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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 LVector3
- from panda3d.core import LPoint3
- from panda3d.core import TransformState
- from panda3d.core import BitMask32
- from panda3d.core import GeomNode
- from panda3d.core import RopeNode
- from panda3d.core import NurbsCurveEvaluator
- 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 BulletSoftBodyNode
- from panda3d.bullet import BulletSoftBodyConfig
- 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, 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((5, 0, -2))
- 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)
- # 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 update(self, task):
- dt = globalClock.get_dt()
- self.world.do_physics(dt, 10, 0.004)
- 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())
- # Soft body world information
- info = self.world.get_world_info()
- info.set_air_density(1.2)
- info.set_water_density(0)
- info.set_water_offset(0)
- info.set_water_normal((0, 0, 0))
- # Softbody
- def make(p1):
- n = 8
- p2 = p1 + LVector3(10, 0, 0)
- bodyNode = BulletSoftBodyNode.makeRope(info, p1, p2, n, 1)
- bodyNode.set_total_mass(50.0)
- bodyNP = self.worldNP.attach_new_node(bodyNode)
- self.world.attach(bodyNode)
- # Render option 1: Line geom
- #geom = BulletSoftBodyNode.make_geom_from_links(bodyNode)
- #bodyNode.link_geom(geom)
- #visNode = GeomNode('')
- #visNode.add_geom(geom)
- #visNP = bodyNP.attach_new_node(visNode)
- # Render option 2: NURBS curve
- curve = NurbsCurveEvaluator()
- curve.reset(n + 2)
- bodyNode.link_curve(curve)
- visNode = RopeNode('')
- visNode.set_curve(curve)
- visNode.set_render_mode(RopeNode.RM_tube)
- visNode.set_uv_mode(RopeNode.UV_parametric)
- visNode.set_num_subdiv(4)
- visNode.set_num_slices(8)
- visNode.set_thickness(0.4)
- visNP = self.worldNP.attach_new_node(visNode)
- #visNP = bodyNP.attach_new_node(visNode) # --> renders with offset!!!
- visNP.set_texture(loader.load_texture('models/maps/color-grid.rgb'))
- #bodyNP.show_bounds()
- #visNP.show_bounds()
- return bodyNP
- np1 = make(LPoint3(-2, -1, 8))
- np2 = make(LPoint3(-2, 1, 8))
- # Box
- shape = BulletBoxShape((2, 2, 6))
- boxNP = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
- boxNP.node().set_mass(50.0)
- boxNP.node().add_shape(shape)
- boxNP.set_pos(10, 0, 8)
- boxNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(boxNP.node())
- np1.node().append_anchor(np1.node().get_num_nodes() - 1, boxNP.node())
- np2.node().append_anchor(np1.node().get_num_nodes() - 1, boxNP.node())
- visNP = loader.load_model('models/box.egg')
- visNP.clear_model_nodes()
- visNP.set_scale(4, 4, 12)
- visNP.reparent_to(boxNP)
- #render.ls()
- game = Game()
- game.run()
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