"""
PhysicsWalker.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.directnotify import DirectNotifyGlobal
from direct.showbase import DirectObject
from direct.controls.ControlManager import CollisionHandlerRayStart
from direct.showbase.InputStateGlobal import inputState
from direct.showbase.MessengerGlobal import messenger
from direct.task.Task import Task
from direct.task.TaskManagerGlobal import taskMgr
from direct.extensions_native import Mat3_extensions
from direct.extensions_native import VBase3_extensions
from direct.extensions_native import VBase4_extensions
from panda3d.core import *
from panda3d.physics import *
import math
#import LineStream
[docs]class PhysicsWalker(DirectObject.DirectObject):
notify = DirectNotifyGlobal.directNotify.newCategory("PhysicsWalker")
wantDebugIndicator = ConfigVariableBool('want-avatar-physics-indicator', False)
useLifter = 0
useHeightRay = 0
# special methods
[docs] def __init__(self, gravity = -32.1740, standableGround=0.707,
hardLandingForce=16.0):
assert self.debugPrint(
"PhysicsWalker(gravity=%s, standableGround=%s)"%(
gravity, standableGround))
DirectObject.DirectObject.__init__(self)
self.__gravity=gravity
self.__standableGround=standableGround
self.__hardLandingForce=hardLandingForce
self.needToDeltaPos = 0
self.physVelocityIndicator=None
self.avatarControlForwardSpeed=0
self.avatarControlJumpForce=0
self.avatarControlReverseSpeed=0
self.avatarControlRotateSpeed=0
self.__oldAirborneHeight=None
self.getAirborneHeight=None
self.__oldContact=None
self.__oldPosDelta=Vec3(0)
self.__oldDt=0
self.__speed=0.0
self.__rotationSpeed=0.0
self.__slideSpeed=0.0
self.__vel=Vec3(0.0)
self.collisionsActive = 0
self.isAirborne = 0
self.highMark = 0
[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)
[docs] def setAvatar(self, avatar):
self.avatar = avatar
if avatar is not None:
self.setupPhysics(avatar)
[docs] def setupRay(self, floorBitmask, floorOffset):
# This is a ray cast from your head down to detect floor polygons
# A toon is about 4.0 feet high, so start it there
self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
cRayNode = CollisionNode('PW.cRayNode')
cRayNode.addSolid(self.cRay)
self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
self.cRayBitMask = floorBitmask
cRayNode.setFromCollideMask(self.cRayBitMask)
cRayNode.setIntoCollideMask(BitMask32.allOff())
if self.useLifter:
# set up floor collision mechanism
self.lifter = CollisionHandlerFloor()
self.lifter.setInPattern("enter%in")
self.lifter.setOutPattern("exit%in")
self.lifter.setOffset(floorOffset)
# Limit our rate-of-fall with the lifter.
# If this is too low, we actually "fall" off steep stairs
# and float above them as we go down. I increased this
# from 8.0 to 16.0 to prevent this
#self.lifter.setMaxVelocity(16.0)
#self.bobNodePath = self.avatarNodePath.attachNewNode("bob")
#self.lifter.addCollider(self.cRayNodePath, self.cRayNodePath)
self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
else: # useCollisionHandlerQueue
self.cRayQueue = CollisionHandlerQueue()
self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
[docs] def determineHeight(self):
"""
returns the height of the avatar above the ground.
If there is no floor below the avatar, 0.0 is returned.
aka get airborne height.
"""
if self.useLifter:
height = self.avatarNodePath.getPos(self.cRayNodePath)
# If the shadow where not pointed strait down, we would need to
# get magnitude of the vector. Since it is strait down, we'll
# just get the z:
#spammy --> assert self.debugPrint("getAirborneHeight() returning %s"%(height.getZ(),))
assert onScreenDebug.add("height", height.getZ())
return height.getZ() - self.floorOffset
else: # useCollisionHandlerQueue
height = 0.0
#*#self.cRayTrav.traverse(render)
if self.cRayQueue.getNumEntries() != 0:
# We have a floor.
# Choose the highest of the possibly several floors we're over:
self.cRayQueue.sortEntries()
floorPoint = self.cRayQueue.getEntry(0).getFromIntersectionPoint()
height = -floorPoint.getZ()
self.cRayQueue.clearEntries()
if __debug__:
onScreenDebug.add("height", height)
return height
[docs] def setupSphere(self, bitmask, avatarRadius):
"""
Set up the collision sphere
"""
# This is a sphere on the ground to detect barrier collisions
self.avatarRadius = avatarRadius
centerHeight = avatarRadius
if self.useHeightRay:
centerHeight *= 2.0
self.cSphere = CollisionSphere(0.0, 0.0, centerHeight, avatarRadius)
cSphereNode = CollisionNode('PW.cSphereNode')
cSphereNode.addSolid(self.cSphere)
self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
self.cSphereBitMask = bitmask
cSphereNode.setFromCollideMask(self.cSphereBitMask)
cSphereNode.setIntoCollideMask(BitMask32.allOff())
# set up collision mechanism
self.pusher = PhysicsCollisionHandler()
self.pusher.setInPattern("enter%in")
self.pusher.setOutPattern("exit%in")
self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath)
[docs] def setupPhysics(self, avatarNodePath):
assert self.debugPrint("setupPhysics()")
# Connect to Physics Manager:
self.actorNode=ActorNode("PW physicsActor")
self.actorNode.getPhysicsObject().setOriented(1)
self.actorNode.getPhysical(0).setViscosity(0.1)
physicsActor=NodePath(self.actorNode)
avatarNodePath.reparentTo(physicsActor)
avatarNodePath.assign(physicsActor)
self.phys=PhysicsManager()
fn=ForceNode("gravity")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
fn.addForce(gravity)
self.phys.addLinearForce(gravity)
self.gravity = gravity
fn=ForceNode("priorParent")
fnp=NodePath(fn)
fnp.reparentTo(render)
priorParent=LinearVectorForce(0.0, 0.0, 0.0)
fn.addForce(priorParent)
self.phys.addLinearForce(priorParent)
self.priorParentNp = fnp
self.priorParent = priorParent
fn=ForceNode("viscosity")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
#self.avatarViscosity.setCoef(0.9)
fn.addForce(self.avatarViscosity)
self.phys.addLinearForce(self.avatarViscosity)
self.phys.attachLinearIntegrator(LinearEulerIntegrator())
self.phys.attachPhysicalNode(physicsActor.node())
self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("avatarControls")
fnp=NodePath(fn)
fnp.reparentTo(render)
fn.addForce(self.acForce)
self.phys.addLinearForce(self.acForce)
#self.phys.removeLinearForce(self.acForce)
#fnp.remove()
return avatarNodePath
[docs] def initializeCollisions(self, collisionTraverser, avatarNodePath,
wallBitmask, floorBitmask,
avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
"""
Set up the avatar collisions
"""
assert self.debugPrint("initializeCollisions()")
assert not avatarNodePath.isEmpty()
self.cTrav = collisionTraverser
self.floorOffset = floorOffset = 7.0
self.avatarNodePath = self.setupPhysics(avatarNodePath)
if self.useHeightRay:
#self.setupRay(floorBitmask, avatarRadius)
self.setupRay(floorBitmask, 0.0)
self.setupSphere(wallBitmask|floorBitmask, avatarRadius)
self.setCollisionsActive(1)
[docs] def setAirborneHeightFunc(self, getAirborneHeight):
self.getAirborneHeight = getAirborneHeight
[docs] def setAvatarPhysicsIndicator(self, indicator):
"""
indicator is a NodePath
"""
assert self.debugPrint("setAvatarPhysicsIndicator()")
self.cSphereNodePath.show()
if indicator:
# Indicator Node:
change = render.attachNewNode("change")
#change.setPos(Vec3(1.0, 1.0, 1.0))
#change.setHpr(0.0, 0.0, 0.0)
change.setScale(0.1)
#change.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
indicator.reparentTo(change)
indicatorNode = render.attachNewNode("physVelocityIndicator")
#indicatorNode.setScale(0.1)
#indicatorNode.setP(90.0)
indicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
indicatorNode.setColor(0.0, 0.0, 1.0, 1.0)
change.reparentTo(indicatorNode)
self.physVelocityIndicator=indicatorNode
# Contact Node:
contactIndicatorNode = render.attachNewNode("physContactIndicator")
contactIndicatorNode.setScale(0.25)
contactIndicatorNode.setP(90.0)
contactIndicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
contactIndicatorNode.setColor(1.0, 0.0, 0.0, 1.0)
indicator.instanceTo(contactIndicatorNode)
self.physContactIndicator=contactIndicatorNode
else:
print("failed load of physics indicator")
[docs] def avatarPhysicsIndicator(self, task):
#assert self.debugPrint("avatarPhysicsIndicator()")
# Velocity:
self.physVelocityIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
physObject=self.actorNode.getPhysicsObject()
a=physObject.getVelocity()
self.physVelocityIndicator.setScale(math.sqrt(a.length()))
a+=self.physVelocityIndicator.getPos()
self.physVelocityIndicator.lookAt(Point3(a))
# Contact:
contact=self.actorNode.getContactVector()
if contact==Vec3.zero():
self.physContactIndicator.hide()
else:
self.physContactIndicator.show()
self.physContactIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
#contact=self.actorNode.getContactVector()
point=Point3(contact+self.physContactIndicator.getPos())
self.physContactIndicator.lookAt(point)
return Task.cont
[docs] def deleteCollisions(self):
assert self.debugPrint("deleteCollisions()")
del self.cTrav
if self.useHeightRay:
del self.cRayQueue
self.cRayNodePath.removeNode()
del self.cRayNodePath
del self.cSphere
self.cSphereNodePath.removeNode()
del self.cSphereNodePath
del self.pusher
del self.getAirborneHeight
[docs] def setCollisionsActive(self, active = 1):
assert self.debugPrint("collisionsActive(active=%s)"%(active,))
if self.collisionsActive != active:
self.collisionsActive = active
if active:
self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
if self.useHeightRay:
if self.useLifter:
self.cTrav.addCollider(self.cRayNodePath, self.lifter)
else:
self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
else:
self.cTrav.removeCollider(self.cSphereNodePath)
if self.useHeightRay:
self.cTrav.removeCollider(self.cRayNodePath)
# Now that we have disabled collisions, make one more pass
# right now to ensure we aren't standing in a wall.
self.oneTimeCollide()
[docs] def getCollisionsActive(self):
assert self.debugPrint(
"getCollisionsActive() returning=%s"%(
self.collisionsActive,))
return self.collisionsActive
[docs] def placeOnFloor(self):
"""
Make a reasonable effort to place the avatar on the ground.
For example, this is useful when switching away from the
current walker.
"""
self.oneTimeCollide()
self.avatarNodePath.setZ(self.avatarNodePath.getZ()-self.getAirborneHeight())
[docs] def oneTimeCollide(self):
"""
Makes one quick collision pass for the avatar, for instance as
a one-time straighten-things-up operation after collisions
have been disabled.
"""
assert self.debugPrint("oneTimeCollide()")
tempCTrav = CollisionTraverser("oneTimeCollide")
if self.useHeightRay:
if self.useLifter:
tempCTrav.addCollider(self.cRayNodePath, self.lifter)
else:
tempCTrav.addCollider(self.cRayNodePath, self.cRayQueue)
tempCTrav.traverse(render)
[docs] def addBlastForce(self, vector):
pass
[docs] def displayDebugInfo(self):
"""
For debug use.
"""
onScreenDebug.add("w controls", "PhysicsWalker")
if self.useLifter:
onScreenDebug.add("w airborneHeight", self.lifter.getAirborneHeight())
onScreenDebug.add("w isOnGround", self.lifter.isOnGround())
#onScreenDebug.add("w gravity", self.lifter.getGravity())
onScreenDebug.add("w contact normal", self.lifter.getContactNormal().pPrintValues())
onScreenDebug.add("w impact", self.lifter.getImpactVelocity())
onScreenDebug.add("w velocity", self.lifter.getVelocity())
onScreenDebug.add("w hasContact", self.lifter.hasContact())
#onScreenDebug.add("w falling", self.falling)
#onScreenDebug.add("w jumpForce", self.avatarControlJumpForce)
#onScreenDebug.add("w mayJump", self.mayJump)
onScreenDebug.add("w isAirborne", self.isAirborne)
[docs] def handleAvatarControls(self, task):
"""
Check on the arrow keys and update the avatar.
"""
if __debug__:
if self.wantDebugIndicator:
onScreenDebug.append("localAvatar pos = %s\n"%(base.localAvatar.getPos().pPrintValues(),))
onScreenDebug.append("localAvatar h = % 10.4f\n"%(base.localAvatar.getH(),))
onScreenDebug.append("localAvatar anim = %s\n"%(base.localAvatar.animFSM.getCurrentState().getName(),))
#assert self.debugPrint("handleAvatarControls(task=%s)"%(task,))
physObject=self.actorNode.getPhysicsObject()
#rotAvatarToPhys=Mat3.rotateMatNormaxis(-self.avatarNodePath.getH(), Vec3.up())
#rotPhysToAvatar=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
contact=self.actorNode.getContactVector()
# hack fix for falling through the floor:
if contact==Vec3.zero() and self.avatarNodePath.getZ()<-50.0:
# DCR: don't reset X and Y; allow player to move
self.reset()
self.avatarNodePath.setZ(50.0)
messenger.send("walkerIsOutOfWorld", [self.avatarNodePath])
if self.wantDebugIndicator:
self.displayDebugInfo()
# get the button states:
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
turnLeft = inputState.isSet("turnLeft")
turnRight = inputState.isSet("turnRight")
slide = 0#inputState.isSet("slide")
slideLeft = 0#inputState.isSet("slideLeft")
slideRight = 0#inputState.isSet("slideRight")
jump = inputState.isSet("jump")
# 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)
avatarSlideSpeed=self.avatarControlForwardSpeed*0.5
#self.__slideSpeed=slide and (
# (turnLeft and -avatarSlideSpeed) or
# (turnRight and avatarSlideSpeed))
self.__slideSpeed=(
(slideLeft and -avatarSlideSpeed) or
(slideRight and avatarSlideSpeed))
self.__rotationSpeed=not slide and (
(turnLeft and self.avatarControlRotateSpeed) or
(turnRight and -self.avatarControlRotateSpeed))
# How far did we move based on the amount of time elapsed?
dt=ClockObject.getGlobalClock().getDt()
if self.needToDeltaPos:
self.setPriorParentVector()
self.needToDeltaPos = 0
#self.__oldPosDelta = render.getRelativeVector(
# self.avatarNodePath,
# self.avatarNodePath.getPosDelta(render))
#self.__oldPosDelta = self.avatarNodePath.getRelativeVector(
# render,
# self.avatarNodePath.getPosDelta(render))
self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
self.__oldDt = dt
#posDelta = self.avatarNodePath.getPosDelta(render)
#if posDelta==Vec3.zero():
# self.priorParent.setVector(self.__oldPosDelta)
#else:
# self.priorParent.setVector(Vec3.zero())
# # We must copy the vector to preserve it:
# self.__oldPosDelta=Vec3(posDelta)
if __debug__:
if self.wantDebugIndicator:
onScreenDebug.add("posDelta1",
self.avatarNodePath.getPosDelta(render).pPrintValues())
#onScreenDebug.add("posDelta3",
# render.getRelativeVector(
# self.avatarNodePath,
# self.avatarNodePath.getPosDelta(render)).pPrintValues())
#onScreenDebug.add("gravity",
# self.gravity.getLocalVector().pPrintValues())
#onScreenDebug.add("priorParent",
# self.priorParent.getLocalVector().pPrintValues())
#onScreenDebug.add("avatarViscosity",
# "% 10.4f"%(self.avatarViscosity.getCoef(),))
#
#onScreenDebug.add("physObject pos",
# physObject.getPosition().pPrintValues())
#onScreenDebug.add("physObject hpr",
# physObject.getOrientation().getHpr().pPrintValues())
#onScreenDebug.add("physObject orien",
# physObject.getOrientation().pPrintValues())
onScreenDebug.add("physObject vel",
physObject.getVelocity().pPrintValues())
onScreenDebug.add("physObject len",
"% 10.4f"%physObject.getVelocity().length())
#onScreenDebug.add("posDelta4",
# self.priorParentNp.getRelativeVector(
# render,
# self.avatarNodePath.getPosDelta(render)).pPrintValues())
onScreenDebug.add("priorParent",
self.priorParent.getLocalVector().pPrintValues())
#onScreenDebug.add("priorParent po",
# self.priorParent.getVector(physObject).pPrintValues())
#onScreenDebug.add("__posDelta",
# self.__oldPosDelta.pPrintValues())
onScreenDebug.add("contact",
contact.pPrintValues())
#onScreenDebug.add("airborneHeight", "% 10.4f"%(
# self.getAirborneHeight(),))
#onScreenDebug.add("__oldContact",
# contact.pPrintValues())
#onScreenDebug.add("__oldAirborneHeight", "% 10.4f"%(
# self.getAirborneHeight(),))
airborneHeight = self.getAirborneHeight()
if airborneHeight > self.highMark:
self.highMark = airborneHeight
if __debug__:
onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
#if airborneHeight < 0.1: #contact!=Vec3.zero():
if (airborneHeight > self.avatarRadius*0.5
or physObject.getVelocity().getZ() > 0.0
): # Check stair angles before changing this.
# ...the avatar is airborne (maybe a lot or a tiny amount).
self.isAirborne = 1
else:
# ...the avatar is very close to the ground (close enough to be
# considered on the ground).
if self.isAirborne and physObject.getVelocity().getZ() <= 0.0:
# ...the avatar has landed.
contactLength = contact.length()
if contactLength>self.__hardLandingForce:
#print "jumpHardLand"
messenger.send("jumpHardLand")
else:
#print "jumpLand"
messenger.send("jumpLand")
self.priorParent.setVector(Vec3.zero())
self.isAirborne = 0
elif jump:
#print "jump"
#self.__jumpButton = 0
messenger.send("jumpStart")
## ...jump away from walls and with with the slope normal.
#jumpVec=Vec3(contact+Vec3.up())
##jumpVec=Vec3(rotAvatarToPhys.xform(jumpVec))
#jumpVec.normalize()
# ...jump straight up, even if next to a wall.
jumpVec=Vec3.up()
jumpVec *= self.avatarControlJumpForce
physObject.addImpulse(Vec3(jumpVec))
self.isAirborne = 1 # Avoid double impulse before fully airborne.
else:
self.isAirborne = 0
if __debug__:
onScreenDebug.add("isAirborne", "%d"%(self.isAirborne,))
if contact != self.__oldContact:
# We must copy the vector to preserve it:
self.__oldContact = Vec3(contact)
self.__oldAirborneHeight = airborneHeight
moveToGround = Vec3.zero()
if not self.useHeightRay or self.isAirborne:
# ...the airborne check is a hack to stop sliding.
self.phys.doPhysics(dt)
if __debug__:
onScreenDebug.add("phys", "on")
else:
physObject.setVelocity(Vec3.zero())
#if airborneHeight>0.001 and contact==Vec3.zero():
# moveToGround = Vec3(0.0, 0.0, -airborneHeight)
#moveToGround = Vec3(0.0, 0.0, -airborneHeight)
moveToGround = Vec3(0.0, 0.0, -self.determineHeight())
if __debug__:
onScreenDebug.add("phys", "off")
# Check to see if we're moving at all:
if self.__speed or self.__slideSpeed or self.__rotationSpeed or moveToGround!=Vec3.zero():
distance = dt * self.__speed
slideDistance = dt * self.__slideSpeed
rotation = dt * self.__rotationSpeed
#debugTempH=self.avatarNodePath.getH()
assert self.avatarNodePath.getQuat().isSameDirection(physObject.getOrientation())
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
# update pos:
# Take a step in the direction of our previous heading.
self.__vel=Vec3(
Vec3.forward() * distance +
Vec3.right() * slideDistance)
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
step=rotMat.xform(self.__vel)
physObject.setPosition(Point3(
physObject.getPosition()+step+moveToGround))
# update hpr:
o=physObject.getOrientation()
r=LRotationf()
r.setHpr(Vec3(rotation, 0.0, 0.0))
physObject.setOrientation(o*r)
# sync the change:
self.actorNode.updateTransform()
assert self.avatarNodePath.getQuat().isSameDirection(physObject.getOrientation())
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
#assert self.avatarNodePath.getH()==debugTempH-rotation
messenger.send("avatarMoving")
else:
self.__vel.set(0.0, 0.0, 0.0)
# Clear the contact vector so we can tell if we contact something next frame:
self.actorNode.setContactVector(Vec3.zero())
return Task.cont
[docs] def doDeltaPos(self):
assert self.debugPrint("doDeltaPos()")
self.needToDeltaPos = 1
[docs] def setPriorParentVector(self):
assert self.debugPrint("doDeltaPos()")
print("self.__oldDt %s self.__oldPosDelta %s" % (self.__oldDt, self.__oldPosDelta))
if __debug__:
onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
onScreenDebug.add("self.__oldPosDelta",
self.__oldPosDelta.pPrintValues())
velocity = self.__oldPosDelta*(1/self.__oldDt)*4.0 # *4.0 is a hack
assert self.debugPrint(" __oldPosDelta=%s"%(self.__oldPosDelta,))
assert self.debugPrint(" velocity=%s"%(velocity,))
self.priorParent.setVector(Vec3(velocity))
if __debug__:
if self.wantDebugIndicator:
onScreenDebug.add("velocity", velocity.pPrintValues())
[docs] def reset(self):
assert self.debugPrint("reset()")
self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
self.priorParent.setVector(Vec3.zero())
self.highMark = 0
self.actorNode.setContactVector(Vec3.zero())
if __debug__:
contact=self.actorNode.getContactVector()
onScreenDebug.add("priorParent po",
self.priorParent.getVector(self.actorNode.getPhysicsObject()).pPrintValues())
onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
onScreenDebug.add("contact", contact.pPrintValues())
[docs] def getVelocity(self):
physObject=self.actorNode.getPhysicsObject()
return physObject.getVelocity()
[docs] def enableAvatarControls(self):
"""
Activate the arrow keys, etc.
"""
assert self.debugPrint("enableAvatarControls()")
assert self.collisionsActive
if __debug__:
#self.accept("control-f3", self.spawnTest) #*#
self.accept("f3", self.reset) # for debugging only.
taskName = "AvatarControls-%s"%(id(self),)
# remove any old
taskMgr.remove(taskName)
# spawn the new task
taskMgr.add(self.handleAvatarControls, taskName, 25)
if self.physVelocityIndicator:
taskMgr.add(self.avatarPhysicsIndicator, "AvatarControlsIndicator%s"%(id(self),), 35)
[docs] def disableAvatarControls(self):
"""
Ignore the arrow keys, etc.
"""
assert self.debugPrint("disableAvatarControls()")
taskName = "AvatarControls-%s"%(id(self),)
taskMgr.remove(taskName)
taskName = "AvatarControlsIndicator%s"%(id(self),)
taskMgr.remove(taskName)
if __debug__:
self.ignore("control-f3") #*#
self.ignore("f3")
[docs] def flushEventHandlers(self):
if hasattr(self, 'cTrav'):
if self.useLifter:
self.lifter.flush() # not currently defined or needed
self.pusher.flush()
if __debug__:
[docs] def setupAvatarPhysicsIndicator(self):
if self.wantDebugIndicator:
indicator = base.loader.loadModel('phase_5/models/props/dagger')
#self.walkControls.setAvatarPhysicsIndicator(indicator)
[docs] def debugPrint(self, message):
"""for debugging"""
return self.notify.debug(
str(id(self))+' '+message)