#!/usr/bin/env python #from panda3d.core import load_prc_file_data #load_prc_file_data('', 'bullet-enable-contact-events true') 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.core import NodePath from panda3d.bullet import BulletWorld from panda3d.bullet import BulletDebugNode from panda3d.bullet import BulletPlaneShape from panda3d.bullet import BulletBoxShape from panda3d.bullet import BulletSphereShape from panda3d.bullet import BulletRigidBodyNode 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): if not self.box: return 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.box.set_active(True) self.box.apply_central_force(force) self.box.apply_torque(torque) def process_contacts(self): if not self.box or not self.sphere: return result = self.world.contact_test_pair(self.box, self.sphere) #result = self.world.contact_test(self.box) #print '-->', result.get_num_contacts() for contact in result.get_contacts(): cp = contact.get_manifold_point() node0 = contact.get_node0() node1 = contact.get_node1() print(node0.get_name(), node1.get_name(), cp.get_local_point_a()) #print(contact.get_node0(), cp.get_position_world_on_a()) #print(contact.get_idx0(), contact.get_idx1(), \ # contact.get_part_id0(), contact.get_part_id1()) self.remove_node(node1) def remove_node(self, node): self.world.remove(node) if node == self.sphere: self.sphere = None if node == self.box: self.box = None np = NodePath(node) np.remove_node() def update(self, task): dt = globalClock.get_dt() self.process_input(dt) self.world.do_physics(dt, 10, 0.008) self.process_contacts() return task.cont def cleanup(self): self.world = None self.worldNP.remove_node() #def on_contact_added(self, node1, node2): # print('contact added:', node1, node2) #def on_contact_destroyed(self, node1, node2): # print('contact destroyed:', node1, node2) 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()) # Plane shape = BulletPlaneShape((0, 0, 1), 0) np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground')) np.node().add_shape(shape) np.set_pos(0, 0, -1) np.set_collide_mask(BitMask32.all_on()) 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.node().set_deactivation_enabled(False) np.set_pos(2, 0, 4) np.set_collide_mask(BitMask32.all_on()) self.world.attach(np.node()) visualNP = loader.load_model('models/box.egg') visualNP.reparent_to(np) self.box = np.node() # 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(-2, 0, 4) np.set_collide_mask(BitMask32.all_on()) self.world.attach(np.node()) self.sphere = np.node() ## Enable contact reporting #self.accept('bullet-contact-added', self.on_contact_added) #self.accept('bullet-contact-destroyed', self.on_contact_destroyed) #self.box.notify_collisions(True) game = Game() game.run()