202 lines
6.3 KiB
Python
202 lines
6.3 KiB
Python
#!/usr/bin/env python
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import sys
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from direct.actor.Actor import Actor
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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 load_prc_file_data
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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 LVector3
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from panda3d.core import TransformState
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from panda3d.core import BitMask32
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from panda3d.core import Filename
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from panda3d.core import PNMImage
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from panda3d.bullet import BulletWorld
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from panda3d.bullet import BulletPlaneShape
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from panda3d.bullet import BulletBoxShape
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from panda3d.bullet import BulletRigidBodyNode
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from panda3d.bullet import BulletDebugNode
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from panda3d.bullet import BulletCapsuleShape
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from panda3d.bullet import BulletCharacterControllerNode
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from panda3d.bullet import BulletHeightfieldShape
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from panda3d.bullet import BulletTriangleMesh
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from panda3d.bullet import BulletTriangleMeshShape
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from panda3d.bullet import ZUp
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class Game(ShowBase):
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def __init__(self):
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"""
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Load some configuration variables, it's important for this to happen
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before the ShowBase is initialized
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"""
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load_prc_file_data("", """
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sync-video #t
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### add entries below if you are not running from an installation.
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#model-path /path/to/panda3d
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""")
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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, 4)
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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('space', self.do_jump)
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self.accept('c', self.do_crouch)
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inputState.watchWithModifiers('forward', 'w')
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inputState.watchWithModifiers('left', 'a')
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inputState.watchWithModifiers('reverse', 's')
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inputState.watchWithModifiers('right', 'd')
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inputState.watchWithModifiers('turnLeft', 'q')
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inputState.watchWithModifiers('turnRight', 'e')
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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_jump(self):
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self.character.set_max_jump_height(5.0)
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self.character.set_jump_speed(8.0)
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self.character.do_jump()
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self.actorNP.play("jump")
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def do_crouch(self):
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self.crouching = not self.crouching
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sz = self.crouching and 0.6 or 1.0
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self.characterNP.set_scale((1, 1, sz))
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#self.character.get_shape().set_local_scale(LVector3(1, 1, sz))
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#self.characterNP.set_scale(LVector3(1, 1, sz) * 0.3048)
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#self.characterNP.set_pos(0, 0, -1 * sz)
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def process_input(self, dt):
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speed = LVector3(0, 0, 0)
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omega = 0.0
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if inputState.isSet('forward'): speed.y = 2.0
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if inputState.isSet('reverse'): speed.y = -2.0
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if inputState.isSet('left'): speed.x = -2.0
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if inputState.isSet('right'): speed.x = 2.0
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if inputState.isSet('turnLeft'): omega = 120.0
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if inputState.isSet('turnRight'): omega = -120.0
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self.character.set_angular_movement(omega)
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self.character.set_linear_movement(speed, True)
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def update(self, task):
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dt = globalClock.get_dt()
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self.process_input(dt)
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self.world.do_physics(dt, 4, 1./240.)
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return task.cont
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def cleanup(self):
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self.world = None
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self.worldNP.remove_node()
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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.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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# Ground
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shape = BulletPlaneShape((0, 0, 1), 0)
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#img = PNMImage(Filename('models/elevation.png'))
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#shape = BulletHeightfieldShape(img, 1.0, ZUp)
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np = self.worldNP.attach_new_node(BulletRigidBodyNode('Ground'))
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np.node().add_shape(shape)
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np.set_pos(0, 0, -1)
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np.set_collide_mask(BitMask32.all_on())
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self.world.attach(np.node())
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# Box
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shape = BulletBoxShape((1.0, 3.0, 0.3))
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np = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
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np.node().set_mass(10.0)
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np.node().add_shape(shape)
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np.set_pos(3, 0, 4)
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np.setH(20.0)
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np.set_collide_mask(BitMask32.all_on())
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self.world.attach(np.node())
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# Character
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self.crouching = False
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h = 1.75
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w = 0.4
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shape = BulletCapsuleShape(w, h - 2 * w, ZUp)
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self.character = BulletCharacterControllerNode(shape, 0.4, 'Player')
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self.characterNP = self.worldNP.attach_new_node(self.character)
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self.characterNP.set_pos(-2, 0, 14)
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self.characterNP.set_h(45)
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self.characterNP.set_collide_mask(BitMask32.all_on())
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self.world.attach(self.character)
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self.actorNP = Actor('../roaming-ralph/models/ralph.egg.pz',
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{'run' : '../roaming-ralph/models/ralph-run.egg.pz',
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'walk' : '../roaming-ralph/models/ralph-walk.egg.pz'})
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self.actorNP.reparent_to(self.characterNP)
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self.actorNP.set_scale(0.3048) # 1ft = 0.3048m
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self.actorNP.setH(180)
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self.actorNP.set_pos(0, 0, -1)
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game = Game()
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game.run()
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