import direct.directbase.DirectStart
from direct.interval.IntervalGlobal import * #to make things flash on collisions
from pandac.PandaModules import *
from direct.showbase import DirectObject #so that we can accept messages
class World( DirectObject.DirectObject ):
def __init__( self ):
#initialize traverser
base.cTrav = CollisionTraverser()
#initialize handler
self.collHandEvent=CollisionHandlerEvent()
self.collHandEvent.addInPattern('into-%in')
self.collHandEvent.addOutPattern('outof-%in')
#initialize collision count (for unique collision strings)
self.collCount=0
#load a model. reparent it to the camera so we can move it.
s = loader.loadModel('smiley')
s.reparentTo(camera)
s.setPos(0, 25,0)
#setup a collision solid for this model
sColl=self.initCollisionSphere(s, True)
#add this object to the traverser
base.cTrav .addCollider(sColl[0] , self.collHandEvent)
#accept the events sent by the collisions
self.accept( 'into-' + sColl[1], self.collide3)
self.accept( 'outof-' + sColl[1], self.collide4)
print sColl[1]
#load a model.
t = loader.loadModel('smiley')
t.reparentTo(render)
t.setPos(5, 25,0)
#setup a collision solid for this model
tColl=self.initCollisionSphere(t, True)
#add this object to the traverser
base.cTrav .addCollider(tColl[0], self.collHandEvent)
#accept the events sent by the collisions
self.accept( 'into-' + tColl[1], self.collide)
self.accept( 'outof-' + tColl[1], self.collide2)
print tColl[1]
print "WERT"
def collide(self, collEntry):
print "WERT: object has collided into another object"
Sequence(Func(collEntry.getFromNodePath().getParent().setColor, VBase4(1,0,0,1)),
Wait(.2),
Func(collEntry.getFromNodePath().getParent().setColor, VBase4(0,1,0,1)),
Wait(.2),
Func(collEntry.getFromNodePath().getParent().setColor, VBase4(1,1,1,1))).start()
def collide2(self, collEntry):
#collEntry.getFromNodePath().getParent().remove()
print "WERT.: object is no longer colliding with another object"
def collide3(self, collEntry):
#collEntry.getFromNodePath().getParent().remove()
print "WERT2: object has collided into another object"
def collide4(self, collEntry):
#collEntry.getFromNodePath().getParent().remove()
print "WERT2: object is no longer colliding with another object"
def initCollisionSphere( self, obj, show=False):
#get the size of the object for the collision sphere
bounds = obj.getChild(0).getBounds()
center = bounds.getCenter()
radius = bounds.getRadius()*1.1
#create a collision sphere and name it something understandable
collSphereStr = 'CollisionHull' +str(self.collCount)+"_"+obj.getName()
self.collCount+=1
cNode=CollisionNode(collSphereStr)
cNode.addSolid(CollisionSphere(center, radius ) )
cNodepath=obj.attachNewNode(cNode)
if show:
cNodepath.show()
# return a tuple with the collision node and its corrsponding string
# return the collison node so that the bitmask can be set
return (cNodepath,collSphereStr )
#run the world. move around with the mouse to create collisions
w= World()
run()
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