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07_raycast.py 5.6 KB

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  1. #!/usr/bin/env python
  2. import sys
  3. from direct.showbase.ShowBase import ShowBase
  4. from direct.showbase.InputStateGlobal import inputState
  5. from panda3d.core import AmbientLight
  6. from panda3d.core import DirectionalLight
  7. from panda3d.core import LVector3
  8. from panda3d.core import LPoint3
  9. from panda3d.core import TransformState
  10. from panda3d.core import BitMask32
  11. from panda3d.bullet import BulletWorld
  12. from panda3d.bullet import BulletPlaneShape
  13. from panda3d.bullet import BulletBoxShape
  14. from panda3d.bullet import BulletSphereShape
  15. from panda3d.bullet import BulletConeShape
  16. from panda3d.bullet import BulletRigidBodyNode
  17. from panda3d.bullet import BulletDebugNode
  18. from panda3d.bullet import ZUp
  19. class Game(ShowBase):
  20. def __init__(self):
  21. ShowBase.__init__(self)
  22. base.set_background_color(0.1, 0.1, 0.8, 1)
  23. base.set_frame_rate_meter(True)
  24. base.cam.set_pos(0, -20, 4)
  25. base.cam.look_at(0, 0, 0)
  26. # Light
  27. alight = AmbientLight('ambientLight')
  28. alight.set_color((0.5, 0.5, 0.5, 1))
  29. alightNP = render.attach_new_node(alight)
  30. dlight = DirectionalLight('directionalLight')
  31. dlight.set_direction((1, 1, -1))
  32. dlight.set_color((0.7, 0.7, 0.7, 1))
  33. dlightNP = render.attach_new_node(dlight)
  34. render.clear_light()
  35. render.set_light(alightNP)
  36. render.set_light(dlightNP)
  37. # Input
  38. self.accept('escape', self.do_exit)
  39. self.accept('r', self.do_reset)
  40. self.accept('f1', base.toggle_wireframe)
  41. self.accept('f2', base.toggle_texture)
  42. self.accept('f3', self.toggle_debug)
  43. self.accept('f5', self.do_screenshot)
  44. inputState.watchWithModifiers('forward', 'w')
  45. inputState.watchWithModifiers('left', 'a')
  46. inputState.watchWithModifiers('reverse', 's')
  47. inputState.watchWithModifiers('right', 'd')
  48. inputState.watchWithModifiers('turnLeft', 'q')
  49. inputState.watchWithModifiers('turnRight', 'e')
  50. # Task
  51. taskMgr.add(self.update, 'updateWorld')
  52. # Physics
  53. self.setup()
  54. def do_exit(self):
  55. self.cleanup()
  56. sys.exit(1)
  57. def do_reset(self):
  58. self.cleanup()
  59. self.setup()
  60. def toggle_debug(self):
  61. if self.debugNP.is_hidden():
  62. self.debugNP.show()
  63. else:
  64. self.debugNP.hide()
  65. def do_screenshot(self):
  66. base.screenshot('Bullet')
  67. def process_input(self, dt):
  68. force = LVector3(0, 0, 0)
  69. torque = LVector3(0, 0, 0)
  70. if inputState.isSet('forward'): force.y = 1.0
  71. if inputState.isSet('reverse'): force.y = -1.0
  72. if inputState.isSet('left'): force.x = -1.0
  73. if inputState.isSet('right'): force.x = 1.0
  74. if inputState.isSet('turnLeft'): torque.z = 1.0
  75. if inputState.isSet('turnRight'): torque.z = -1.0
  76. force *= 30.0
  77. torque *= 10.0
  78. self.boxNP.node().set_active(True)
  79. self.boxNP.node().apply_central_force(force)
  80. self.boxNP.node().apply_torque(torque)
  81. def update(self, task):
  82. dt = globalClock.get_dt()
  83. self.process_input(dt)
  84. self.world.do_physics(dt)
  85. self.raycast()
  86. return task.cont
  87. def raycast(self):
  88. pFrom = LPoint3(-4, 0, 0.5)
  89. pTo = LPoint3(4, 0, 0.5)
  90. #pTo = pFrom + LVector3(1, 0, 0) * 99999
  91. # Raycast for closest hit
  92. result = self.world.ray_test_closest(pFrom, pTo)
  93. print(result.has_hit(), \
  94. result.get_hit_fraction(), \
  95. result.get_node(), \
  96. result.get_hit_pos(), \
  97. result.get_hit_normal())
  98. # Raycast for all hits
  99. #result = self.world.ray_test_all(pFrom, pTo)
  100. #print result.has_hits(), \
  101. # result.get_closest_hit_fraction(), \
  102. # result.get_num_hits()
  103. #print [hit.get_hit_pos() for hit in result.get_hits()]
  104. def cleanup(self):
  105. self.world = None
  106. self.worldNP.remove_node()
  107. def setup(self):
  108. self.worldNP = render.attach_new_node('World')
  109. # World
  110. self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
  111. self.debugNP.show()
  112. self.world = BulletWorld()
  113. self.world.set_gravity((0, 0, -9.81))
  114. self.world.set_debug_node(self.debugNP.node())
  115. # Ground
  116. shape = BulletPlaneShape((0, 0, 1), 0)
  117. np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground'))
  118. np.node().add_shape(shape)
  119. np.set_pos(0, 0, 0)
  120. np.set_collide_mask(BitMask32(0x0f))
  121. self.world.attach(np.node())
  122. # Box
  123. shape = BulletBoxShape((0.5, 0.5, 0.5))
  124. np = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
  125. np.node().set_mass(1.0)
  126. np.node().add_shape(shape)
  127. np.set_pos(0, 0, 4)
  128. np.set_collide_mask(BitMask32(0x0f))
  129. self.world.attach(np.node())
  130. self.boxNP = np
  131. visualNP = loader.load_model('models/box.egg')
  132. visualNP.reparent_to(self.boxNP)
  133. # Sphere
  134. shape = BulletSphereShape(0.6)
  135. np = self.worldNP.attach_new_node(BulletRigidBodyNode('Sphere'))
  136. np.node().set_mass(1.0)
  137. np.node().add_shape(shape)
  138. np.set_pos(3, 0, 4)
  139. np.set_collide_mask(BitMask32(0x0f))
  140. self.world.attach(np.node())
  141. # Cone
  142. shape = BulletConeShape(0.6, 1.0)
  143. np = self.worldNP.attach_new_node(BulletRigidBodyNode('Cone'))
  144. np.node().set_mass(1.0)
  145. np.node().add_shape(shape)
  146. np.set_pos(6, 0, 4)
  147. np.set_collide_mask(BitMask32(0x0f))
  148. self.world.attach(np.node())
  149. game = Game()
  150. game.run()