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- #!/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.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 BulletSphereShape
- from panda3d.bullet import BulletCapsuleShape
- from panda3d.bullet import BulletCylinderShape
- from panda3d.bullet import BulletConeShape
- from panda3d.bullet import BulletConvexHullShape
- from panda3d.bullet import BulletTriangleMesh
- from panda3d.bullet import BulletTriangleMeshShape
- from panda3d.bullet import BulletMultiSphereShape
- from panda3d.bullet import XUp
- from panda3d.bullet import YUp
- 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)
- #pairs = [(mf.getNode0().getName(),
- # mf.getNode1().getName())
- # for mf in self.world.getManifolds() if mf.getNumManifoldPoints() > 0]
- #print pairs
- return task.cont
- def cleanup(self):
- self.world = None
- self.worldNP.remove_node()
- #def do_added(self, node1, node2):
- # print('added:', node1.getName(), node2.getName())
- #def do_destroyed(self, node1, node2):
- # print('destroyed:', node1.getName(), node2.getName())
- 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.world = BulletWorld()
- self.world.set_gravity((0, 0, -9.81))
- self.world.set_debug_node(self.debugNP.node())
- # Plane (static)
- 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 (dynamic)
- 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.all_on())
- self.world.attach(np.node())
- self.boxNP = np # For applying force & torque
- #np.node().notifyCollisions(True)
- #self.accept('bullet-contact-added', self.do_added)
- #self.accept('bullet-contact-destroyed', self.do_destroyed)
- # Sphere (dynamic)
- 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(-4, 0, 4)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Cone (dynamic)
- shape = BulletConeShape(0.6, 1.2, ZUp)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Cone'))
- np.node().set_mass(1.0)
- np.node().add_shape(shape)
- np.set_pos(4, 0, 4)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Capsule (dynamic)
- shape = BulletCapsuleShape(0.5, 1.0, ZUp)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Capsule'))
- np.node().set_mass(1.0)
- np.node().add_shape(shape)
- np.set_pos(0, 4, 4)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Cyliner (dynamic)
- shape = BulletCylinderShape(0.7, 1.5, ZUp)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Cylinder'))
- np.node().set_mass(1.0)
- np.node().add_shape(shape)
- np.set_pos(4, 4, 4)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Convex (dynamic)
- shape = BulletConvexHullShape()
- shape.add_point(LPoint3(1, 1, 2))
- shape.add_point(LPoint3(0, 0, 0))
- shape.add_point(LPoint3(2, 0, 0))
- shape.add_point(LPoint3(0, 2, 0))
- shape.add_point(LPoint3(2, 2, 0))
- # Another way to create the convex hull shape:
- #shape = BulletConvexHullShape()
- #shape.add_array([
- # LPoint3(1, 1, 2),
- # LPoint3(0, 0, 0),
- # LPoint3(2, 0, 0),
- # LPoint3(0, 2, 0),
- # LPoint3(2, 2, 0),
- #])
- # Yet another way to create the convex hull shape:
- #geom = loader.load_model('models/box.egg')\
- # .find_all_matches('**/+GeomNode')\
- # .get_path(0)\
- # .node()\
- # .get_geom(0)
- #shape = BulletConvexHullShape()
- #shape.add_geom(geom)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Convex'))
- np.node().set_mass(1.0)
- np.node().add_shape(shape)
- np.set_pos(-4, 4, 4)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Mesh (static)
- p0 = LPoint3(-10, -10, 0)
- p1 = LPoint3(-10, 10, 0)
- p2 = LPoint3(10, -10, 0)
- p3 = LPoint3(10, 10, 0)
- mesh = BulletTriangleMesh()
- mesh.add_triangle(p0, p1, p2)
- mesh.add_triangle(p1, p2, p3)
- shape = BulletTriangleMeshShape(mesh, dynamic=False)
- # Another way to create the triangle mesh shape:
- #geom = loader.load_model('models/box.egg')\
- # .find_all_matches('**/+GeomNode')\
- # .get_path(0)\
- # .node()\
- # .get_geom(0)
- #mesh = BulletTriangleMesh()
- #mesh.add_geom(geom)
- #shape = BulletTriangleMeshShape(mesh, dynamic=False)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
- np.node().add_shape(shape)
- np.set_pos(0, 0, 0.1)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # MultiSphere
- points = [LPoint3(-1, 0, 0), LPoint3(0, 0, 0), LPoint3(1, 0, 0)]
- radii = [.4, .8, .6]
- shape = BulletMultiSphereShape(points, radii)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('MultiSphere'))
- np.node().set_mass(1.0)
- np.node().add_shape(shape)
- np.set_pos(8, 0, 4)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- game = Game()
- game.run()
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