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collisions.py
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# SETUP SOME PATH's
import os.path as op
_DATAPATH_ = "./resources"
from direct.showbase.ShowBase import ShowBase
from panda3d.core import *
from direct.gui.OnscreenText import OnscreenText
from math import sin,cos,pi
from numpy import sign
import sys, os
_TURNRATE_ = 120 # Degrees per second
_WALKRATE_ = 3
_MINCAMDIST_ = .333
class World(ShowBase):
Kturn = 0
Kwalk = 0
Kstrafe = 0
Kzoom = 0
Kpitch = 0
Ktheta = 0
mbState = [0,0,0,0] # 3 mouse buttons + wheel, 1 down, 0 on up
## SOME CAM STUFF
camVector = [10,0,10] # [distance, heading, pitch ]
mousePos = [0,0]
mousePos_old = mousePos
def __init__(self):
ShowBase.__init__(self)
self.setFrameRateMeter(1)
self.pusher = CollisionHandlerPusher()
self.cTrav = CollisionTraverser('traverser name')
self.setupModels()
base.cTrav = self.cTrav
self.setupLights()
self.setupKeys()
taskMgr.add(self.updateAvnp,'Move Avatar Node')
taskMgr.add(self.updateCamera,'Adjust Camera')
taskMgr.add(self.mouseHandler,'Mouse Manager')
def setupModels(self):
self.avnp = render.attachNewNode(PandaNode('AVNP'))
self.avnp.setPos(0,-5,0)
avmod = loader.loadModel(op.join('resources','models','MrStix.x'))
avmod.reparentTo(self.avnp)
cnodePath = avmod.attachNewNode(CollisionNode('cnode'))
cnodePath.node().addSolid(CollisionSphere(0, 0, 1, 1.1))
cnodePath.show()
self.pusher.addCollider(cnodePath, self.avnp, base.drive.node())
self.cTrav.addCollider(cnodePath, self.pusher)
self.cubenp = render.attachNewNode(CollisionNode('obstacle'))
self.cubenp.node().addSolid(CollisionSphere(0,0,1,.25))
self.cubenp.show()
camera.reparentTo(self.avnp)
self.textObject = OnscreenText(text = str(self.avnp.getPos()), pos = (-0.9, 0.9), scale = 0.07, fg = (1,1,1,1))
def setupLights(self):
self.render.setShaderAuto()
self.alight = AmbientLight('alight')
self.alight.setColor(VBase4(.1,.1,.1,1))
self.alnp = self.render.attachNewNode(self.alight)
render.setLight(self.alnp)
self.dlight = DirectionalLight('dlight')
self.dlight.setColor(VBase4(.8,.8,.8,1))
self.dlnp = self.render.attachNewNode(self.dlight)
render.setLight(self.dlnp)
self.slight = Spotlight('slight')
self.slight.setColor(VBase4(1,0,0,1))
self.slnp = self.render.attachNewNode(self.slight)
self.slnp.setPos(0,0,10)
render.setLight(self.slnp)
# self.slnp.lookAt(self.model)
def setupKeys(self):
self.accept("a",self.turn,[1])
self.accept("a-up",self.turn,[0])
self.accept("d",self.turn,[-1])
self.accept("d-up",self.turn,[0])
self.accept("q",self.strafe,[-1])
self.accept("q-up",self.strafe,[0])
self.accept("e",self.strafe,[1])
self.accept("e-up",self.strafe,[0])
self.accept("w",self.walk,[1])
self.accept("s",self.walk,[-1])
self.accept("s-up",self.walk,[0])
self.accept("w-up",self.walk,[0])
self.accept("r",self.autoWalk)
self.accept("page_up",self.camPitch,[-1])
self.accept("page_down",self.camPitch,[1])
self.accept("page_up-up",self.camPitch,[0])
self.accept("page_down-up",self.camPitch,[0])
self.accept("arrow_left",self.camHead,[-1])
self.accept("arrow_right",self.camHead,[1])
self.accept("arrow_left-up",self.camHead,[0])
self.accept("arrow_right-up",self.camHead,[0])
self.accept("arrow_down",self.camZoom,[1])
self.accept("arrow_up",self.camZoom,[-1])
self.accept("arrow_down-up",self.camZoom,[0])
self.accept("arrow_up-up",self.camZoom,[0])
self.accept("mouse1",self.mbutton,[1,1])
self.accept("mouse1-up",self.mbutton,[1,0])
self.accept("mouse2",self.mbutton,[2,1])
self.accept("mouse2-up",self.mbutton,[2,0])
self.accept("mouse3",self.mbutton,[3,1])
self.accept("mouse3-up",self.mbutton,[3,0])
self.accept("wheel_up",self.mbutton,[4,-1])
self.accept("wheel_up-up",self.mbutton,[4,0])
self.accept("wheel_down",self.mbutton,[4,1])
self.accept("wheel_down-up",self.mbutton,[4,0])
self.accept("escape",sys.exit)
def mbutton(self,b,s):
if b == 4: # add up mouse wheel clicks
self.mbState[b-1] += s
else:
self.mbState[b-1] = s
# print self.mbState
# ADD A L+R BUTTON WALK
def camPitch(self,dp): self.Kpitch = dp
def camHead(self,dp): self.Ktheta = dp
def camZoom(self,dp): self.Kzoom = dp
def strafe(self,dp): self.Kstrafe = dp
def turn(self,dp): self.Kturn = dp
def walk(self,dp): self.Kwalk = dp
def autoWalk(self):
if self.Kwalk == 0:
self.Kwalk = 1
else:
self.Kwalk = 0
def mouseHandler(self,task):
if base.mouseWatcherNode.hasMouse():
self.mousePos_old = self.mousePos
self.mousePos = [base.mouseWatcherNode.getMouseX(), \
base.mouseWatcherNode.getMouseY()]
dt = globalClock.getDt()
if self.mbState[0] and not self.mbState[2]:
self.camVector[1] += -_TURNRATE_*(self.mousePos[0] - self.mousePos_old[0])
self.camVector[2] += -_TURNRATE_*(self.mousePos[1] - self.mousePos_old[1])
if self.mbState[2] and not self.mbState[0]: # mouse Steer av
self.avnp.setH(self.avnp,-2*_TURNRATE_*(self.mousePos[0] - self.mousePos_old[0]))
self.camVector[2] += -_TURNRATE_*(self.mousePos[1] - self.mousePos_old[1])
# print avHandler.mbState[3]
mbWheel = self.mbState[3]
if mbWheel:
self.camVector[0] += 15*(sign(mbWheel))*dt
self.mbState[3] -= 3*sign(mbWheel)*dt
if abs(self.mbState[3]) < .15: self.mbState[3] = 0 # anti-jitter on cam
return task.cont
def updateAvnp(self,task):
dt = globalClock.getDt()
self.avnp.setPos(self.avnp,_WALKRATE_*self.Kstrafe*dt,_WALKRATE_*self.Kwalk*dt,0) # these are local then relative so it becomes the (R,F,Up) vector
self.avnp.setH(self.avnp,_TURNRATE_*self.Kturn*dt) #key input steer
x,y,z = self.avnp.getPos()
# (xp,yp,zp) = self.ijTile(x,y).root.getRelativePoint(self.avnp,(x,y,z))
hdg = self.avnp.getH()
# self.avnp.setZ(self.ijTile(x,y).getElevation(x,y))
self.textObject.setText(str((int(x),int(y),int(z),int(hdg))))
return task.cont
def updateCamera(self,task):
epsilon = 1
dt = globalClock.getDt() # to stay time based, not frame based
self.camVector[0] += 15*(self.Kzoom)*dt
self.camVector[1] += .5*_TURNRATE_*self.Ktheta*dt
self.camVector[2] += .5*_TURNRATE_*self.Kpitch*dt
phi = max(-pi/2,min(pi/2,self.camVector[2]*pi/180))
theta = self.camVector[1]*pi/180 # orbit angle unbound this way
radius = max(_MINCAMDIST_,min(1000,self.camVector[0]))
camera.setX(radius*cos(phi)*sin(theta))
camera.setY(-radius*cos(phi)*cos(theta))
camera.setZ(radius*sin(phi))
# Keep Camera above terrain
# TO DO: Object occlusion with camera intersection
# cx,cy,cz = camera.getPos(self.terrain.getRoot())
# terZ = self.terrain.getElevation(cx,cy) # what is terrain elevation at new camera pos
# print "localframe: ",app.camera.getPos()
# print "worldframe: ",app.camera.getPos(terrainRoot)
# print "terra WF: ", cx,cy,terrain.getElevation(cx,cy)
# if cz <= terZ+epsilon:
# camera.setZ(self.terrain.getRoot(),terZ+epsilon)
camera.lookAt(self.avnp,Point3(0,.333,2)) # look at the avatar nodepath
# camera.lookAt(self.sun.model)
# print camVector
return task.cont
W = World()
#W.useDrive()
#W.camera.setPos(100,100,10)
W.run()