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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 LPoint3
- from panda3d.core import TransformState
- from panda3d.core import BitMask32
- from panda3d.bullet import BulletWorld
- from panda3d.bullet import BulletBoxShape
- from panda3d.bullet import BulletSphereShape
- from panda3d.bullet import BulletRigidBodyNode
- from panda3d.bullet import BulletSliderConstraint
- 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, -20, 5)
- 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('enter', self.do_shoot)
- # 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):
- # 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 *= 100.0
- # Create bullet
- shape = BulletSphereShape(0.3)
- body = BulletRigidBodyNode('Bullet')
- bodyNP = self.worldNP.attach_new_node(body)
- bodyNP.node().add_shape(shape)
- bodyNP.node().set_mass(1.0)
- bodyNP.node().set_linear_velocity(v)
- bodyNP.node().set_ccd_motion_threshold(1e-7);
- bodyNP.node().set_ccd_swept_sphere_radius(0.50);
- bodyNP.set_collide_mask(BitMask32.all_on())
- bodyNP.set_pos(pFrom)
- visNP = loader.load_model('models/ball.egg')
- visNP.set_scale(0.8)
- visNP.reparent_to(bodyNP)
- self.world.attach(bodyNP.node())
- # Remove the bullet again after 2 seconds
- taskMgr.do_method_later(2, self.do_remove, 'doRemove',
- extraArgs=[bodyNP], appendTask=True)
- def do_remove(self, bodyNP, task):
- self.world.remove(bodyNP.node())
- bodyNP.remove_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.worldNP.remove_node()
- self.worldNP = None
- self.world = 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.debugNP.node().show_wireframe(True)
- self.debugNP.node().show_constraints(True)
- self.debugNP.node().show_bounding_boxes(False)
- self.debugNP.node().show_normals(False)
- self.world = BulletWorld()
- self.world.set_gravity((0, 0, -9.81))
- self.world.set_debug_node(self.debugNP.node())
- # Box A
- shape = BulletBoxShape((0.5, 0.5, 0.5))
- bodyA = BulletRigidBodyNode('Box A')
- bodyNP = self.worldNP.attach_new_node(bodyA)
- bodyNP.node().add_shape(shape)
- bodyNP.set_collide_mask(BitMask32.all_on())
- bodyNP.set_pos(-3, 0, 4)
- visNP = loader.load_model('models/box.egg')
- visNP.clear_model_nodes()
- visNP.reparent_to(bodyNP)
- self.world.attach(bodyA)
- # Box B
- shape = BulletBoxShape((0.5, 0.5, 0.5))
- bodyB = BulletRigidBodyNode('Box B')
- bodyNP = self.worldNP.attach_new_node(bodyB)
- bodyNP.node().add_shape(shape)
- bodyNP.node().set_mass(1.0)
- bodyNP.node().set_deactivation_enabled(False)
- bodyNP.set_collide_mask(BitMask32.all_on())
- bodyNP.set_pos(0, 0, 0)
- visNP = loader.load_model('models/box.egg')
- visNP.clear_model_nodes()
- visNP.reparent_to(bodyNP)
- self.world.attach(bodyB)
- # Slider
- frameA = TransformState.make_pos_hpr((2, 0, 0), (0, 0, 45))
- frameB = TransformState.make_pos_hpr((0, -3, 0), (0, 0, 0))
- slider = BulletSliderConstraint(bodyA, bodyB, frameA, frameB, True)
- slider.set_debug_draw_size(2.0)
- slider.set_lower_linear_limit(0)
- slider.set_upper_linear_limit(6)
- slider.set_lower_angular_limit(-60)
- slider.set_upper_angular_limit(60)
- self.world.attach(slider)
- game = Game()
- game.run()
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