Source code for direct.controls.DevWalker

""" 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.task.Task import Task
from panda3d.core import *

[docs]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
[docs] 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
[docs] def setWalkSpeed(self, forward, jump, reverse, rotate): assert self.debugPrint("setWalkSpeed()") self.avatarControlForwardSpeed=forward #self.avatarControlJumpForce=jump self.avatarControlReverseSpeed=reverse self.avatarControlRotateSpeed=rotate
[docs] def getSpeeds(self): #assert self.debugPrint("getSpeeds()") return (self.speed, self.rotationSpeed, self.slideSpeed)
[docs] def setAvatar(self, avatar): self.avatar = avatar if avatar is not None: pass # setup the avatar
[docs] def setWallBitMask(self, bitMask): pass
[docs] def setFloorBitMask(self, bitMask): pass
[docs] 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
[docs] def setAirborneHeightFunc(self, getAirborneHeight): pass
[docs] def deleteCollisions(self): pass
[docs] def setTag(self, key, value): pass
[docs] def setCollisionsActive(self, active = 1): pass
[docs] def placeOnFloor(self): pass
[docs] def oneTimeCollide(self): pass
[docs] def addBlastForce(self, vector): pass
[docs] def displayDebugInfo(self): """ For debug use. """ onScreenDebug.add("w controls", "DevWalker")
[docs] 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 != # 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
[docs] 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),))
[docs] def disableAvatarControls(self): """ Ignore the arrow keys, etc. """ assert self.debugPrint("disableAvatarControls") if self.task: self.task.remove() self.task = None
[docs] def flushEventHandlers(self): pass
if __debug__:
[docs] def debugPrint(self, message): """for debugging""" return self.notify.debug( str(id(self))+' '+message)