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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.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, -60, 20)
- 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)
- # 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, 0.008)
- 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.show_tight_bounds()
- #self.debugNP.show_bounds()
- self.world = BulletWorld()
- self.world.set_gravity((0, 0, -9.81))
- self.world.set_debug_node(self.debugNP.node())
- # Ground
- p0 = LPoint3(-20, -20, 0)
- p1 = LPoint3(-20, 20, 0)
- p2 = LPoint3(20, -20, 0)
- p3 = LPoint3(20, 20, 0)
- mesh = BulletTriangleMesh()
- mesh.add_triangle(p0, p1, p2)
- mesh.add_triangle(p1, p2, p3)
- shape = BulletTriangleMeshShape(mesh, dynamic=False)
- np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
- np.node().add_shape(shape)
- np.set_pos(0, 0, -2)
- np.set_collide_mask(BitMask32.all_on())
- self.world.attach(np.node())
- # Stair
- origin = LPoint3(0, 0, 0)
- size = LVector3(2, 10, 1)
- shape = BulletBoxShape(size * 0.5)
- for i in range(10):
- pos = origin + size * i
- pos.setY(0)
- np = self.worldNP.attach_new_node(
- BulletRigidBodyNode('Stair{}'.format(i)))
- np.node().add_shape(shape)
- np.set_pos(pos)
- np.set_collide_mask(BitMask32.all_on())
- npV = loader.load_model('models/box.egg')
- npV.reparent_to(np)
- npV.set_scale(size)
- self.world.attach(np.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
- center = LPoint3(0, 0, 0)
- radius = LVector3(1, 1, 1) * 1.5
- node = BulletSoftBodyNode.make_ellipsoid(info, center, radius, 128)
- node.set_name('Ellipsoid')
- node.get_material(0).set_linear_stiffness(0.1)
- node.get_cfg().set_dynamic_friction_coefficient(1)
- node.get_cfg().set_damping_coefficient(0.001)
- node.get_cfg().set_pressure_coefficient(1500)
- node.set_total_mass(30, True)
- node.set_pose(True, False)
- np = self.worldNP.attach_new_node(node)
- np.set_pos(15, 0, 12)
- #np.setH(90.0)
- #np.show_bounds()
- #np.show_tight_bounds()
- self.world.attach(np.node())
- geom = BulletHelper.make_geom_from_faces(node)
- node.link_geom(geom)
- nodeV = GeomNode('EllipsoidVisual')
- nodeV.add_geom(geom)
- npV = np.attach_new_node(nodeV)
- #npV.show_bounds()
- game = Game()
- game.run()
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