open_toontown_panda3d/samples/bullet-physics/17_character.py

202 lines
6.3 KiB
Python

#!/usr/bin/env python
import sys
from direct.actor.Actor import Actor
from direct.showbase.ShowBase import ShowBase
from direct.showbase.InputStateGlobal import inputState
from panda3d.core import load_prc_file_data
from panda3d.core import AmbientLight
from panda3d.core import DirectionalLight
from panda3d.core import LVector3
from panda3d.core import TransformState
from panda3d.core import BitMask32
from panda3d.core import Filename
from panda3d.core import PNMImage
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 BulletCapsuleShape
from panda3d.bullet import BulletCharacterControllerNode
from panda3d.bullet import BulletHeightfieldShape
from panda3d.bullet import BulletTriangleMesh
from panda3d.bullet import BulletTriangleMeshShape
from panda3d.bullet import ZUp
class Game(ShowBase):
def __init__(self):
"""
Load some configuration variables, it's important for this to happen
before the ShowBase is initialized
"""
load_prc_file_data("", """
sync-video #t
### add entries below if you are not running from an installation.
#model-path /path/to/panda3d
""")
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)
self.accept('space', self.do_jump)
self.accept('c', self.do_crouch)
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 do_jump(self):
self.character.set_max_jump_height(5.0)
self.character.set_jump_speed(8.0)
self.character.do_jump()
self.actorNP.play("jump")
def do_crouch(self):
self.crouching = not self.crouching
sz = self.crouching and 0.6 or 1.0
self.characterNP.set_scale((1, 1, sz))
#self.character.get_shape().set_local_scale(LVector3(1, 1, sz))
#self.characterNP.set_scale(LVector3(1, 1, sz) * 0.3048)
#self.characterNP.set_pos(0, 0, -1 * sz)
def process_input(self, dt):
speed = LVector3(0, 0, 0)
omega = 0.0
if inputState.isSet('forward'): speed.y = 2.0
if inputState.isSet('reverse'): speed.y = -2.0
if inputState.isSet('left'): speed.x = -2.0
if inputState.isSet('right'): speed.x = 2.0
if inputState.isSet('turnLeft'): omega = 120.0
if inputState.isSet('turnRight'): omega = -120.0
self.character.set_angular_movement(omega)
self.character.set_linear_movement(speed, True)
def update(self, task):
dt = globalClock.get_dt()
self.process_input(dt)
self.world.do_physics(dt, 4, 1./240.)
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())
# Ground
shape = BulletPlaneShape((0, 0, 1), 0)
#img = PNMImage(Filename('models/elevation.png'))
#shape = BulletHeightfieldShape(img, 1.0, ZUp)
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((1.0, 3.0, 0.3))
np = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
np.node().set_mass(10.0)
np.node().add_shape(shape)
np.set_pos(3, 0, 4)
np.setH(20.0)
np.set_collide_mask(BitMask32.all_on())
self.world.attach(np.node())
# Character
self.crouching = False
h = 1.75
w = 0.4
shape = BulletCapsuleShape(w, h - 2 * w, ZUp)
self.character = BulletCharacterControllerNode(shape, 0.4, 'Player')
self.characterNP = self.worldNP.attach_new_node(self.character)
self.characterNP.set_pos(-2, 0, 14)
self.characterNP.set_h(45)
self.characterNP.set_collide_mask(BitMask32.all_on())
self.world.attach(self.character)
self.actorNP = Actor('../roaming-ralph/models/ralph.egg.pz',
{'run' : '../roaming-ralph/models/ralph-run.egg.pz',
'walk' : '../roaming-ralph/models/ralph-walk.egg.pz'})
self.actorNP.reparent_to(self.characterNP)
self.actorNP.set_scale(0.3048) # 1ft = 0.3048m
self.actorNP.setH(180)
self.actorNP.set_pos(0, 0, -1)
game = Game()
game.run()