open_toontown_panda3d/direct/src/controls/DevWalker.py

196 lines
6.2 KiB
Python
Executable File

"""
DevWalker.py is for avatars.
A walker control such as this one provides:
- creation of the collision nodes
- handling the keyboard and mouse input for avatar movement
- moving the avatar
it does not:
- play sounds
- play animations
although it does send messages that allow a listener to play sounds or
animations based on walker events.
"""
from direct.showbase.InputStateGlobal import inputState
from direct.directnotify import DirectNotifyGlobal
from direct.showbase import DirectObject
from direct.showbase.MessengerGlobal import messenger
from direct.task.Task import Task
from direct.task.TaskManagerGlobal import taskMgr
from panda3d.core import ClockObject, ConfigVariableBool, ConfigVariableDouble, Mat3, Point3, Vec3
class DevWalker(DirectObject.DirectObject):
notify = DirectNotifyGlobal.directNotify.newCategory("DevWalker")
wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
runMultiplier = ConfigVariableDouble('dev-run-multiplier', 4.0)
# Ghost mode overrides this:
slideName = "slide-is-disabled"
# special methods
def __init__(self):
DirectObject.DirectObject.__init__(self)
self.speed=0.0
self.rotationSpeed=0.0
self.slideSpeed=0.0
self.vel=Vec3(0.0, 0.0, 0.0)
self.task = None
def setWalkSpeed(self, forward, jump, reverse, rotate):
assert self.debugPrint("setWalkSpeed()")
self.avatarControlForwardSpeed=forward
#self.avatarControlJumpForce=jump
self.avatarControlReverseSpeed=reverse
self.avatarControlRotateSpeed=rotate
def getSpeeds(self):
#assert self.debugPrint("getSpeeds()")
return (self.speed, self.rotationSpeed, self.slideSpeed)
def setAvatar(self, avatar):
self.avatar = avatar
if avatar is not None:
pass # setup the avatar
def setWallBitMask(self, bitMask):
pass
def setFloorBitMask(self, bitMask):
pass
def initializeCollisions(self, collisionTraverser, avatarNodePath,
wallCollideMask, floorCollideMask,
avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
assert not avatarNodePath.isEmpty()
self.cTrav = collisionTraverser
self.avatarNodePath = avatarNodePath
def setAirborneHeightFunc(self, getAirborneHeight):
pass
def deleteCollisions(self):
pass
def setTag(self, key, value):
pass
def setCollisionsActive(self, active = 1):
pass
def placeOnFloor(self):
pass
def oneTimeCollide(self):
pass
def addBlastForce(self, vector):
pass
def displayDebugInfo(self):
"""
For debug use.
"""
onScreenDebug.add("w controls", "DevWalker")
def handleAvatarControls(self, task):
"""
Check on the arrow keys and update the avatar.
"""
# get the button states:
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slideLeft = inputState.isSet("slideLeft")
slideRight = inputState.isSet("slideRight")
levitateUp = inputState.isSet("levitateUp")
levitateDown = inputState.isSet("levitateDown")
run = inputState.isSet("run") and self.runMultiplier.getValue() or 1.0
# Check for Auto-Run
if base.localAvatar.getAutoRun():
forward = 1
reverse = 0
# Determine what the speeds are based on the buttons:
self.speed=(
(forward and self.avatarControlForwardSpeed or
reverse and -self.avatarControlReverseSpeed))
self.liftSpeed=(
(levitateUp and self.avatarControlForwardSpeed or
levitateDown and -self.avatarControlReverseSpeed))
self.slideSpeed=(
(slideLeft and -self.avatarControlForwardSpeed) or
(slideRight and self.avatarControlForwardSpeed))
self.rotationSpeed=(
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
if self.wantDebugIndicator:
self.displayDebugInfo()
# Check to see if we're moving at all:
if self.speed or self.liftSpeed or self.slideSpeed or self.rotationSpeed:
# How far did we move based on the amount of time elapsed?
dt=ClockObject.getGlobalClock().getDt()
distance = dt * self.speed * run
lift = dt * self.liftSpeed * run
slideDistance = dt * self.slideSpeed * run
rotation = dt * self.rotationSpeed
# Take a step in the direction of our previous heading.
self.vel=Vec3(Vec3.forward() * distance +
Vec3.up() * lift +
Vec3.right() * slideDistance)
if self.vel != Vec3.zero():
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=rotMat.xform(self.vel)
self.avatarNodePath.setFluidPos(Point3(self.avatarNodePath.getPos()+step))
self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
messenger.send("avatarMoving")
else:
self.vel.set(0.0, 0.0, 0.0)
return Task.cont
def enableAvatarControls(self):
"""
Activate the arrow keys, etc.
"""
assert self.debugPrint("enableAvatarControls")
if self.task:
# remove any old
self.task.remove(self.task)
# spawn the new task
self.task = taskMgr.add(
self.handleAvatarControls, "AvatarControls-dev-%s"%(id(self),))
def disableAvatarControls(self):
"""
Ignore the arrow keys, etc.
"""
assert self.debugPrint("disableAvatarControls")
if self.task:
self.task.remove()
self.task = None
def flushEventHandlers(self):
pass
if __debug__:
def debugPrint(self, message):
"""for debugging"""
return self.notify.debug(
str(id(self))+' '+message)