open_toontown_panda3d/samples/bullet-physics/10_hinge_constraint.py

191 lines
5.5 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 LPoint3
from panda3d.core import TransformState
from panda3d.core import BitMask32
from panda3d.bullet import BulletWorld
from panda3d.bullet import BulletBoxShape
from panda3d.bullet import BulletSphereShape
from panda3d.bullet import BulletRigidBodyNode
from panda3d.bullet import BulletHingeConstraint
from panda3d.bullet import BulletDebugNode
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, 5)
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)
self.accept('enter', self.do_shoot)
# 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 do_shoot(self):
# Get from/to points from mouse click
pMouse = base.mouseWatcherNode.get_mouse()
pFrom = LPoint3()
pTo = LPoint3()
base.camLens.extrude(pMouse, pFrom, pTo)
pFrom = render.get_relative_point(base.cam, pFrom)
pTo = render.get_relative_point(base.cam, pTo)
# Calculate initial velocity
v = pTo - pFrom
v.normalize()
v *= 100.0
# Create bullet
shape = BulletSphereShape(0.3)
body = BulletRigidBodyNode('Bullet')
bodyNP = self.worldNP.attach_new_node(body)
bodyNP.node().add_shape(shape)
bodyNP.node().set_mass(1.0)
bodyNP.node().set_linear_velocity(v)
bodyNP.node().set_ccd_motion_threshold(1e-7);
bodyNP.node().set_ccd_swept_sphere_radius(0.50);
bodyNP.set_collide_mask(BitMask32.all_on())
bodyNP.set_pos(pFrom)
visNP = loader.load_model('models/ball.egg')
visNP.set_scale(0.8)
visNP.reparent_to(bodyNP)
self.world.attach(bodyNP.node())
# Remove the bullet again after 2 seconds
taskMgr.do_method_later(2, self.do_remove, 'doRemove',
extraArgs=[bodyNP], appendTask=True)
def do_remove(self, bodyNP, task):
self.world.remove(bodyNP.node())
bodyNP.remove_node()
return task.done
def update(self, task):
dt = globalClock.get_dt()
self.world.do_physics(dt, 20, 1.0/180.0)
return task.cont
def cleanup(self):
self.worldNP.remove_node()
self.worldNP = None
self.world = None
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.node().show_wireframe(True)
self.debugNP.node().show_constraints(True)
self.debugNP.node().show_bounding_boxes(False)
self.debugNP.node().show_normals(False)
self.world = BulletWorld()
self.world.set_gravity((0, 0, -9.81))
self.world.set_debug_node(self.debugNP.node())
# Box A
shape = BulletBoxShape((0.5, 0.5, 0.5))
bodyA = BulletRigidBodyNode('Box A')
bodyNP = self.worldNP.attach_new_node(bodyA)
bodyNP.node().add_shape(shape)
bodyNP.set_collide_mask(BitMask32.all_on())
bodyNP.set_pos(-2, 0, 1)
visNP = loader.load_model('models/box.egg')
visNP.clear_model_nodes()
visNP.reparent_to(bodyNP)
self.world.attach(bodyA)
# Box B
shape = BulletBoxShape((0.5, 0.5, 0.5))
bodyB = BulletRigidBodyNode('Box B')
bodyNP = self.worldNP.attach_new_node(bodyB)
bodyNP.node().add_shape(shape)
bodyNP.node().set_mass(1.0)
bodyNP.node().set_deactivation_enabled(False)
bodyNP.set_collide_mask(BitMask32.all_on())
bodyNP.set_pos(2, 0, 1)
visNP = loader.load_model('models/box.egg')
visNP.clear_model_nodes()
visNP.reparent_to(bodyNP)
self.world.attach(bodyB)
# Hinge
pivotA = (2, 0, 0)
pivotB = (-4, 0, 0)
axisA = (0, 0, 1)
axisB = (0, 0, 1)
hinge = BulletHingeConstraint(bodyA, bodyB, pivotA, pivotB, axisA, axisB, True)
hinge.set_debug_draw_size(2.0)
hinge.set_limit(-90, 120, softness=0.9, bias=0.3, relaxation=1.0)
self.world.attach(hinge)
game = Game()
game.run()