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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.core import GeomNode
- from panda3d.core import GeomVertexFormat
- from panda3d.core import GeomVertexRewriter
- from panda3d.core import InternalName
- from panda3d.core import NurbsSurfaceEvaluator
- from panda3d.core import SheetNode
- from panda3d.bullet import BulletWorld
- from panda3d.bullet import BulletHelper
- from panda3d.bullet import BulletPlaneShape
- from panda3d.bullet import BulletBoxShape
- from panda3d.bullet import BulletRigidBodyNode
- from panda3d.bullet import BulletDebugNode
- from panda3d.bullet import BulletTriangleMesh
- from panda3d.bullet import BulletTriangleMeshShape
- 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())
- # Box
- shape = BulletBoxShape((1.0, 1.0, 1.0))
- boxNP = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
- boxNP.node().set_mass(150.0)
- boxNP.node().add_shape(shape)
- boxNP.set_pos(0, 0, 2)
- boxNP.set_collide_mask(BitMask32.all_on())
- self.world.attach(boxNP.node())
- visualNP = loader.load_model('models/box.egg')
- visualNP.clear_model_nodes()
- visualNP.set_scale(2.0)
- visualNP.reparent_to(boxNP)
- # 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
- nx = 31
- ny = 31
- p00 = LPoint3(-8, -8, 0)
- p10 = LPoint3( 8, -8, 0)
- p01 = LPoint3(-8, 8, 0)
- p11 = LPoint3( 8, 8, 0)
- bodyNode = BulletSoftBodyNode.make_patch(
- info, p00, p10, p01, p11, nx, ny, 1+2+4+8, True)
- material = bodyNode.append_material()
- material.set_linear_stiffness(0.4)
- #material.set_angular_stiffness(2.)
- bodyNode.generate_bending_constraints(2, material);
- bodyNode.set_total_mass(50.0)
- bodyNode.get_shape(0).set_margin(0.5)
- bodyNP = self.worldNP.attach_new_node(bodyNode)
- self.world.attach(bodyNode)
- # Rendering with Geom:
- fmt = GeomVertexFormat.get_v3n3t2()
- geom = BulletHelper.make_geom_from_faces(bodyNode, fmt, True)
- bodyNode.link_geom(geom)
- visNode = GeomNode('')
- visNode.add_geom(geom)
- visNP = bodyNP.attach_new_node(visNode)
- # Now we want to have a texture and texture coordinates.
- # The geom's format has already a column for texcoords, so we just need
- # to write texcoords using a GeomVertexRewriter.
- tex = loader.load_texture('models/panda.jpg')
- visNP.set_texture(tex)
- BulletHelper.make_texcoords_for_patch(geom, nx, ny)
- # Rendering with NURBS (please reduce nx & ny to 12):
- #surface = NurbsSurfaceEvaluator()
- #surface.reset(nx, ny)
- #bodyNode.link_surface(surface)
- #visNode = SheetNode('')
- #visNode.set_surface(surface)
- #visNode.set_num_u_subdiv(2)
- #visNode.set_num_v_subdiv(2)
- #visNP = self.worldNP.attach_new_node(visNode)
- #visNP.setTwoSided(True)
- game = Game()
- game.run()
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