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- #!/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 LVector3
- from panda3d.core import LPoint3
- from panda3d.core import TransformState
- from panda3d.core import BitMask32
- from panda3d.core import Filename
- from panda3d.core import PNMImage
- from panda3d.core import GeoMipTerrain
- 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 BulletHeightfieldShape
- 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)
- self.accept('x', self.toggle_heightfield)
- 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 toggle_heightfield(self):
- self.hf.set_debug_enabled(not self.hf.is_debug_enabled())
- 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, 10, 0.008)
- self.terrain.update()
- 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.debugNP.node().show_normals(True)
- self.world = BulletWorld()
- self.world.set_gravity((0, 0, -9.81))
- self.world.set_debug_node(self.debugNP.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
- visualNP = loader.load_model('models/box.egg')
- visualNP.clear_model_nodes()
- visualNP.reparent_to(self.boxNP)
- # Heightfield (static)
- height = 8.0
- img = PNMImage(Filename('models/elevation.png'))
- shape = BulletHeightfieldShape(img, height, ZUp)
- shape.set_use_diamond_subdivision(True)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Heightfield'))
- np.node().add_shape(shape)
- np.set_pos(0, 0, 0)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- self.hf = np.node() # To enable/disable debug visualisation
- self.terrain = GeoMipTerrain('terrain')
- self.terrain.set_heightfield(img)
- self.terrain.set_block_size(32)
- self.terrain.set_near(50)
- self.terrain.set_far(100)
- self.terrain.set_focal_point(base.camera)
- rootNP = self.terrain.get_root()
- rootNP.reparent_to(render)
- rootNP.set_sz(8.0)
- offset = img.get_x_size() / 2.0 - 0.5
- rootNP.set_pos(-offset, -offset, -height / 2.0)
- self.terrain.generate()
- game = Game()
- game.run()
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