-
Notifications
You must be signed in to change notification settings - Fork 4
/
Copy pathcollision.py
164 lines (111 loc) · 5.16 KB
/
collision.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
# -*- coding: utf-8 -*-
# Authors: TurBoss
# Models: TurBoss
# Collisions
from panda3d.core import CollisionNode, CollisionSphere, CollisionRay
from panda3d.core import CollisionHandlerQueue, CollisionTraverser
from panda3d.core import CollideMask, BitMask32
ENEMIES = BitMask32(0b1)
ALLIES = BitMask32(0b10)
class MouseCollision:
def __init__(self, game):
self.game = game
self.c_trav = CollisionTraverser()
self.mouse_groundHandler = CollisionHandlerQueue()
self.mouse_ground_ray = CollisionRay()
self.mouse_ground_col = CollisionNode('mouseRay')
self.mouse_ground_ray.setOrigin(0, 0, 0)
self.mouse_ground_ray.setDirection(0, -1, 0)
self.mouse_ground_col.addSolid(self.mouse_ground_ray)
self.mouse_ground_col.setFromCollideMask(CollideMask.bit(0))
self.mouse_ground_col.setIntoCollideMask(CollideMask.allOff())
self.mouse_ground_col_np = self.game.camera.attachNewNode(self.mouse_ground_col)
self.c_trav.addCollider(self.mouse_ground_col_np, self.mouse_groundHandler)
self.game.taskMgr.add(self.update, 'updateMouse')
def update(self, task):
if self.game.mouseWatcherNode.hasMouse():
if self.game.ship.model:
mouse_pos = self.game.mouseWatcherNode.getMouse()
self.mouse_ground_ray.setFromLens(self.game.camNode, mouse_pos.getX(), mouse_pos.getY())
near_point = render.getRelativePoint(self.game.camera, self.mouse_ground_ray.getOrigin())
near_vec = render.getRelativeVector(self.game.camera, self.mouse_ground_ray.getDirection())
self.game.ship.shipPoint.setPos(self.PointAtY(self.game.ship.model.getY(), near_point, near_vec))
return task.cont
def PointAtY(self, y, point, vec):
return point + vec * ((y - point.getY()) / vec.getY())
class EntityCollision:
def __init__(self, entity):
self.entity = entity
self.setup_collision()
self.queue = CollisionHandlerQueue()
self.traverser = CollisionTraverser('Collision Traverser')
self.traverser.showCollisions(render)
self.traverser.add_collider(self.target_nodepath, self.queue)
base.taskMgr.add(self.collide, "Collision Task")
def setup_collision(self):
self.target = CollisionSphere(0, 0, 0, 1)
self.target_node = CollisionNode('collision_entity')
self.target_node.setFromCollideMask(ALLIES) # unused
self.target_node.setIntoCollideMask(ENEMIES)
self.target_nodepath = self.entity.model.attach_new_node(self.target_node)
self.target_nodepath.node().addSolid(self.target)
self.target_nodepath.show()
def collide(self, task):
self.traverser.traverse(render)
for entry in self.queue.get_entries():
# print("Entity:")
pos = entry.getSurfacePoint(self.entity.model)
pos_x = pos[0]
pos_z = pos[2]
self.entity.spawn_particles(pos_x, pos_z)
self.entity.life -= 1
return task.cont
class ShipCollision:
def __init__(self, ship):
self.ship = ship
self.setup_collision()
self.queue = CollisionHandlerQueue()
self.traverser = CollisionTraverser('Collision Traverser')
self.traverser.showCollisions(render)
self.traverser.add_collider(self.target_nodepath, self.queue)
base.taskMgr.add(self.collide, "Collision Task")
def setup_collision(self):
self.target = CollisionSphere(0, 0, 0, 0.5)
self.target_node = CollisionNode('collision_ship')
self.target_node.setFromCollideMask(ENEMIES)
self.target_node.setIntoCollideMask(ALLIES)
self.target_nodepath = self.ship.model.attach_new_node(self.target_node)
self.target_nodepath.node().addSolid(self.target)
#self.target_nodepath.show()
def collide(self, task):
self.traverser.traverse(render)
for entry in self.queue.get_entries():
#print("Ship:")
#print(entry)
self.ship.model.cleanup()
self.ship.model.removeNode()
return task.cont
class BulletCollision:
def __init__(self, bullet):
self.bullet = bullet
self.setup_collision()
self.queue = CollisionHandlerQueue()
self.traverser = CollisionTraverser('Collision Traverser')
self.traverser.showCollisions(render)
self.traverser.add_collider(self.target_nodepath, self.queue)
base.taskMgr.add(self.collide, "Collision Task")
def setup_collision(self):
self.target = CollisionSphere(0, 0, 0, 0.1)
self.target_node = CollisionNode('collision_bullet')
self.target_node.setFromCollideMask(ENEMIES)
self.target_node.setIntoCollideMask(ALLIES)
self.target_nodepath = self.bullet.model.attach_new_node(self.target_node)
self.target_nodepath.node().addSolid(self.target)
self.target_nodepath.show()
def collide(self, task):
self.traverser.traverse(render)
for entry in self.queue.get_entries():
#print("Bullet:")
#print(entry)
self.bullet.model.removeNode()
return task.cont