# Author: Ryan Myers # Models: Jeff Styers, Reagan Heller # 2nd Author: Shawn Kirsch # Last Updated: 9/22/2010 # # This tutorial provides an example of creating a character # and having it walk around on uneven terrain, as well # as implementing a fully rotatable camera. # Updae: Added in a module for marking the current position of player using space bar import direct.directbase.DirectStart from pandac.PandaModules import CollisionTraverser,CollisionNode from pandac.PandaModules import CollisionHandlerQueue,CollisionRay from pandac.PandaModules import Filename from pandac.PandaModules import PandaNode,NodePath,Camera,TextNode from pandac.PandaModules import Vec3,Vec4,BitMask32 from direct.gui.OnscreenText import OnscreenText from direct.actor.Actor import Actor from direct.task.Task import Task from direct.showbase.DirectObject import DirectObject import random, sys, os, math #marker class from Marker_1_2 import MarkerManager from Marker_1_2 import Marker SPEED = 0.5 # Figure out what directory this program is in. MYDIR=os.path.abspath(sys.path[0]) MYDIR=Filename.fromOsSpecific(MYDIR).getFullpath() # Function to put instructions on the screen. def addInstructions(pos, msg): return OnscreenText(text=msg, style=1, fg=(1,1,1,1), pos=(-1.3, pos), align=TextNode.ALeft, scale = .05) # Function to put title on the screen. def addTitle(text): return OnscreenText(text=text, style=1, fg=(1,1,1,1), pos=(1.3,-0.95), align=TextNode.ARight, scale = .07) class World(DirectObject): def __init__(self): self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0} base.win.setClearColor(Vec4(0,0,0,1)) # Post the instructions self.title = addTitle("Panda3D: Roaming Ralph with Markers") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") self.inst8 = addInstructions(0.55, "[Space]: Place a Marker") # Set up the environment # # This environment model contains collision meshes. If you look # in the egg file, you will see the following: # # { Polyset keep descend } # # This tag causes the following mesh to be converted to a collision # mesh -- a mesh which is optimized for collision, not rendering. # It also keeps the original mesh, so there are now two copies --- # one optimized for rendering, one for collisions. self.environ = loader.loadModel("models/world") self.environ.reparentTo(render) self.environ.setPos(0,0,0) # Create the main character, Ralph ralphStartPos = self.environ.find("**/start_point").getPos() self.ralph = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(ralphStartPos) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left",1]) self.accept("arrow_right", self.setKey, ["right",1]) self.accept("arrow_up", self.setKey, ["forward",1]) self.accept("a", self.setKey, ["cam-left",1]) self.accept("s", self.setKey, ["cam-right",1]) self.accept("arrow_left-up", self.setKey, ["left",0]) self.accept("arrow_right-up", self.setKey, ["right",0]) self.accept("arrow_up-up", self.setKey, ["forward",0]) self.accept("a-up", self.setKey, ["cam-left",0]) self.accept("s-up", self.setKey, ["cam-right",0]) #handler for creating a marker self.accept("space", self.place) taskMgr.add(self.move,"moveTask") # Game state variables self.prevtime = 0 self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(),self.ralph.getY()+10,2) # We will detect the height of the terrain by creating a collision # ray and casting it downward toward the terrain. One ray will # start above ralph's head, and the other will start above the camera. # A ray may hit the terrain, or it may hit a rock or a tree. If it # hits the terrain, we can detect the height. If it hits anything # else, we rule that the move is illegal. self.cTrav = CollisionTraverser() self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0,0,1000) self.ralphGroundRay.setDirection(0,0,-1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0,0,1000) self.camGroundRay.setDirection(0,0,-1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler) # Uncomment this line to see the collision rays #self.ralphGroundColNp.show() #self.camGroundColNp.show() #Uncomment this line to show a visual representation of the #collisions occuring #self.cTrav.showCollisions(render) ##Create Marker Class self.mm = MarkerManager() #Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value #Place a Marker def place(self): ##print "Space Button Down" ##print self.ralph.getX(), self.ralph.getY() x = self.ralph.getX() x = float("%0.1f" % (x)) y = self.ralph.getY() y = float("%0.1f" % (y)) test = Marker("current position", "RANDOM", x, y, self.ralph.getZ(), self.isMoving) self.mm.Add(test) #self.mm.PrintList() # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self, task): elapsed = task.time - self.prevtime # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. base.camera.lookAt(self.ralph) camright = base.camera.getNetTransform().getMat().getRow3(0) camright.normalize() if (self.keyMap["cam-left"]!=0): base.camera.setPos(base.camera.getPos() - camright*(elapsed*20)) if (self.keyMap["cam-right"]!=0): base.camera.setPos(base.camera.getPos() + camright*(elapsed*20)) # save ralph's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.ralph.getPos() # Marker Updates Here #if (self.keyMap["space"]!=0): # print "Space Button Down" # If a move-key is pressed, move ralph in the specified direction. if (self.keyMap["left"]!=0): self.ralph.setH(self.ralph.getH() + elapsed*300) if (self.keyMap["right"]!=0): self.ralph.setH(self.ralph.getH() - elapsed*300) if (self.keyMap["forward"]!=0): backward = self.ralph.getNetTransform().getMat().getRow3(1) backward.setZ(0) backward.normalize() self.ralph.setPos(self.ralph.getPos() - backward*(elapsed*5)) # If ralph is moving, loop the run animation. # If he is standing still, stop the animation. if (self.keyMap["forward"]!=0) or (self.keyMap["left"]!=0) or (self.keyMap["right"]!=0): if self.isMoving is False: self.ralph.loop("run") self.isMoving = True else: if self.isMoving: self.ralph.stop() self.ralph.pose("walk",5) self.isMoving = False # If the camera is too far from ralph, move it closer. # If the camera is too close to ralph, move it farther. camvec = self.ralph.getPos() - base.camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > 10.0): base.camera.setPos(base.camera.getPos() + camvec*(camdist-10)) camdist = 10.0 if (camdist < 5.0): base.camera.setPos(base.camera.getPos() - camvec*(5-camdist)) camdist = 5.0 # Now check for collisions. self.cTrav.traverse(render) # Adjust ralph's Z coordinate. If ralph's ray hit terrain, # update his Z. If it hit anything else, or didn't hit anything, put # him back where he was last frame. entries = [] for i in range(self.ralphGroundHandler.getNumEntries()): entry = self.ralphGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): self.ralph.setZ(entries[0].getSurfacePoint(render).getZ()) else: self.ralph.setPos(startpos) # Keep the camera at one foot above the terrain, # or two feet above ralph, whichever is greater. entries = [] for i in range(self.camGroundHandler.getNumEntries()): entry = self.camGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x,y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"): base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+1.0) if (base.camera.getZ() < self.ralph.getZ() + 2.0): base.camera.setZ(self.ralph.getZ() + 2.0) # The camera should look in ralph's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above ralph's head. self.floater.setPos(self.ralph.getPos()) self.floater.setZ(self.ralph.getZ() + 2.0) base.camera.lookAt(self.floater) # Store the task time and continue. self.prevtime = task.time return Task.cont w = World() run()