].hide() S.currLayer = S.currLayer + 1 self.gridNPList[S.currLayer-1].show()