Basic questions: How to... for beginners!

Ehehe worked! I’ve defined like that piratePanda and worked! Thanks! :slight_smile:

The result is printed on the DOS window! But it is printed when i click anywhere and not only on the object “objecto”! How can i define to print only when touch the “objecto” ? I thought it would be trough the setTag(‘objecto’) and findNetTag(‘objecto’) ? But i got nothing when i change

self.pickedObj=self.myHandler.getEntry(0).getIntoNodePath() 

for

self.pickedObj=self.myHandler.getEntry(0).getIntoNodePath()
                self.pickedObj=self.pickedObj.findNetTag('objecto')

Note: i load objecto inside init, is that the error ? Because out it gives me error :astonished:

I’ve noticed that the previuos method worked too:

        
if (self.keyMap["select"]!=0):
            self.mpos=base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens(base.camNode, self.mpos.getX(), self.mpos.getY())
            self.myTraverser.traverse(render)
            if self.myHandler.getNumEntries() > 0:
                self.myHandler.sortEntries()
                self.pickedObj=self.myHandler.getEntry(0).getIntoNodePath()
            if not self.pickedObj.isEmpty():
                print self.pickedObj.getParent().getParent().getName() 

Never used the set tags, but you can just fliter be usin a if and if it’s not that objects, then just “pass”, “else:” print “HEY YOU LOOKING AT ME!?”

Hi there, sorry but i’ve had some problems and i had to be away from computer for a time … i will now try to complete the project i’ve proposed!

Can you give me an example so i can look at? Or it’s best i open another thread or resume the issues of this one ?

Best Regards all!!

BTW: Great new look this one!

Can you repost your fully updated code so I can take a look at it?

Sure! Thanks for your attention :stuck_out_tongue:

I want to print “Teste” when i click “objecto”. Well i intend is when i click in the “objecto” it popups a menu but first i like to have a test task so i can see the click action is done correctly!

My current code is:

# 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.

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
from pandac.PandaModules import GeomNode

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.keyMap = {"left":0, "right":0, "forward":0, "cam-left":0, "cam-right":0, "backward":0, "select":0} 
        base.win.setClearColor(Vec4(0,0,0,1))


		
		# Post the instructions

        self.title = addTitle("Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        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")
        
        # Set up the environment
        #
        # This environment model contains collision meshes.  If you look
        # in the egg file, you will see the following:
        #
        #    <Collide> { 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("arrow_down", self.setKey, ["backward",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("arrow_down-up", self.setKey, ["backward",0])
        self.accept("a-up", self.setKey, ["cam-left",0])
        self.accept("s-up", self.setKey, ["cam-right",0])
        self.accept("mouse1", self.setKey, ["select",1])
        self.accept("mouse1-up", self.setKey, ["select",0])
		


        taskMgr.add(self.move,"moveTask")
            
		
        objectoStartPos = self.environ.find("**/start_point").getPos()
        self.objecto = loader.loadModel("models/ralph")
        self.objecto.reparentTo(render)
        self.objecto.setScale(.8)
        self.objecto.setPos(objectoStartPos)
        self.objecto.setTag('objecto', '1')
		
        #teste clicks
			



 
     # 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(0,0,2000)
        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(0,0,2000)
        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)
		
        self.pickerNode=CollisionNode('mouseRay')
        self.pickerNP=camera.attachNewNode(self.pickerNode)
        self.pickerNode.setIntoCollideMask(BitMask32(0)) 
        self.pickerRay=CollisionRay()
        self.pickerNode.addSolid(self.pickerRay)
        self.myTraverser = CollisionTraverser()
        self.myHandler = CollisionHandlerQueue() 
        self.myTraverser.addCollider(self.pickerNP, self.myHandler)
		
        base.win.setClearColor(Vec4(0,0,0,1))		

        # 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)
       

    
    #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, task):

		# 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.

        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 (self.keyMap["backward"]!=0):
            self.ralph.setY(self.ralph, (elapsed*25))
        if (self.keyMap["select"]!=0):
            self.mpos=base.mouseWatcherNode.getMouse()
            self.pickerRay.setFromLens(base.camNode, self.mpos.getX(), self.mpos.getY())
            self.myTraverser.traverse(render)
            if self.myHandler.getNumEntries() > 0:
                self.myHandler.sortEntries()
                self.pickedObj=self.myHandler.getEntry(0).getIntoNodePath()
            if not self.pickedObj.isEmpty():
                print "Teste"


        # 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) or (self.keyMap["backward"]!=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)

        return Task.cont

w = World()
run()

Okay, I checked out your code and I noticed a couple of things.

First, the reason you “teste” prints when you click is because the picker ray is colliding with the terrain, and thus the pickedObj is not empty, it’s the terrain.

You can fix that by using a different bitmask for the terrain collision than you do for mouse picking.

Second, your objectTo doesn’t seem to have a collision solid associated with it. At least, I didn’t see one. It needs to have it’s own collision solid which will represent the space that the picker ray could intersect to consider it clicked on. That solid needs a collision node, etc.

The last thing I would recommend is not using the key map for click responses. Bind some function other than setkey to your mouse button and have that function directly perform whatever actions you want done so that the actions are only performed once per mouse click. I’d also say that you’re better off having the mouse-up be the trigger that sets off the function, since most interfaces work that way and people are used to it.