added GravityWalker
This commit is contained in:
parent
50d377f8f0
commit
bfef4fa423
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@ -6,6 +6,7 @@ from ShowBaseGlobal import *
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import Avatar
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import DirectNotifyGlobal
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import GravityWalker
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import NonPhysicsWalker
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import PhysicsWalker
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import Task
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@ -22,8 +23,11 @@ class ControlManager:
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assert(self.debugPrint("ControlManager()"))
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self.swimControls=NonPhysicsWalker.NonPhysicsWalker()
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if self.wantAvatarPhysics:
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self.walkControls=PhysicsWalker.PhysicsWalker(
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self.walkControls=GravityWalker.GravityWalker(
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gravity = -32.1740 * 2.0) # * 2.0 is a hack;
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#self.walkControls=NonPhysicsWalker.NonPhysicsWalker()
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#self.walkControls=PhysicsWalker.PhysicsWalker(
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# gravity = -32.1740 * 2.0) # * 2.0 is a hack;
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else:
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self.walkControls=NonPhysicsWalker.NonPhysicsWalker()
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self.currentControls = self.walkControls
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@ -124,7 +128,7 @@ class ControlManager:
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if self.wantAvatarPhysicsIndicator:
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indicator=loader.loadModelCopy('phase_5/models/props/dagger')
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self.walkControls.setAvatarPhysicsIndicator(indicator)
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#self.walkControls.setAvatarPhysicsIndicator(indicator)
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def deleteCollisions(self):
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assert(self.debugPrint("deleteCollisions()"))
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@ -0,0 +1,391 @@
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"""
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GravityWalker.py is for avatars.
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A walker control such as this one provides:
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- creation of the collision nodes
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- handling the keyboard and mouse input for avatar movement
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- moving the avatar
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it does not:
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- play sounds
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- play animations
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although it does send messeges that allow a listener to play sounds or
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animations based on walker events.
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"""
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from ShowBaseGlobal import *
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import DirectNotifyGlobal
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import DirectObject
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import PhysicsManager
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import math
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class GravityWalker(DirectObject.DirectObject):
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notify = DirectNotifyGlobal.directNotify.newCategory("GravityWalker")
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wantAvatarPhysicsIndicator = base.config.GetBool('want-avatar-physics-indicator', 0)
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useLifter = 1
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useHeightRay = 0
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# special methods
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def __init__(self, gravity = -32.1740, standableGround=0.707,
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hardLandingForce=16.0):
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assert(self.debugPrint("GravityWalker(gravity=%s, standableGround=%s)"%(
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gravity, standableGround)))
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DirectObject.DirectObject.__init__(self)
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self.__gravity=gravity
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self.__standableGround=standableGround
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self.__hardLandingForce=hardLandingForce
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self.jumping = 0
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self.needToDeltaPos = 0
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self.physVelocityIndicator=None
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self.avatarControlForwardSpeed=0
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self.avatarControlJumpForce=0
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self.avatarControlReverseSpeed=0
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self.avatarControlRotateSpeed=0
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self.getAirborneHeight=None
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self.__oldPosDelta=Vec3(0)
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self.__oldDt=0
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self.speed=0.0
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self.rotationSpeed=0.0
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self.slideSpeed=0.0
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self.vel=Vec3(0.0)
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self.collisionsActive = 0
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self.isAirborne = 0
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self.highMark = 0
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def spawnTest(self):
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assert(self.debugPrint("\n\nspawnTest()\n"))
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if not self.wantAvatarPhysicsIndicator:
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return
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from PandaModules import *
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from IntervalGlobal import *
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import MovingPlatform
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if hasattr(self, "platform"):
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# Remove the prior instantiation:
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self.moveIval.pause()
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del self.moveIval
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self.platform.destroy()
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del self.platform
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model = loader.loadModelCopy('phase_9/models/cogHQ/platform1')
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fakeId = id(self)
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self.platform = MovingPlatform.MovingPlatform()
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self.platform.setupCopyModel(fakeId, model, 'platformcollision')
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self.platformRoot = render.attachNewNode("GravityWalker-spawnTest-%s"%fakeId)
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self.platformRoot.setPos(toonbase.localToon, Vec3(0.0, 3.0, 1.0))
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self.platformRoot.setHpr(toonbase.localToon, Vec3.zero())
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self.platform.reparentTo(self.platformRoot)
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startPos = Vec3(0.0, -15.0, 0.0)
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endPos = Vec3(0.0, 15.0, 0.0)
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distance = Vec3(startPos-endPos).length()
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duration = distance/4
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self.moveIval = Sequence(
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WaitInterval(0.3),
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LerpPosInterval(self.platform, duration,
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endPos, startPos=startPos,
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name='platformOut%s' % fakeId,
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fluid = 1),
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WaitInterval(0.3),
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LerpPosInterval(self.platform, duration,
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startPos, startPos=endPos,
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name='platformBack%s' % fakeId,
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fluid = 1),
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name='platformIval%s' % fakeId,
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)
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self.moveIval.loop()
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def setWalkSpeed(self, forward, jump, reverse, rotate):
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assert(self.debugPrint("setWalkSpeed()"))
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self.avatarControlForwardSpeed=forward
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self.avatarControlJumpForce=jump
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self.avatarControlReverseSpeed=reverse
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self.avatarControlRotateSpeed=rotate
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def getSpeeds(self):
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#assert(self.debugPrint("getSpeeds()"))
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return (self.speed, self.rotationSpeed)
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def setupRay(self, floorBitmask, floorOffset):
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# This is a ray cast from your head down to detect floor polygons
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# A toon is about 4.0 feet high, so start it there
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cRay = CollisionRay(0.0, 0.0, 4.0, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('GW.cRayNode')
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cRayNode.addSolid(cRay)
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self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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cRayNode.setFromCollideMask(floorBitmask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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# set up floor collision mechanism
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self.lifter = CollisionHandlerGravity()
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self.lifter.setGravity(32.174 * 2.0)
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self.lifter.setInPattern("enterRay-%in")
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self.lifter.setOutPattern("exitRay-%in")
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self.lifter.setOffset(floorOffset)
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# Limit our rate-of-fall with the lifter.
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# If this is too low, we actually "fall" off steep stairs
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# and float above them as we go down. I increased this
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# from 8.0 to 16.0 to prevent this
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#self.lifter.setMaxVelocity(16.0)
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self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
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def setupSphere(self, bitmask, avatarRadius):
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"""
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Set up the collision sphere
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"""
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# This is a sphere on the ground to detect barrier collisions
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self.avatarRadius = avatarRadius
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centerHeight = avatarRadius
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if self.useHeightRay:
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centerHeight *= 2.0
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self.cSphere = CollisionSphere(0.0, 0.0, centerHeight-0.01, avatarRadius)
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cSphereNode = CollisionNode('GW.cSphereNode')
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cSphereNode.addSolid(self.cSphere)
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self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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self.cSphereBitMask = bitmask
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cSphereNode.setFromCollideMask(bitmask)
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cSphereNode.setIntoCollideMask(BitMask32.allOff())
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# set up collision mechanism
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self.pusher = CollisionHandlerPusher()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath)
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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wallBitmask, floorBitmask,
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avatarRadius = 1.4, floorOffset = 1.0):
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"""
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Set up the avatar collisions
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"""
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assert(self.debugPrint("initializeCollisions()"))
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assert not avatarNodePath.isEmpty()
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self.avatarNodePath = avatarNodePath
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self.cTrav = collisionTraverser
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self.floorOffset = 0.0
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self.setupRay(floorBitmask, self.floorOffset)
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self.setupSphere(wallBitmask|floorBitmask, avatarRadius)
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self.setCollisionsActive(1)
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def setAirborneHeightFunc(self, getAirborneHeight):
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self.getAirborneHeight = getAirborneHeight
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def setAvatarPhysicsIndicator(self, indicator):
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"""
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indicator is a NodePath
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"""
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assert(self.debugPrint("setAvatarPhysicsIndicator()"))
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self.cSphereNodePath.show()
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def deleteCollisions(self):
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assert(self.debugPrint("deleteCollisions()"))
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del self.cTrav
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if self.useHeightRay:
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del self.cRayQueue
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self.cRayNodePath.removeNode()
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del self.cRayNodePath
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del self.cSphere
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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del self.pusher
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del self.lifter
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def setCollisionsActive(self, active = 1):
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assert(self.debugPrint("collisionsActive(active=%s)"%(active,)))
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if self.collisionsActive != active:
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self.collisionsActive = active
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if active:
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self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cRayNodePath, self.lifter)
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else:
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self.cTrav.removeCollider(self.cSphereNodePath)
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self.cTrav.removeCollider(self.cRayNodePath)
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# Now that we have disabled collisions, make one more pass
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# right now to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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def getCollisionsActive(self):
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assert(self.debugPrint("getCollisionsActive() returning=%s"%(
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self.collisionsActive,)))
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return self.collisionsActive
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def oneTimeCollide(self):
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"""
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Makes one quick collision pass for the avatar, for instance as
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a one-time straighten-things-up operation after collisions
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have been disabled.
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"""
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assert(self.debugPrint("oneTimeCollide()"))
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tempCTrav = CollisionTraverser()
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tempCTrav.addCollider(self.cSphereNodePath, self.pusher)
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tempCTrav.addCollider(self.cRayNodePath, self.lifter)
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tempCTrav.traverse(render)
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def handleAvatarControls(self, task):
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"""
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Check on the arrow keys and update the avatar.
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"""
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# get the button states:
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forward = inputState.isSet("forward")
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reverse = inputState.isSet("reverse")
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turnLeft = inputState.isSet("turnLeft")
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turnRight = inputState.isSet("turnRight")
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slide = inputState.isSet("slide")
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jump = inputState.isSet("jump")
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pie = inputState.isSet("pie")
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# Determine what the speeds are based on the buttons:
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self.speed=(forward and self.avatarControlForwardSpeed or
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reverse and -self.avatarControlReverseSpeed)
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# Should fSlide be renamed slideButton?
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self.slideSpeed=slide and (
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(turnLeft and -self.avatarControlForwardSpeed) or
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(turnRight and self.avatarControlForwardSpeed))
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self.rotationSpeed=not slide and (
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(turnLeft and self.avatarControlRotateSpeed) or
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(turnRight and -self.avatarControlRotateSpeed))
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# No moving allowed while throwing a pie.
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if pie:
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self.speed = 0
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self.slideSpeed = 0
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self.rotationSpeed = 0
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jump = 0
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if 0:
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onScreenDebug.add("airborneHeight", self.lifter.getAirborneHeight()) #*#
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onScreenDebug.add("jumping", self.jumping) #*#
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onScreenDebug.add("isOnGround", self.lifter.isOnGround()) #*#
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onScreenDebug.add("velocity", self.lifter.getVelocity()) #*#
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onScreenDebug.add("jump", jump) #*#
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if self.lifter.isOnGround():
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if self.jumping:
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self.jumping = 0
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#messenger.send("jumpHardLand")
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messenger.send("jumpLand")
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if jump:
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# ...the jump button is down and we're close
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# enough to the ground to jump.
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self.lifter.addVelocity(self.avatarControlJumpForce)
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messenger.send("jumpStart")
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self.jumping = 1
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#else:
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# if self.lifter.getAirborneHeight() > 10000.0:
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# assert(0)
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# Check to see if we're moving at all:
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if self.speed or self.slideSpeed or self.rotationSpeed:
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# How far did we move based on the amount of time elapsed?
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dt=min(ClockObject.getGlobalClock().getDt(), 0.1)
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distance = dt * self.speed
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slideDistance = dt * self.slideSpeed
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rotation = dt * self.rotationSpeed
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# Take a step in the direction of our previous heading.
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self.vel=Vec3(Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero():
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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step=rotMat.xform(self.vel)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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messenger.send("avatarMoving")
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else:
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self.vel.set(0.0, 0.0, 0.0)
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return Task.cont
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def doDeltaPos(self):
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assert(self.debugPrint("doDeltaPos()"))
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self.needToDeltaPos = 1
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def setPriorParentVector(self):
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assert(self.debugPrint("doDeltaPos()"))
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print "self.__oldDt", self.__oldDt, "self.__oldPosDelta", self.__oldPosDelta
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if __debug__:
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onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
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onScreenDebug.add("self.__oldPosDelta",
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self.__oldPosDelta.pPrintValues())
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velocity = self.__oldPosDelta*(1/self.__oldDt)*4.0 # *4.0 is a hack
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assert(self.debugPrint(" __oldPosDelta=%s"%(self.__oldPosDelta,)))
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assert(self.debugPrint(" velocity=%s"%(velocity,)))
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self.priorParent.setVector(Vec3(velocity))
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if __debug__:
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if self.wantAvatarPhysicsIndicator:
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onScreenDebug.add("velocity", velocity.pPrintValues())
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def enableAvatarControls(self):
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"""
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Activate the arrow keys, etc.
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"""
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assert(self.debugPrint("enableAvatarControls()"))
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print id(self), "GW.enableAvatarControls()"
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self.setCollisionsActive(1)
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if __debug__:
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self.accept("control-f3", self.spawnTest) #*#
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taskName = "AvatarControls%s"%(id(self),)
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# remove any old
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taskMgr.remove(taskName)
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# spawn the new task
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taskMgr.add(self.handleAvatarControls, taskName, 25)
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if self.physVelocityIndicator:
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taskMgr.add(self.avatarPhysicsIndicator, "AvatarControlsIndicator%s"%(id(self),), 35)
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def disableAvatarControls(self):
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"""
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Ignore the arrow keys, etc.
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"""
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assert(self.debugPrint("disableAvatarControls()"))
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print id(self), "GW.disableAvatarControls()"
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taskName = "AvatarControls%s"%(id(self),)
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taskMgr.remove(taskName)
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taskName = "AvatarControlsIndicator%s"%(id(self),)
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taskMgr.remove(taskName)
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self.setCollisionsActive(0)
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if __debug__:
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self.ignore("control-f3") #*#
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def enableAvatarJump(self):
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"""
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Stop forcing the jump key to return 0's
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"""
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inputState.unforce("jump")
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def disableAvatarJump(self):
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"""
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Force the jump key to return 0's
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"""
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inputState.force("jump", 0)
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if __debug__:
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def debugPrint(self, message):
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"""for debugging"""
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return self.notify.debug(
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str(id(self))+' '+message)
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