191 lines
5.5 KiB
Python
191 lines
5.5 KiB
Python
#!/usr/bin/env python
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import sys
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from direct.showbase.ShowBase import ShowBase
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from direct.showbase.InputStateGlobal import inputState
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from panda3d.core import AmbientLight
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from panda3d.core import DirectionalLight
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from panda3d.core import LPoint3
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from panda3d.core import TransformState
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from panda3d.core import BitMask32
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from panda3d.bullet import BulletWorld
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from panda3d.bullet import BulletBoxShape
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from panda3d.bullet import BulletSphereShape
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from panda3d.bullet import BulletRigidBodyNode
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from panda3d.bullet import BulletHingeConstraint
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from panda3d.bullet import BulletDebugNode
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class Game(ShowBase):
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def __init__(self):
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ShowBase.__init__(self)
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base.set_background_color(0.1, 0.1, 0.8, 1)
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base.set_frame_rate_meter(True)
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base.cam.set_pos(0, -20, 5)
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base.cam.look_at(0, 0, 0)
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# Light
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alight = AmbientLight('ambientLight')
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alight.set_color((0.5, 0.5, 0.5, 1))
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alightNP = render.attach_new_node(alight)
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dlight = DirectionalLight('directionalLight')
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dlight.set_direction((1, 1, -1))
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dlight.set_color((0.7, 0.7, 0.7, 1))
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dlightNP = render.attach_new_node(dlight)
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render.clear_light()
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render.set_light(alightNP)
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render.set_light(dlightNP)
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# Input
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self.accept('escape', self.do_exit)
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self.accept('r', self.do_reset)
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self.accept('f1', base.toggle_wireframe)
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self.accept('f2', base.toggle_texture)
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self.accept('f3', self.toggle_debug)
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self.accept('f5', self.do_screenshot)
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self.accept('enter', self.do_shoot)
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# Task
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taskMgr.add(self.update, 'updateWorld')
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# Physics
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self.setup()
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def do_exit(self):
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self.cleanup()
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sys.exit(1)
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def do_reset(self):
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self.cleanup()
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self.setup()
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def toggle_debug(self):
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if self.debugNP.is_hidden():
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self.debugNP.show()
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else:
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self.debugNP.hide()
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def do_screenshot(self):
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base.screenshot('Bullet')
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def do_shoot(self):
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# Get from/to points from mouse click
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pMouse = base.mouseWatcherNode.get_mouse()
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pFrom = LPoint3()
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pTo = LPoint3()
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base.camLens.extrude(pMouse, pFrom, pTo)
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pFrom = render.get_relative_point(base.cam, pFrom)
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pTo = render.get_relative_point(base.cam, pTo)
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# Calculate initial velocity
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v = pTo - pFrom
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v.normalize()
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v *= 100.0
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# Create bullet
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shape = BulletSphereShape(0.3)
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body = BulletRigidBodyNode('Bullet')
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bodyNP = self.worldNP.attach_new_node(body)
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bodyNP.node().add_shape(shape)
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bodyNP.node().set_mass(1.0)
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bodyNP.node().set_linear_velocity(v)
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bodyNP.node().set_ccd_motion_threshold(1e-7);
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bodyNP.node().set_ccd_swept_sphere_radius(0.50);
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bodyNP.set_collide_mask(BitMask32.all_on())
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bodyNP.set_pos(pFrom)
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visNP = loader.load_model('models/ball.egg')
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visNP.set_scale(0.8)
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visNP.reparent_to(bodyNP)
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self.world.attach(bodyNP.node())
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# Remove the bullet again after 2 seconds
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taskMgr.do_method_later(2, self.do_remove, 'doRemove',
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extraArgs=[bodyNP], appendTask=True)
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def do_remove(self, bodyNP, task):
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self.world.remove(bodyNP.node())
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bodyNP.remove_node()
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return task.done
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def update(self, task):
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dt = globalClock.get_dt()
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self.world.do_physics(dt, 20, 1.0/180.0)
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return task.cont
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def cleanup(self):
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self.worldNP.remove_node()
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self.worldNP = None
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self.world = None
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def setup(self):
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self.worldNP = render.attach_new_node('World')
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# World
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self.debugNP = self.worldNP.attach_new_node(BulletDebugNode('Debug'))
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self.debugNP.show()
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self.debugNP.node().show_wireframe(True)
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self.debugNP.node().show_constraints(True)
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self.debugNP.node().show_bounding_boxes(False)
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self.debugNP.node().show_normals(False)
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self.world = BulletWorld()
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self.world.set_gravity((0, 0, -9.81))
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self.world.set_debug_node(self.debugNP.node())
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# Box A
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shape = BulletBoxShape((0.5, 0.5, 0.5))
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bodyA = BulletRigidBodyNode('Box A')
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bodyNP = self.worldNP.attach_new_node(bodyA)
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bodyNP.node().add_shape(shape)
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bodyNP.set_collide_mask(BitMask32.all_on())
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bodyNP.set_pos(-2, 0, 1)
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visNP = loader.load_model('models/box.egg')
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visNP.clear_model_nodes()
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visNP.reparent_to(bodyNP)
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self.world.attach(bodyA)
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# Box B
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shape = BulletBoxShape((0.5, 0.5, 0.5))
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bodyB = BulletRigidBodyNode('Box B')
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bodyNP = self.worldNP.attach_new_node(bodyB)
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bodyNP.node().add_shape(shape)
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bodyNP.node().set_mass(1.0)
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bodyNP.node().set_deactivation_enabled(False)
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bodyNP.set_collide_mask(BitMask32.all_on())
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bodyNP.set_pos(2, 0, 1)
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visNP = loader.load_model('models/box.egg')
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visNP.clear_model_nodes()
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visNP.reparent_to(bodyNP)
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self.world.attach(bodyB)
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# Hinge
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pivotA = (2, 0, 0)
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pivotB = (-4, 0, 0)
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axisA = (0, 0, 1)
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axisB = (0, 0, 1)
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hinge = BulletHingeConstraint(bodyA, bodyB, pivotA, pivotB, axisA, axisB, True)
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hinge.set_debug_draw_size(2.0)
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hinge.set_limit(-90, 120, softness=0.9, bias=0.3, relaxation=1.0)
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self.world.attach(hinge)
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game = Game()
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game.run()
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