#!/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 LPoint3 from panda3d.core import TransformState from panda3d.core import BitMask32 from panda3d.bullet import BulletWorld from panda3d.bullet import BulletBoxShape from panda3d.bullet import BulletSphereShape from panda3d.bullet import BulletRigidBodyNode from panda3d.bullet import BulletConeTwistConstraint from panda3d.bullet import BulletDebugNode 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, 5) 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) self.accept('enter', self.do_shoot) # 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 do_shoot(self): # Get from/to points from mouse click pMouse = base.mouseWatcherNode.get_mouse() pFrom = LPoint3() pTo = LPoint3() base.camLens.extrude(pMouse, pFrom, pTo) pFrom = render.get_relative_point(base.cam, pFrom) pTo = render.get_relative_point(base.cam, pTo) # Calculate initial velocity v = pTo - pFrom v.normalize() v *= 100.0 # Create bullet shape = BulletSphereShape(0.3) body = BulletRigidBodyNode('Bullet') bodyNP = self.worldNP.attach_new_node(body) bodyNP.node().add_shape(shape) bodyNP.node().set_mass(1.0) bodyNP.node().set_linear_velocity(v) bodyNP.node().set_ccd_motion_threshold(1e-7); bodyNP.node().set_ccd_swept_sphere_radius(0.50); bodyNP.set_collide_mask(BitMask32.all_on()) bodyNP.set_pos(pFrom) visNP = loader.load_model('models/ball.egg') visNP.set_scale(0.8) visNP.reparent_to(bodyNP) self.world.attach(bodyNP.node()) # Remove the bullet again after 2 seconds taskMgr.do_method_later(2, self.do_remove, 'doRemove', extraArgs=[bodyNP], appendTask=True) def do_remove(self, bodyNP, task): self.world.remove(bodyNP.node()) bodyNP.remove_node() return task.done def update(self, task): dt = globalClock.get_dt() self.world.do_physics(dt, 20, 1.0/180.0) return task.cont def cleanup(self): self.worldNP.remove_node() self.worldNP = None self.world = None def setup(self): self.worldNP = render.attach_new_node('World') # World self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug')) self.debugNP.show() self.debugNP.node().show_wireframe(True) self.debugNP.node().show_constraints(True) self.debugNP.node().show_bounding_boxes(False) self.debugNP.node().show_normals(False) self.world = BulletWorld() self.world.set_gravity((0, 0, -9.81)) self.world.set_debug_node(self.debugNP.node()) # Box A shape = BulletBoxShape((0.5, 0.5, 0.5)) bodyA = BulletRigidBodyNode('Box A') bodyNP = self.worldNP.attach_new_node(bodyA) bodyNP.node().add_shape(shape) bodyNP.set_collide_mask(BitMask32.all_on()) bodyNP.set_pos(-2, 0, 4) visNP = loader.load_model('models/box.egg') visNP.clear_model_nodes() visNP.reparent_to(bodyNP) self.world.attach(bodyA) # Box B shape = BulletBoxShape((0.5, 0.5, 0.5)) bodyB = BulletRigidBodyNode('Box B') bodyNP = self.worldNP.attach_new_node(bodyB) bodyNP.node().add_shape(shape) bodyNP.node().set_mass(1.0) bodyNP.node().set_deactivation_enabled(False) bodyNP.set_collide_mask(BitMask32.all_on()) bodyNP.set_pos(0, 0, 0) visNP = loader.load_model('models/box.egg') visNP.clear_model_nodes() visNP.reparent_to(bodyNP) self.world.attach(bodyB) # Cone frameA = TransformState.make_pos_hpr((0, 0, -2), (0, 0, 90)) frameB = TransformState.make_pos_hpr((-5, 0, 0), (0, 0, 0)) cone = BulletConeTwistConstraint(bodyA, bodyB, frameA, frameB) cone.set_debug_draw_size(2.0) cone.set_limit(30, 45, 170, softness=1.0, bias=0.3, relaxation=8.0) self.world.attach(cone) game = Game() game.run()