本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.add_shape方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.add_shape方法的具体用法?Python BulletRigidBodyNode.add_shape怎么用?Python BulletRigidBodyNode.add_shape使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类panda3d.bullet.BulletRigidBodyNode
的用法示例。
在下文中一共展示了BulletRigidBodyNode.add_shape方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: create_solid
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import add_shape [as 别名]
def create_solid(self):
node = BulletRigidBodyNode(self.name)
node_shape = BulletBoxShape(Vec3(.01, self.size, self.size))
node.add_shape(node_shape)
node.set_mass(3)
node.set_angular_damping(.7)
return node
示例2: create_solid
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import add_shape [as 别名]
def create_solid(self):
node = BulletRigidBodyNode(self.name)
node.set_angular_damping(.9)
node_shape = BulletSphereShape(.08)
node.add_shape(node_shape)
node.set_mass(.5)
return node
示例3: create_solid
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import add_shape [as 别名]
def create_solid(self):
node = BulletRigidBodyNode(self.name)
mesh = BulletConvexHullShape()
mesh.add_geom(self.geom.get_geom(0))
node.add_shape(mesh)
return node
示例4: BulletRigidBodyNode
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import add_shape [as 别名]
debug_node.showWireframe(True)
debug_node.showConstraints(True)
debug_node.showBoundingBoxes(False)
debug_node.showNormals(False)
debug_np = s.render.attach_new_node(debug_node)
bullet_world.set_debug_node(debug_node)
debug_np.show()
# The object in question
mass = BulletRigidBodyNode()
mass.set_mass(1)
mass.setLinearSleepThreshold(0)
mass.setAngularSleepThreshold(0)
shape = BulletSphereShape(1)
mass.add_shape(shape)
mass_node = s.render.attach_new_node(mass)
mass_node.set_hpr(1, 1, 1)
bullet_world.attach_rigid_body(mass)
model = s.loader.load_model('models/smiley')
model.reparent_to(mass_node)
model_axis = loader.load_model('models/zup-axis')
model_axis.reparent_to(model)
model_axis.set_pos(0, 0, 0)
model_axis.set_scale(0.2)
# The orientation to reach
target_node = s.loader.load_model('models/smiley')
target_node.reparent_to(s.render)
target_node.set_hpr(0,0,0)
示例5: BlockTutorial
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import add_shape [as 别名]
class BlockTutorial(ShowBase):
def __init__(self):
# Step 2: Set up graphics
ShowBase.__init__(self)
self.setup_camera()
self.load_block_model()
# Step 3: Set up physics
self.create_physics()
self.load_block_physics()
# Step 4: Link graphics and physics
self.link()
# This lets us see the debug skeletons for the physics objects.
self.setup_debug()
# Setup keybindings
print
print "Keybindings"
print "-----------"
# Turn on/off the debug skeletons by pressing 'd'
self.accept('d', self.toggle_debug)
print "d\t: toggle debug mode"
# Turn on/off physics simulation by pressing 'space'
self.accept('space', self.toggle_physics)
print "space\t: toggle physics"
# Exit the application by pressing 'esc'
self.accept('escape', sys.exit)
print "esc\t: exit"
def setup_camera(self):
"""Position the camera so we can see the objects in the scene"""
self.cam.set_pos(-8, -6, 2.75)
self.cam.look_at((0, 0, 0))
def load_block_model(self):
"""Load the 3D model of a block, and tell Panda3D to render it"""
self.block_graphics = self.loader.loadModel("wood_block.egg")
self.block_graphics.reparent_to(self.render)
self.block_graphics.set_scale(0.2, 0.2, 0.2)
def create_physics(self):
"""Create the physical world, and start a task to simulate physics"""
self.world = BulletWorld()
self.world.set_gravity((0, 0, -9.81))
self.physics_on = False
self.taskMgr.add(self.step_physics, "physics")
def step_physics(self, task):
"""Get the amount of time that has elapsed, and simulate physics for
that amount of time"""
if self.physics_on:
dt = globalClock.get_dt()
self.world.do_physics(dt)
return task.cont
def toggle_physics(self):
"""Turn physics on or off."""
self.physics_on = not(self.physics_on)
def load_block_physics(self):
"""Create collision geometry and a physical body for the block."""
self.block_body = BulletRigidBodyNode('block-physics')
self.block_body.add_shape(BulletBoxShape((0.2, 0.6, 0.2)))
self.block_body.set_mass(1.0)
self.world.attach_rigid_body(self.block_body)
def link(self):
"""Tell Panda3D that the block's physics and graphics should be
linked, by making the physics NodePath be the parent of the
graphics NodePath.
"""
self.block_physics = self.render.attach_new_node(self.block_body)
self.block_graphics.reparent_to(self.block_physics)
def setup_debug(self):
"""Set up a debug node, which will render skeletons for all the
physics objects in the physics world."""
debug_node = BulletDebugNode('Debug')
debug_node.show_wireframe(True)
debug_node.show_constraints(True)
debug_node.show_bounding_boxes(True)
debug_node.show_normals(True)
self.world.set_debug_node(debug_node)
self.debug_np = self.render.attach_new_node(debug_node)
#.........这里部分代码省略.........