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- #!/usr/bin/env python
- #from panda3d.core import load_prc_file_data
- #load_prc_file_data('', 'bullet-additional-damping true')
- #load_prc_file_data('', 'bullet-additional-damping-linear-factor 0.005')
- #load_prc_file_data('', 'bullet-additional-damping-angular-factor 0.01')
- #load_prc_file_data('', 'bullet-additional-damping-linear-threshold 0.01')
- #load_prc_file_data('', 'bullet-additional-damping-angular-threshold 0.01')
- 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 BulletRigidBodyNode
- 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, 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
- force = render.get_relative_vector(self.boxNP, force)
- torque = render.get_relative_vector(self.boxNP, torque)
- 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.doPhysics(dt)
- self.world.do_physics(dt, 5, 1.0/180.0)
- return task.cont
- def cleanup(self):
- self.world.remove(self.groundNP.node())
- self.world.remove(self.boxNP.node())
- self.world = None
- self.debugNP = None
- self.groundNP = None
- self.boxNP = 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.debugNP.node().show_wireframe(True)
- self.debugNP.node().show_constraints(True)
- self.debugNP.node().show_bounding_boxes(False)
- self.debugNP.node().show_normals(True)
- #self.debugNP.show_tight_bounds()
- #self.debugNP.show_bounds()
- self.world = BulletWorld()
- self.world.set_gravity(0, 0, -9.81)
- self.world.set_debug_node(self.debugNP.node())
- # Ground (static)
- shape = BulletPlaneShape((0, 0, 1), 1)
- self.groundNP = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground'))
- self.groundNP.node().add_shape(shape)
- self.groundNP.set_pos(0, 0, -2)
- self.groundNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(self.groundNP.node())
- # Box (dynamic)
- shape = BulletBoxShape((0.5, 0.5, 0.5))
- self.boxNP = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
- self.boxNP.node().set_mass(1.0)
- self.boxNP.node().add_shape(shape)
- self.boxNP.set_pos(0, 0, 2)
- #self.boxNP.set_scale(2, 1, 0.5)
- self.boxNP.set_collide_mask(BitMask32.all_on())
- #self.boxNP.node().set_deactivation_enabled(False)
- self.world.attach(self.boxNP.node())
- visualNP = loader.load_model('models/box.egg')
- visualNP.clear_model_nodes()
- visualNP.reparent_to(self.boxNP)
- # Bullet nodes should survive a flatten operation!
- #self.worldNP.flatten_strong()
- #render.ls()
- game = Game()
- game.run()
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