#!/usr/bin/env python import sys from direct.actor.Actor import Actor from direct.showbase.ShowBase import ShowBase from direct.showbase.InputStateGlobal import inputState from panda3d.core import load_prc_file_data from panda3d.core import AmbientLight from panda3d.core import DirectionalLight from panda3d.core import LVector3 from panda3d.core import TransformState from panda3d.core import BitMask32 from panda3d.core import Filename from panda3d.core import PNMImage from panda3d.bullet import BulletWorld from panda3d.bullet import BulletPlaneShape from panda3d.bullet import BulletBoxShape from panda3d.bullet import BulletRigidBodyNode from panda3d.bullet import BulletDebugNode from panda3d.bullet import BulletCapsuleShape from panda3d.bullet import BulletCharacterControllerNode from panda3d.bullet import BulletHeightfieldShape from panda3d.bullet import BulletTriangleMesh from panda3d.bullet import BulletTriangleMeshShape from panda3d.bullet import ZUp class Game(ShowBase): def __init__(self): """ Load some configuration variables, it's important for this to happen before the ShowBase is initialized """ load_prc_file_data("", """ sync-video #t ### add entries below if you are not running from an installation. #model-path /path/to/panda3d """) 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) self.accept('space', self.do_jump) self.accept('c', self.do_crouch) 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 do_jump(self): self.character.set_max_jump_height(5.0) self.character.set_jump_speed(8.0) self.character.do_jump() self.actorNP.play("jump") def do_crouch(self): self.crouching = not self.crouching sz = self.crouching and 0.6 or 1.0 self.characterNP.set_scale((1, 1, sz)) #self.character.get_shape().set_local_scale(LVector3(1, 1, sz)) #self.characterNP.set_scale(LVector3(1, 1, sz) * 0.3048) #self.characterNP.set_pos(0, 0, -1 * sz) def process_input(self, dt): speed = LVector3(0, 0, 0) omega = 0.0 if inputState.isSet('forward'): speed.y = 2.0 if inputState.isSet('reverse'): speed.y = -2.0 if inputState.isSet('left'): speed.x = -2.0 if inputState.isSet('right'): speed.x = 2.0 if inputState.isSet('turnLeft'): omega = 120.0 if inputState.isSet('turnRight'): omega = -120.0 self.character.set_angular_movement(omega) self.character.set_linear_movement(speed, True) def update(self, task): dt = globalClock.get_dt() self.process_input(dt) self.world.do_physics(dt, 4, 1./240.) return task.cont 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) #img = PNMImage(Filename('models/elevation.png')) #shape = BulletHeightfieldShape(img, 1.0, ZUp) 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((1.0, 3.0, 0.3)) np = self.worldNP.attach_new_node(BulletRigidBodyNode('Box')) np.node().set_mass(10.0) np.node().add_shape(shape) np.set_pos(3, 0, 4) np.setH(20.0) np.set_collide_mask(BitMask32.all_on()) self.world.attach(np.node()) # Character self.crouching = False h = 1.75 w = 0.4 shape = BulletCapsuleShape(w, h - 2 * w, ZUp) self.character = BulletCharacterControllerNode(shape, 0.4, 'Player') self.characterNP = self.worldNP.attach_new_node(self.character) self.characterNP.set_pos(-2, 0, 14) self.characterNP.set_h(45) self.characterNP.set_collide_mask(BitMask32.all_on()) self.world.attach(self.character) self.actorNP = Actor('../roaming-ralph/models/ralph.egg.pz', {'run' : '../roaming-ralph/models/ralph-run.egg.pz', 'walk' : '../roaming-ralph/models/ralph-walk.egg.pz'}) self.actorNP.reparent_to(self.characterNP) self.actorNP.set_scale(0.3048) # 1ft = 0.3048m self.actorNP.setH(180) self.actorNP.set_pos(0, 0, -1) game = Game() game.run()