.. This file was automatically converted from MediaWiki syntax. If some markup is wrong, looks weird or doesn't make sense, feel free to fix it. Please remove this comment once this file was manually checked and no "strange ReST" artifacts remain. .. _uneven-terrain: Uneven Terrain ============== UNEVEN TERRAIN PATHFINDING : {{#ev:youtube\|ozja1l4rpo4}} -------------- In PandAI, use it via : Modifying the Roaming Ralph tutorial to always stay on the terrain. -------------- The code for this tutorial : .. code-block:: python # PandAI Author: Srinavin Nair # Original Author: Ryan Myers # Models: Jeff Styers, Reagan Heller # Last Updated: 6/13/2005 # # 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. # It uses PandAI pathfinding to move the character. import direct.directbase.DirectStart from panda3d.core import CollisionTraverser,CollisionNode from panda3d.core import CollisionHandlerQueue,CollisionRay from panda3d.core import Filename from panda3d.core import PandaNode,NodePath,Camera,TextNode from panda3d.core 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 #for Pandai from panda3d.ai import * SPEED = 0.5 # Figure out what directory this program is in. MYDIR=os.path.abspath(sys.path[0]) MYDIR=Filename.fromOsSpecific(MYDIR).getFullpath() font = loader.loadFont("cmss12") # Function to put instructions on the screen. def addInstructions(pos, msg): return OnscreenText(text=msg, style=1, fg=(1,1,1,1), font = font, 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), font = font, pos=(1.3,-0.95), align=TextNode.ARight, scale = .07) class World(DirectObject): def __init__(self): #self.switchState = False self.switchState = True self.switchCam = False self.path_no = 1 self.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0} base.win.setClearColor(Vec4(0,0,0,1)) base.cam.setPosHpr(17.79,-87.64,90.16,38.66,325.36,0) # Post the instructions self.title = addTitle("Pandai Tutorial: Roaming Ralph (Walking on Uneven Terrain) working with pathfinding") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Space - do Only once]: Start Pathfinding") self.inst3 = addInstructions(0.85, "[Enter]: Change camera view") #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") # 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(12,0,0) self.box = loader.loadModel("models/box") self.box.reparentTo(render) self.box.setPos(-29.83,0,0) self.box.setScale(1) self.box1 = loader.loadModel("models/box") self.box1.reparentTo(render) self.box1.setPos(-51.14,-17.90,0) self.box1.setScale(1) # Create the main character, Ralph #ralphStartPos = self.environ.find("**/start_point").getPos() ralphStartPos = Vec3(-98.64,-20.60,0) self.ralph = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.ralph.reparentTo(render) self.ralph.setScale(1) self.ralph.setPos(ralphStartPos) ralphaiStartPos = Vec3(-50,20,0) self.ralphai = Actor("models/ralph", {"run":"models/ralph-run", "walk":"models/ralph-walk"}) self.pointer = loader.loadModel("models/arrow") self.pointer.setColor(1,0,0) self.pointer.setPos(-7.5,-1.2,0) self.pointer.setScale(3) self.pointer.reparentTo(render) self.pointer1 = loader.loadModel("models/arrow") self.pointer1.setColor(1,0,0) self.pointer1.setPos(-98.64,-20.60,0) self.pointer1.setScale(3) #self.pointer.reparentTo(render) # 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("enter", self.activateCam) 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]) #taskMgr.add(self.move,"moveTask") # Game state variables 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) self.setAI() def activateCam(self): self.switchCam = not self.switchCam if(self.switchCam == True): base.cam.setPosHpr(0,0,0,0,0,0) base.cam.reparentTo(self.ralph) base.cam.setY(base.cam.getY() + 30) base.cam.setZ(base.cam.getZ() + 10) base.cam.setHpr(180,-15,0) else: base.cam.reparentTo(render) base.cam.setPosHpr(17.79,-87.64,90.16,38.66,325.36,0) #base.camera.setPos(self.ralph.getX(),self.ralph.getY()+10,2) #Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self): # Get the time elapsed since last frame. We need this # for framerate-independent movement. elapsed = globalClock.getDt() # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. if(self.switchState==False): base.camera.lookAt(self.ralph) if (self.keyMap["cam-left"]!=0): base.camera.setX(base.camera, -(elapsed*20)) if (self.keyMap["cam-right"]!=0): base.camera.setX(base.camera, +(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() # 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): self.ralph.setY(self.ralph, -(elapsed*25)) # 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. if(self.switchState==False): 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. #print(self.ralphGroundHandler.getNumEntries()) 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. if(self.switchState==False): 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.setZ(base.camera.getZ()) base.camera.lookAt(self.floater) self.ralph.setP(0) return Task.cont def setAI(self): #Creating AI World self.AIworld = AIWorld(render) self.accept("space", self.setMove) self.AIchar = AICharacter("ralph",self.ralph, 60, 0.05, 25) self.AIworld.addAiChar(self.AIchar) self.AIbehaviors = self.AIchar.getAiBehaviors() self.AIbehaviors.initPathFind("models/navmesh.csv") #AI World update taskMgr.add(self.AIUpdate,"AIUpdate") def setMove(self): self.AIbehaviors.addStaticObstacle(self.box) self.AIbehaviors.addStaticObstacle(self.box1) self.AIbehaviors.pathFindTo(self.pointer) self.ralph.loop("run") #to update the AIWorld def AIUpdate(self,task): self.AIworld.update() self.move() if(self.path_no == 1 and self.AIbehaviors.behaviorStatus("pathfollow") == "done"): self.path_no = 2 self.AIbehaviors.pathFindTo(self.pointer1, "addPath") print("inside") if(self.path_no == 2 and self.AIbehaviors.behaviorStatus("pathfollow") == "done"): print("inside2") self.path_no = 1 self.AIbehaviors.pathFindTo(self.pointer, "addPath") return Task.cont w = World() run() -------------- The full working demo can be downloaded at : https://sites.google.com/site/etcpandai/documentation/pathfinding/UnevenTerrainPathFinding.zip?attredirects=0&d;=1