196 lines
5.6 KiB
Python
196 lines
5.6 KiB
Python
#!/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.bullet import BulletWorld
|
|
from panda3d.bullet import BulletPlaneShape
|
|
from panda3d.bullet import BulletBoxShape
|
|
from panda3d.bullet import BulletSphereShape
|
|
from panda3d.bullet import BulletConeShape
|
|
from panda3d.bullet import BulletRigidBodyNode
|
|
from panda3d.bullet import BulletDebugNode
|
|
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('left', 'a')
|
|
inputState.watchWithModifiers('reverse', 's')
|
|
inputState.watchWithModifiers('right', 'd')
|
|
inputState.watchWithModifiers('turnLeft', 'q')
|
|
inputState.watchWithModifiers('turnRight', 'e')
|
|
|
|
# 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)
|
|
torque = LVector3(0, 0, 0)
|
|
|
|
if inputState.isSet('forward'): force.y = 1.0
|
|
if inputState.isSet('reverse'): force.y = -1.0
|
|
if inputState.isSet('left'): force.x = -1.0
|
|
if inputState.isSet('right'): force.x = 1.0
|
|
if inputState.isSet('turnLeft'): torque.z = 1.0
|
|
if inputState.isSet('turnRight'): torque.z = -1.0
|
|
|
|
force *= 30.0
|
|
torque *= 10.0
|
|
|
|
self.boxNP.node().set_active(True)
|
|
self.boxNP.node().apply_central_force(force)
|
|
self.boxNP.node().apply_torque(torque)
|
|
|
|
def update(self, task):
|
|
dt = globalClock.get_dt()
|
|
self.process_input(dt)
|
|
self.world.do_physics(dt)
|
|
self.raycast()
|
|
return task.cont
|
|
|
|
def raycast(self):
|
|
pFrom = LPoint3(-4, 0, 0.5)
|
|
pTo = LPoint3(4, 0, 0.5)
|
|
#pTo = pFrom + LVector3(1, 0, 0) * 99999
|
|
|
|
# Raycast for closest hit
|
|
result = self.world.ray_test_closest(pFrom, pTo)
|
|
print(result.has_hit(), \
|
|
result.get_hit_fraction(), \
|
|
result.get_node(), \
|
|
result.get_hit_pos(), \
|
|
result.get_hit_normal())
|
|
|
|
# Raycast for all hits
|
|
#result = self.world.ray_test_all(pFrom, pTo)
|
|
#print result.has_hits(), \
|
|
# result.get_closest_hit_fraction(), \
|
|
# result.get_num_hits()
|
|
#print [hit.get_hit_pos() for hit in result.get_hits()]
|
|
|
|
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())
|
|
|
|
# Ground
|
|
shape = BulletPlaneShape((0, 0, 1), 0)
|
|
|
|
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground'))
|
|
np.node().add_shape(shape)
|
|
np.set_pos(0, 0, 0)
|
|
np.set_collide_mask(BitMask32(0x0f))
|
|
|
|
self.world.attach(np.node())
|
|
|
|
# Box
|
|
shape = BulletBoxShape((0.5, 0.5, 0.5))
|
|
|
|
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
|
|
np.node().set_mass(1.0)
|
|
np.node().add_shape(shape)
|
|
np.set_pos(0, 0, 4)
|
|
np.set_collide_mask(BitMask32(0x0f))
|
|
|
|
self.world.attach(np.node())
|
|
|
|
self.boxNP = np
|
|
visualNP = loader.load_model('models/box.egg')
|
|
visualNP.reparent_to(self.boxNP)
|
|
|
|
# Sphere
|
|
shape = BulletSphereShape(0.6)
|
|
|
|
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Sphere'))
|
|
np.node().set_mass(1.0)
|
|
np.node().add_shape(shape)
|
|
np.set_pos(3, 0, 4)
|
|
np.set_collide_mask(BitMask32(0x0f))
|
|
|
|
self.world.attach(np.node())
|
|
|
|
# Cone
|
|
shape = BulletConeShape(0.6, 1.0)
|
|
|
|
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Cone'))
|
|
np.node().set_mass(1.0)
|
|
np.node().add_shape(shape)
|
|
np.set_pos(6, 0, 4)
|
|
np.set_collide_mask(BitMask32(0x0f))
|
|
|
|
self.world.attach(np.node())
|
|
|
|
|
|
game = Game()
|
|
game.run()
|