mirror of
https://github.com/panda3d/panda3d.git
synced 2026-01-06 06:59:44 -06:00
180 lines
5.3 KiB
Python
180 lines
5.3 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.core import GeomNode
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from panda3d.core import GeomVertexFormat
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from panda3d.core import GeomVertexRewriter
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from panda3d.core import InternalName
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from panda3d.core import NurbsSurfaceEvaluator
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from panda3d.core import SheetNode
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from panda3d.bullet import BulletWorld
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from panda3d.bullet import BulletHelper
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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 BulletTriangleMesh
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from panda3d.bullet import BulletTriangleMeshShape
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from panda3d.bullet import BulletSoftBodyNode
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from panda3d.bullet import BulletSoftBodyConfig
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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, -40, 10)
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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((5, 0, -2))
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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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# 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 update(self, task):
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dt = globalClock.get_dt()
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self.world.do_physics(dt, 10, 0.004)
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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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# Box
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shape = BulletBoxShape((1.0, 1.0, 1.0))
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boxNP = self.worldNP.attach_new_node(BulletRigidBodyNode('Box'))
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boxNP.node().set_mass(150.0)
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boxNP.node().add_shape(shape)
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boxNP.set_pos(0, 0, 2)
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boxNP.set_collide_mask(BitMask32.all_on())
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self.world.attach(boxNP.node())
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visualNP = loader.load_model('models/box.egg')
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visualNP.clear_model_nodes()
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visualNP.set_scale(2.0)
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visualNP.reparent_to(boxNP)
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# Soft body world information
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info = self.world.get_world_info()
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info.set_air_density(1.2)
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info.set_water_density(0)
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info.set_water_offset(0)
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info.set_water_normal((0, 0, 0))
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# Softbody
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nx = 31
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ny = 31
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p00 = LPoint3(-8, -8, 0)
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p10 = LPoint3( 8, -8, 0)
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p01 = LPoint3(-8, 8, 0)
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p11 = LPoint3( 8, 8, 0)
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bodyNode = BulletSoftBodyNode.make_patch(
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info, p00, p10, p01, p11, nx, ny, 1+2+4+8, True)
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material = bodyNode.append_material()
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material.set_linear_stiffness(0.4)
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#material.set_angular_stiffness(2.)
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bodyNode.generate_bending_constraints(2, material);
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bodyNode.set_total_mass(50.0)
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bodyNode.get_shape(0).set_margin(0.5)
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bodyNP = self.worldNP.attach_new_node(bodyNode)
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self.world.attach(bodyNode)
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# Rendering with Geom:
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fmt = GeomVertexFormat.get_v3n3t2()
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geom = BulletHelper.make_geom_from_faces(bodyNode, fmt, True)
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bodyNode.link_geom(geom)
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visNode = GeomNode('')
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visNode.add_geom(geom)
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visNP = bodyNP.attach_new_node(visNode)
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# Now we want to have a texture and texture coordinates.
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# The geom's format has already a column for texcoords, so we just need
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# to write texcoords using a GeomVertexRewriter.
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tex = loader.load_texture('models/panda.jpg')
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visNP.set_texture(tex)
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BulletHelper.make_texcoords_for_patch(geom, nx, ny)
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# Rendering with NURBS (please reduce nx & ny to 12):
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#surface = NurbsSurfaceEvaluator()
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#surface.reset(nx, ny)
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#bodyNode.link_surface(surface)
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#visNode = SheetNode('')
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#visNode.set_surface(surface)
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#visNode.set_num_u_subdiv(2)
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#visNode.set_num_v_subdiv(2)
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#visNP = self.worldNP.attach_new_node(visNode)
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#visNP.setTwoSided(True)
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game = Game()
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game.run()
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