open_toontown_panda3d/samples/bullet-physics/18_vehicle.py

214 lines
6.5 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 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 BulletRigidBodyNode
from panda3d.bullet import BulletDebugNode
from panda3d.bullet import BulletVehicle
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('reverse', 's')
inputState.watchWithModifiers('turnLeft', 'a')
inputState.watchWithModifiers('turnRight', 'd')
# 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):
engineForce = 0.0
brakeForce = 0.0
if inputState.isSet('forward'):
engineForce = 1000.0
brakeForce = 0.0
if inputState.isSet('reverse'):
engineForce = 0.0
brakeForce = 100.0
if inputState.isSet('turnLeft'):
self.steering += dt * self.steeringIncrement
self.steering = min(self.steering, self.steeringClamp)
if inputState.isSet('turnRight'):
self.steering -= dt * self.steeringIncrement
self.steering = max(self.steering, -self.steeringClamp)
# Apply steering to front wheels
self.vehicle.setSteeringValue(self.steering, 0);
self.vehicle.setSteeringValue(self.steering, 1);
# Apply engine and brake to rear wheels
self.vehicle.applyEngineForce(engineForce, 2);
self.vehicle.applyEngineForce(engineForce, 3);
self.vehicle.setBrake(brakeForce, 2);
self.vehicle.setBrake(brakeForce, 3);
def update(self, task):
dt = globalClock.get_dt()
self.process_input(dt)
self.world.do_physics(dt, 10, 0.008)
#print self.vehicle.getWheel(0).getRaycastInfo().isInContact()
#print self.vehicle.getWheel(0).getRaycastInfo().getContactPointWs()
#print self.vehicle.getChassis().isKinematic()
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())
# 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())
# Chassis
shape = BulletBoxShape((0.6, 1.4, 0.5))
ts = TransformState.make_pos((0, 0, 0.5))
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Vehicle'))
np.node().add_shape(shape, ts)
np.set_pos(0, 0, 1)
np.node().set_mass(800.0)
np.node().set_deactivation_enabled(False)
self.world.attach(np.node())
#np.node().set_ccd_swept_sphere_radius(1.0)
#np.node().set_ccd_motion_threshold(1e-7)
# Vehicle
self.vehicle = BulletVehicle(self.world, np.node())
self.vehicle.set_coordinate_system(ZUp)
self.world.attach(self.vehicle)
self.yugoNP = loader.load_model('models/yugo/yugo.egg')
self.yugoNP.reparent_to(np)
# Right front wheel
np = loader.load_model('models/yugo/yugotireR.egg')
np.reparent_to(self.worldNP)
self.add_wheel(( 0.70, 1.05, 0.3), True, np)
# Left front wheel
np = loader.load_model('models/yugo/yugotireL.egg')
np.reparent_to(self.worldNP)
self.add_wheel((-0.70, 1.05, 0.3), True, np)
# Right rear wheel
np = loader.load_model('models/yugo/yugotireR.egg')
np.reparent_to(self.worldNP)
self.add_wheel(( 0.70, -1.05, 0.3), False, np)
# Left rear wheel
np = loader.load_model('models/yugo/yugotireL.egg')
np.reparent_to(self.worldNP)
self.add_wheel((-0.70, -1.05, 0.3), False, np)
# Steering info
self.steering = 0.0 # degree
self.steeringClamp = 45.0 # degree
self.steeringIncrement = 120.0 # degree per second
def add_wheel(self, pos, front, np):
wheel = self.vehicle.create_wheel()
wheel.set_node(np.node())
wheel.set_chassis_connection_point_cs(pos)
wheel.set_front_wheel(front)
wheel.set_wheel_direction_cs((0, 0, -1))
wheel.set_wheel_axle_cs((1, 0, 0))
wheel.set_wheel_radius(0.25)
wheel.set_max_suspension_travel_cm(40.0)
wheel.set_suspension_stiffness(40.0)
wheel.set_wheels_damping_relaxation(2.3)
wheel.set_wheels_damping_compression(4.4)
wheel.set_friction_slip(100.0);
wheel.set_roll_influence(0.1)
game = Game()
game.run()