Skip to content

Instantly share code, notes, and snippets.

@kergalym
Last active August 23, 2022 08:59
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save kergalym/60234b09f776b10bcfa415bd4f9a3b41 to your computer and use it in GitHub Desktop.
Save kergalym/60234b09f776b10bcfa415bd4f9a3b41 to your computer and use it in GitHub Desktop.
Camera Collider class for Panda3D
from direct.interval.LerpInterval import LerpPosInterval
from direct.task.TaskManagerGlobal import taskMgr
from panda3d.bullet import BulletSphereShape, BulletGhostNode
from panda3d.core import BitMask32, Point3
class CameraCollider:
def __init__(self):
self.base = base
self.render = render
self._trig_radius = 1.75 - 2 * 0.3
self.base.game_instance["cam_obstacle_is_close"] = False
self.cam_lerp = None
def set_camera_trigger(self, task):
if self.base.game_instance["loading_is_done"] == 1:
if (self.render.find("**/World")
and self.base.game_instance["physics_world_np"]):
ph_world = self.base.game_instance["physics_world_np"]
player_bs = self.base.game_instance["player_np"]
self._set_ghost_trigger(actor=player_bs, world=ph_world)
return task.done
return task.cont
def _set_ghost_trigger(self, actor, world):
if actor and world:
sphere = BulletSphereShape(self._trig_radius)
trigger_bg = BulletGhostNode('player_cam_trigger')
trigger_bg.add_shape(sphere)
trigger_np = self.render.attach_new_node(trigger_bg)
trigger_np.set_collide_mask(BitMask32(0x0f))
world.attach_ghost(trigger_bg)
trigger_np.reparent_to(actor)
taskMgr.add(self._camera_collider_task,
"camera_collider_task",
extraArgs=[trigger_np, actor],
appendTask=True)
def _camera_collider_task(self, trigger_np, player_bs, task):
if self.base.game_instance['menu_mode']:
self.base.camera.set_z(0.0)
return task.done
if (not self.base.game_instance["ui_mode"]
and not self.base.game_instance["inv_mode"]):
close_y = -2.0
def_y = self.base.game_instance["mouse_y_cam"]
if not self.base.game_instance['is_aiming']:
trigger = player_bs.find("**/player_cam_trigger").node()
if trigger:
for node in trigger.get_overlapping_nodes():
# Outdoor triggering
if (not self.base.game_instance["is_indoor"]
and not self.base.player_states['is_mounted']):
if node:
if "HB" in node.get_name():
continue
if "BGN" in node.get_name():
continue
if "Crouch" in node.get_name():
continue
if "Player" in node.get_name():
continue
if "trigger" in node.get_name():
continue
if "Ground" in node.get_name():
continue
name = node.get_name()
node_np = render.find("**/{0}".format(name))
if node_np:
if self.base.game_settings['Debug']['set_debug_mode'] == "YES":
d = {"name": player_bs.get_name(),
"player_to_obstacle": int(player_bs.get_distance(node_np)),
"camera_to_obstacle": int(base.camera.get_distance(node_np)),
"object_name": "N/A"
}
self.base.game_instance["cam_coll_dist_stat"] = d
self._camera_raycaster_collision(node=node,
player_bs=player_bs)
return task.cont
def _camera_raycaster_collision(self, node, player_bs):
if self.base.game_instance['physics_world_np']:
mouse_watch = base.mouseWatcherNode
if mouse_watch.has_mouse():
pos_mouse = base.mouseWatcherNode.get_mouse()
pos_from = Point3(0, 1, 0)
pos_to = Point3(0, 1000, 0)
base.camLens.extrude(pos_mouse, pos_from, pos_to)
def_y = self.base.game_instance["mouse_y_cam"]
close_y = -2.0
if "Horse" in node.get_name():
close_y = def_y
pos_from = self.render.get_relative_point(base.camera, pos_from)
pos_to = self.render.get_relative_point(base.camera, pos_to)
physics_world_np = self.base.game_instance['physics_world_np']
raytest_all_result = physics_world_np.ray_test_all(pos_from, pos_to)
if raytest_all_result:
for hit in raytest_all_result.get_hits():
hit.get_node()
if ("BS" in hit.get_node().get_name()
and "Player:BS" not in hit.get_node().get_name()):
# Check if collided object at the center of the screen
# and is close to player
name = hit.get_node().get_name()
node_np = render.find("**/{0}".format(name))
if node_np:
if self.base.game_settings['Debug']['set_debug_mode'] == "YES":
d = {"name": player_bs.get_name(),
"player_to_obstacle": int(player_bs.get_distance(node_np)),
"camera_to_obstacle": int(base.camera.get_distance(node_np)),
"object_name": node.get_name()
}
self.base.game_instance["cam_coll_dist_stat"] = d
if int(player_bs.get_distance(node_np)) < 2:
if int(base.camera.get_distance(node_np)) < 4:
if not self.base.game_instance["cam_obstacle_is_close"]:
self.base.game_instance["cam_obstacle_is_close"] = True
else:
if self.base.game_instance["cam_obstacle_is_close"]:
self.base.game_instance["cam_obstacle_is_close"] = False
else:
if self.base.game_instance["cam_obstacle_is_close"]:
self.base.game_instance["cam_obstacle_is_close"] = False
if self.base.game_instance["cam_obstacle_is_close"]:
self._interpolate_to(target_y=close_y, start_y=def_y)
if not self.base.game_instance["cam_obstacle_is_close"]:
self._interpolate_to(target_y=def_y, start_y=close_y)
def _interpolate_to(self, target_y, start_y):
# FIXME: I'm struggling with preventing zooming in/out from being cyclic :(
self.cam_lerp = LerpPosInterval(self.base.camera,
duration=1.0,
pos=Point3(0, target_y, 0),
startPos=Point3(0, start_y, 0))
if not self.cam_lerp.is_playing():
self.cam_lerp.start()
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment