open_toontown_panda3d/samples/bullet-physics/08_contacts.py

213 lines
6.2 KiB
Python

#!/usr/bin/env python
#from panda3d.core import load_prc_file_data
#load_prc_file_data('', 'bullet-enable-contact-events true')
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 NodePath
from panda3d.bullet import BulletWorld
from panda3d.bullet import BulletDebugNode
from panda3d.bullet import BulletPlaneShape
from panda3d.bullet import BulletBoxShape
from panda3d.bullet import BulletSphereShape
from panda3d.bullet import BulletRigidBodyNode
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):
if not self.box:
return
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.box.set_active(True)
self.box.apply_central_force(force)
self.box.apply_torque(torque)
def process_contacts(self):
if not self.box or not self.sphere:
return
result = self.world.contact_test_pair(self.box, self.sphere)
#result = self.world.contact_test(self.box)
#print '-->', result.get_num_contacts()
for contact in result.get_contacts():
cp = contact.get_manifold_point()
node0 = contact.get_node0()
node1 = contact.get_node1()
print(node0.get_name(), node1.get_name(), cp.get_local_point_a())
#print(contact.get_node0(), cp.get_position_world_on_a())
#print(contact.get_idx0(), contact.get_idx1(), \
# contact.get_part_id0(), contact.get_part_id1())
self.remove_node(node1)
def remove_node(self, node):
self.world.remove(node)
if node == self.sphere: self.sphere = None
if node == self.box: self.box = None
np = NodePath(node)
np.remove_node()
def update(self, task):
dt = globalClock.get_dt()
self.process_input(dt)
self.world.do_physics(dt, 10, 0.008)
self.process_contacts()
return task.cont
def cleanup(self):
self.world = None
self.worldNP.remove_node()
#def on_contact_added(self, node1, node2):
# print('contact added:', node1, node2)
#def on_contact_destroyed(self, node1, node2):
# print('contact destroyed:', node1, node2)
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())
# Plane
shape = BulletPlaneShape((0, 0, 1), 0)
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground'))
np.node().add_shape(shape)
np.set_pos(0, 0, -1)
np.set_collide_mask(BitMask32.all_on())
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.node().set_deactivation_enabled(False)
np.set_pos(2, 0, 4)
np.set_collide_mask(BitMask32.all_on())
self.world.attach(np.node())
visualNP = loader.load_model('models/box.egg')
visualNP.reparent_to(np)
self.box = np.node()
# 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(-2, 0, 4)
np.set_collide_mask(BitMask32.all_on())
self.world.attach(np.node())
self.sphere = np.node()
## Enable contact reporting
#self.accept('bullet-contact-added', self.on_contact_added)
#self.accept('bullet-contact-destroyed', self.on_contact_destroyed)
#self.box.notify_collisions(True)
game = Game()
game.run()