#!/usr/bin/env python import sys from direct.showbase.ShowBase import ShowBase from direct.showbase.InputStateGlobal import inputState from panda3d.core import AmbientLight from panda3d.core import DirectionalLight from panda3d.core import LVector3 from panda3d.core import LPoint3 from panda3d.core import TransformState from panda3d.core import BitMask32 from panda3d.bullet import BulletWorld from panda3d.bullet import BulletPlaneShape from panda3d.bullet import BulletBoxShape from panda3d.bullet import BulletSphereShape from panda3d.bullet import BulletConeShape from panda3d.bullet import BulletRigidBodyNode from panda3d.bullet import BulletDebugNode from panda3d.bullet import ZUp class Game(ShowBase): def __init__(self): ShowBase.__init__(self) base.set_background_color(0.1, 0.1, 0.8, 1) base.set_frame_rate_meter(True) base.cam.set_pos(0, -20, 4) base.cam.look_at(0, 0, 0) # Light alight = AmbientLight('ambientLight') alight.set_color((0.5, 0.5, 0.5, 1)) alightNP = render.attach_new_node(alight) dlight = DirectionalLight('directionalLight') dlight.set_direction((1, 1, -1)) dlight.set_color((0.7, 0.7, 0.7, 1)) dlightNP = render.attach_new_node(dlight) render.clear_light() render.set_light(alightNP) render.set_light(dlightNP) # Input self.accept('escape', self.do_exit) self.accept('r', self.do_reset) self.accept('f1', base.toggle_wireframe) self.accept('f2', base.toggle_texture) self.accept('f3', self.toggle_debug) self.accept('f5', self.do_screenshot) inputState.watchWithModifiers('forward', 'w') inputState.watchWithModifiers('left', 'a') inputState.watchWithModifiers('reverse', 's') inputState.watchWithModifiers('right', 'd') inputState.watchWithModifiers('turnLeft', 'q') inputState.watchWithModifiers('turnRight', 'e') # Task taskMgr.add(self.update, 'updateWorld') # Physics self.setup() def do_exit(self): self.cleanup() sys.exit(1) def do_reset(self): self.cleanup() self.setup() def toggle_debug(self): if self.debugNP.is_hidden(): self.debugNP.show() else: self.debugNP.hide() def do_screenshot(self): base.screenshot('Bullet') def process_input(self, dt): force = LVector3(0, 0, 0) torque = LVector3(0, 0, 0) if inputState.isSet('forward'): force.y = 1.0 if inputState.isSet('reverse'): force.y = -1.0 if inputState.isSet('left'): force.x = -1.0 if inputState.isSet('right'): force.x = 1.0 if inputState.isSet('turnLeft'): torque.z = 1.0 if inputState.isSet('turnRight'): torque.z = -1.0 force *= 30.0 torque *= 10.0 self.boxNP.node().set_active(True) self.boxNP.node().apply_central_force(force) self.boxNP.node().apply_torque(torque) def update(self, task): dt = globalClock.get_dt() self.process_input(dt) self.world.do_physics(dt) self.raycast() return task.cont def raycast(self): pFrom = LPoint3(-4, 0, 0.5) pTo = LPoint3(4, 0, 0.5) #pTo = pFrom + LVector3(1, 0, 0) * 99999 # Raycast for closest hit result = self.world.ray_test_closest(pFrom, pTo) print(result.has_hit(), \ result.get_hit_fraction(), \ result.get_node(), \ result.get_hit_pos(), \ result.get_hit_normal()) # Raycast for all hits #result = self.world.ray_test_all(pFrom, pTo) #print result.has_hits(), \ # result.get_closest_hit_fraction(), \ # result.get_num_hits() #print [hit.get_hit_pos() for hit in result.get_hits()] def cleanup(self): self.world = None self.worldNP.remove_node() def setup(self): self.worldNP = render.attach_new_node('World') # World self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug')) self.debugNP.show() self.world = BulletWorld() self.world.set_gravity((0, 0, -9.81)) self.world.set_debug_node(self.debugNP.node()) # Ground shape = BulletPlaneShape((0, 0, 1), 0) np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground')) np.node().add_shape(shape) np.set_pos(0, 0, 0) np.set_collide_mask(BitMask32(0x0f)) self.world.attach(np.node()) # Box shape = BulletBoxShape((0.5, 0.5, 0.5)) np = self.worldNP.attach_new_node(BulletRigidBodyNode('Box')) np.node().set_mass(1.0) np.node().add_shape(shape) np.set_pos(0, 0, 4) np.set_collide_mask(BitMask32(0x0f)) self.world.attach(np.node()) self.boxNP = np visualNP = loader.load_model('models/box.egg') visualNP.reparent_to(self.boxNP) # Sphere shape = BulletSphereShape(0.6) np = self.worldNP.attach_new_node(BulletRigidBodyNode('Sphere')) np.node().set_mass(1.0) np.node().add_shape(shape) np.set_pos(3, 0, 4) np.set_collide_mask(BitMask32(0x0f)) self.world.attach(np.node()) # Cone shape = BulletConeShape(0.6, 1.0) np = self.worldNP.attach_new_node(BulletRigidBodyNode('Cone')) np.node().set_mass(1.0) np.node().add_shape(shape) np.set_pos(6, 0, 4) np.set_collide_mask(BitMask32(0x0f)) self.world.attach(np.node()) game = Game() game.run()