| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213 |
- #!/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 TransformState
- from panda3d.core import BitMask32
- 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 BulletVehicle
- 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)
- inputState.watchWithModifiers('forward', 'w')
- inputState.watchWithModifiers('reverse', 's')
- inputState.watchWithModifiers('turnLeft', 'a')
- inputState.watchWithModifiers('turnRight', 'd')
- # 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 process_input(self, dt):
- engineForce = 0.0
- brakeForce = 0.0
- if inputState.isSet('forward'):
- engineForce = 1000.0
- brakeForce = 0.0
- if inputState.isSet('reverse'):
- engineForce = 0.0
- brakeForce = 100.0
- if inputState.isSet('turnLeft'):
- self.steering += dt * self.steeringIncrement
- self.steering = min(self.steering, self.steeringClamp)
- if inputState.isSet('turnRight'):
- self.steering -= dt * self.steeringIncrement
- self.steering = max(self.steering, -self.steeringClamp)
- # Apply steering to front wheels
- self.vehicle.setSteeringValue(self.steering, 0);
- self.vehicle.setSteeringValue(self.steering, 1);
- # Apply engine and brake to rear wheels
- self.vehicle.applyEngineForce(engineForce, 2);
- self.vehicle.applyEngineForce(engineForce, 3);
- self.vehicle.setBrake(brakeForce, 2);
- self.vehicle.setBrake(brakeForce, 3);
- def update(self, task):
- dt = globalClock.get_dt()
- self.process_input(dt)
- self.world.do_physics(dt, 10, 0.008)
- #print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
- #print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()
- #print self.vehicle.getChassis().isKinematic()
- 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.world = BulletWorld()
- self.world.set_gravity((0, 0, -9.81))
- self.world.set_debug_node(self.debugNP.node())
- # Plane
- shape = BulletPlaneShape((0, 0, 1), 0)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground'))
- np.node().add_shape(shape)
- np.set_pos(0, 0, -1)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Chassis
- shape = BulletBoxShape((0.6, 1.4, 0.5))
- ts = TransformState.make_pos((0, 0, 0.5))
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Vehicle'))
- np.node().add_shape(shape, ts)
- np.set_pos(0, 0, 1)
- np.node().set_mass(800.0)
- np.node().set_deactivation_enabled(False)
- self.world.attach(np.node())
- #np.node().set_ccd_swept_sphere_radius(1.0)
- #np.node().set_ccd_motion_threshold(1e-7)
- # Vehicle
- self.vehicle = BulletVehicle(self.world, np.node())
- self.vehicle.set_coordinate_system(ZUp)
- self.world.attach(self.vehicle)
- self.yugoNP = loader.load_model('models/yugo/yugo.egg')
- self.yugoNP.reparent_to(np)
- # Right front wheel
- np = loader.load_model('models/yugo/yugotireR.egg')
- np.reparent_to(self.worldNP)
- self.add_wheel(( 0.70, 1.05, 0.3), True, np)
- # Left front wheel
- np = loader.load_model('models/yugo/yugotireL.egg')
- np.reparent_to(self.worldNP)
- self.add_wheel((-0.70, 1.05, 0.3), True, np)
- # Right rear wheel
- np = loader.load_model('models/yugo/yugotireR.egg')
- np.reparent_to(self.worldNP)
- self.add_wheel(( 0.70, -1.05, 0.3), False, np)
- # Left rear wheel
- np = loader.load_model('models/yugo/yugotireL.egg')
- np.reparent_to(self.worldNP)
- self.add_wheel((-0.70, -1.05, 0.3), False, np)
- # Steering info
- self.steering = 0.0 # degree
- self.steeringClamp = 45.0 # degree
- self.steeringIncrement = 120.0 # degree per second
- def add_wheel(self, pos, front, np):
- wheel = self.vehicle.create_wheel()
- wheel.set_node(np.node())
- wheel.set_chassis_connection_point_cs(pos)
- wheel.set_front_wheel(front)
- wheel.set_wheel_direction_cs((0, 0, -1))
- wheel.set_wheel_axle_cs((1, 0, 0))
- wheel.set_wheel_radius(0.25)
- wheel.set_max_suspension_travel_cm(40.0)
- wheel.set_suspension_stiffness(40.0)
- wheel.set_wheels_damping_relaxation(2.3)
- wheel.set_wheels_damping_compression(4.4)
- wheel.set_friction_slip(100.0);
- wheel.set_roll_influence(0.1)
- game = Game()
- game.run()
|