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11_slider_constraint.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 LPoint3
  8. from panda3d.core import TransformState
  9. from panda3d.core import BitMask32
  10. from panda3d.bullet import BulletWorld
  11. from panda3d.bullet import BulletBoxShape
  12. from panda3d.bullet import BulletSphereShape
  13. from panda3d.bullet import BulletRigidBodyNode
  14. from panda3d.bullet import BulletSliderConstraint
  15. from panda3d.bullet import BulletDebugNode
  16. class Game(ShowBase):
  17. def __init__(self):
  18. ShowBase.__init__(self)
  19. base.set_background_color(0.1, 0.1, 0.8, 1)
  20. base.set_frame_rate_meter(True)
  21. base.cam.set_pos(0, -20, 5)
  22. base.cam.look_at(0, 0, 0)
  23. # Light
  24. alight = AmbientLight('ambientLight')
  25. alight.set_color((0.5, 0.5, 0.5, 1))
  26. alightNP = render.attach_new_node(alight)
  27. dlight = DirectionalLight('directionalLight')
  28. dlight.set_direction((1, 1, -1))
  29. dlight.set_color((0.7, 0.7, 0.7, 1))
  30. dlightNP = render.attach_new_node(dlight)
  31. render.clear_light()
  32. render.set_light(alightNP)
  33. render.set_light(dlightNP)
  34. # Input
  35. self.accept('escape', self.do_exit)
  36. self.accept('r', self.do_reset)
  37. self.accept('f1', base.toggle_wireframe)
  38. self.accept('f2', base.toggle_texture)
  39. self.accept('f3', self.toggle_debug)
  40. self.accept('f5', self.do_screenshot)
  41. self.accept('enter', self.do_shoot)
  42. # Task
  43. taskMgr.add(self.update, 'updateWorld')
  44. # Physics
  45. self.setup()
  46. def do_exit(self):
  47. self.cleanup()
  48. sys.exit(1)
  49. def do_reset(self):
  50. self.cleanup()
  51. self.setup()
  52. def toggle_debug(self):
  53. if self.debugNP.is_hidden():
  54. self.debugNP.show()
  55. else:
  56. self.debugNP.hide()
  57. def do_screenshot(self):
  58. base.screenshot('Bullet')
  59. def do_shoot(self):
  60. # Get from/to points from mouse click
  61. pMouse = base.mouseWatcherNode.get_mouse()
  62. pFrom = LPoint3()
  63. pTo = LPoint3()
  64. base.camLens.extrude(pMouse, pFrom, pTo)
  65. pFrom = render.get_relative_point(base.cam, pFrom)
  66. pTo = render.get_relative_point(base.cam, pTo)
  67. # Calculate initial velocity
  68. v = pTo - pFrom
  69. v.normalize()
  70. v *= 100.0
  71. # Create bullet
  72. shape = BulletSphereShape(0.3)
  73. body = BulletRigidBodyNode('Bullet')
  74. bodyNP = self.worldNP.attach_new_node(body)
  75. bodyNP.node().add_shape(shape)
  76. bodyNP.node().set_mass(1.0)
  77. bodyNP.node().set_linear_velocity(v)
  78. bodyNP.node().set_ccd_motion_threshold(1e-7);
  79. bodyNP.node().set_ccd_swept_sphere_radius(0.50);
  80. bodyNP.set_collide_mask(BitMask32.all_on())
  81. bodyNP.set_pos(pFrom)
  82. visNP = loader.load_model('models/ball.egg')
  83. visNP.set_scale(0.8)
  84. visNP.reparent_to(bodyNP)
  85. self.world.attach(bodyNP.node())
  86. # Remove the bullet again after 2 seconds
  87. taskMgr.do_method_later(2, self.do_remove, 'doRemove',
  88. extraArgs=[bodyNP], appendTask=True)
  89. def do_remove(self, bodyNP, task):
  90. self.world.remove(bodyNP.node())
  91. bodyNP.remove_node()
  92. return task.done
  93. def update(self, task):
  94. dt = globalClock.get_dt()
  95. self.world.do_physics(dt, 20, 1.0/180.0)
  96. return task.cont
  97. def cleanup(self):
  98. self.worldNP.remove_node()
  99. self.worldNP = None
  100. self.world = None
  101. def setup(self):
  102. self.worldNP = render.attach_new_node('World')
  103. # World
  104. self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
  105. self.debugNP.show()
  106. self.debugNP.node().show_wireframe(True)
  107. self.debugNP.node().show_constraints(True)
  108. self.debugNP.node().show_bounding_boxes(False)
  109. self.debugNP.node().show_normals(False)
  110. self.world = BulletWorld()
  111. self.world.set_gravity((0, 0, -9.81))
  112. self.world.set_debug_node(self.debugNP.node())
  113. # Box A
  114. shape = BulletBoxShape((0.5, 0.5, 0.5))
  115. bodyA = BulletRigidBodyNode('Box A')
  116. bodyNP = self.worldNP.attach_new_node(bodyA)
  117. bodyNP.node().add_shape(shape)
  118. bodyNP.set_collide_mask(BitMask32.all_on())
  119. bodyNP.set_pos(-3, 0, 4)
  120. visNP = loader.load_model('models/box.egg')
  121. visNP.clear_model_nodes()
  122. visNP.reparent_to(bodyNP)
  123. self.world.attach(bodyA)
  124. # Box B
  125. shape = BulletBoxShape((0.5, 0.5, 0.5))
  126. bodyB = BulletRigidBodyNode('Box B')
  127. bodyNP = self.worldNP.attach_new_node(bodyB)
  128. bodyNP.node().add_shape(shape)
  129. bodyNP.node().set_mass(1.0)
  130. bodyNP.node().set_deactivation_enabled(False)
  131. bodyNP.set_collide_mask(BitMask32.all_on())
  132. bodyNP.set_pos(0, 0, 0)
  133. visNP = loader.load_model('models/box.egg')
  134. visNP.clear_model_nodes()
  135. visNP.reparent_to(bodyNP)
  136. self.world.attach(bodyB)
  137. # Slider
  138. frameA = TransformState.make_pos_hpr((2, 0, 0), (0, 0, 45))
  139. frameB = TransformState.make_pos_hpr((0, -3, 0), (0, 0, 0))
  140. slider = BulletSliderConstraint(bodyA, bodyB, frameA, frameB, True)
  141. slider.set_debug_draw_size(2.0)
  142. slider.set_lower_linear_limit(0)
  143. slider.set_upper_linear_limit(6)
  144. slider.set_lower_angular_limit(-60)
  145. slider.set_upper_angular_limit(60)
  146. self.world.attach(slider)
  147. game = Game()
  148. game.run()