open_toontown_panda3d/samples/bullet-physics/07_raycast.py

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()