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- #!/usr/bin/env python
- import sys
- import random
- 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 LVector3
- from panda3d.core import TransformState
- from panda3d.core import BitMask32
- from panda3d.bullet import BulletWorld
- from panda3d.bullet import BulletRigidBodyNode
- from panda3d.bullet import BulletDebugNode
- from panda3d.bullet import BulletPlaneShape
- from panda3d.bullet import BulletConvexHullShape
- from panda3d.bullet import BulletTriangleMesh
- from panda3d.bullet import BulletTriangleMeshShape
- 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, -10, 5)
- base.cam.look_at(0, 0, 0.2)
- # 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('up', 'w')
- inputState.watchWithModifiers('left', 'a')
- inputState.watchWithModifiers('down', 's')
- inputState.watchWithModifiers('right', '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):
- force = LVector3(0, 0, 0)
- if inputState.isSet('up'): force.y = 1.0
- if inputState.isSet('down'): force.y = -1.0
- if inputState.isSet('left'): force.x = -1.0
- if inputState.isSet('right'): force.x = 1.0
- force *= 300.0
- self.bowlNP.node().set_active(True)
- self.bowlNP.node().apply_central_force(force)
- def update(self, task):
- dt = globalClock.get_dt()
- self.process_input(dt)
- self.world.do_physics(dt)
- 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.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())
- # 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, 0)
- bodyNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(bodyNP.node())
- # Bowl
- visNP = loader.load_model('models/bowl.egg')
- geom = (visNP.findAllMatches('**/+GeomNode')
- .get_path(0).node().get_geom(0))
- mesh = BulletTriangleMesh()
- mesh.addGeom(geom)
- shape = BulletTriangleMeshShape(mesh, dynamic=True)
- body = BulletRigidBodyNode('Bowl')
- bodyNP = self.worldNP.attach_new_node(body)
- bodyNP.node().add_shape(shape)
- bodyNP.node().set_mass(10.0)
- bodyNP.set_pos(0, 0, 0)
- bodyNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(bodyNP.node())
- visNP.reparent_to(bodyNP)
- self.bowlNP = bodyNP
- self.bowlNP.set_scale(2)
- # Eggs
- self.eggNPs = []
- for i in range(5):
- x = random.gauss(0, 0.1)
- y = random.gauss(0, 0.1)
- z = random.gauss(0, 0.1) + 1
- h = random.random() * 360
- p = random.random() * 360
- r = random.random() * 360
- visNP = loader.load_model('models/egg.egg')
- geom = (visNP.find_all_matches('**/+GeomNode')
- .get_path(0).node().get_geom(0))
- shape = BulletConvexHullShape()
- shape.addGeom(geom)
- body = BulletRigidBodyNode('Egg-%i' % i)
- bodyNP = self.worldNP.attach_new_node(body)
- bodyNP.node().set_mass(1.0)
- bodyNP.node().add_shape(shape)
- bodyNP.node().set_deactivation_enabled(False)
- bodyNP.set_collide_mask(BitMask32.all_on())
- bodyNP.set_pos_hpr(x, y, z, h, p, r)
- #bodyNP.set_scale(1.5)
- self.world.attach(bodyNP.node())
- visNP.reparent_to(bodyNP)
- self.eggNPs.append(bodyNP)
- game = Game()
- game.run()
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