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- #!/usr/bin/env python
- #from panda3d.core import load_prc_file_data
- #load_prc_file_data('', 'bullet-solver-iterations 20')
- 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 LPoint3
- from panda3d.core import TransformState
- from panda3d.core import BitMask32
- from panda3d.core import get_model_path
- 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, -40, 10)
- base.cam.look_at(0, 0, 5)
- # 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('1', self.do_shoot, [True])
- self.accept('2', self.do_shoot, [False])
- # 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_shoot(self, ccd):
- # Get from/to points from mouse click
- pMouse = base.mouseWatcherNode.get_mouse()
- pFrom = LPoint3()
- pTo = LPoint3()
- base.camLens.extrude(pMouse, pFrom, pTo)
- pFrom = render.get_relative_point(base.cam, pFrom)
- pTo = render.get_relative_point(base.cam, pTo)
- # Calculate initial velocity
- v = pTo - pFrom
- v.normalize()
- v *= 10000.0
- # Create bullet
- shape = BulletBoxShape((0.5, 0.5, 0.5))
- body = BulletRigidBodyNode('Bullet')
- bodyNP = self.worldNP.attach_new_node(body)
- bodyNP.node().add_shape(shape)
- bodyNP.node().set_mass(2.0)
- bodyNP.node().set_linear_velocity(v)
- bodyNP.set_pos(pFrom)
- bodyNP.set_collide_mask(BitMask32.all_on())
- if ccd:
- bodyNP.node().set_ccd_motion_threshold(1e-7)
- bodyNP.node().set_ccd_swept_sphere_radius(0.50)
- self.world.attach(bodyNP.node())
- # Remove the bullet again after 1 second
- taskMgr.do_method_later(1, self.do_remove, 'doRemove',
- extraArgs=[bodyNP], appendTask=True)
- def do_remove(self, bulletNP, task):
- self.world.remove(bulletNP.node())
- return task.done
- def update(self, task):
- dt = globalClock.get_dt()
- self.world.do_physics(dt, 20, 1.0/180.0)
- return task.cont
- def cleanup(self):
- self.world = None
- self.worldNP.remove_node()
- self.worldNP = None
- 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)
- body = BulletRigidBodyNode('Ground')
- bodyNP = self.worldNP.attach_new_node(body)
- bodyNP.node().add_shape(shape)
- bodyNP.set_pos(0, 0, -1)
- bodyNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(bodyNP.node())
- # Some boxes
- shape = BulletBoxShape((0.5, 0.5, 0.5))
- for i in range(10):
- for j in range(10):
- x = i - 5.0
- y = 0.0
- z = j - 0.5
- body = BulletRigidBodyNode('Box-{}-{}'.format(i, j))
- bodyNP = self.worldNP.attach_new_node(body)
- bodyNP.node().add_shape(shape)
- bodyNP.node().set_mass(1.0)
- bodyNP.node().set_deactivation_enabled(False)
- bodyNP.set_pos(x, y, z)
- bodyNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(bodyNP.node())
- visNP = loader.load_model('models/box.egg')
- visNP.clear_model_nodes()
- visNP.reparent_to(bodyNP)
- game = Game()
- game.run()
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