本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.getLinearVelocity方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.getLinearVelocity方法的具体用法?Python BulletRigidBodyNode.getLinearVelocity怎么用?Python BulletRigidBodyNode.getLinearVelocity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.getLinearVelocity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: Player
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import getLinearVelocity [as 别名]
class Player(Entity):
walkspeed = 50
damping = 0.9
topspeed = 15
leftMove = False
rightMove = False
jumpToggle = False
crouchToggle = False
def __init__(self, world):
super(Player, self).__init__()
self.obj = utilities.loadObject("player", depth=20)
self.world = world
self.health = 100
self.inventory = dict()
self.depth = self.obj.getPos().y
self.location = Point2(0,0)
self.velocity = Vec3(0)
self.pt = 0.0
self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
self.bnode = BulletRigidBodyNode('Box')
self.bnode.setMass(1.0)
self.bnode.setAngularVelocity(Vec3(0))
self.bnode.setAngularFactor(Vec3(0))
self.bnode.addShape(self.shape)
self.bnode.setLinearDamping(0.95)
self.bnode.setLinearSleepThreshold(0)
world.bw.attachRigidBody(self.bnode)
self.bnode.setPythonTag("Entity", self)
self.bnode.setIntoCollideMask(BitMask32.bit(0))
self.node = utilities.app.render.attachNewNode(self.bnode)
self.node.setPos(self.obj.getPos())
self.obj.setPos(0,0,0)
self.obj.setScale(1)
self.obj.reparentTo(self.node)
self.node.setPos(self.location.x, self.depth, self.location.y)
def initialise(self):
self.inventory["LightLaser"] = LightLaser(self.world, self)
self.inventory["Blowtorch"] = Blowtorch(self.world, self)
self.inventory["Grenade"] = Grenade(self.world, self)
for i in self.inventory:
self.inventory[i].initialise()
self.currentItem = self.inventory["Blowtorch"]
self.currentItem.equip()
self.armNode = self.obj.attachNewNode("arm")
self.armNode.setPos(0.20,0,0.08)
self.arm = utilities.loadObject("arm", scaleX = 0.5,scaleY = 0.5, depth = -0.2)
self.arm.reparentTo(self.armNode)
def activate(self):
self.currentItem.activate()
def update(self, timer):
self.velocity = self.bnode.getLinearVelocity()
if (self.leftMove):
self.bnode.applyCentralForce(Vec3(-Player.walkspeed,0,0))
if (self.rightMove):
self.bnode.applyCentralForce(Vec3(Player.walkspeed,0,0))
if (self.jumpToggle):
self.bnode.applyCentralForce(Vec3(0,0,Player.walkspeed))
if (self.crouchToggle):
self.bnode.applyCentralForce(Vec3(0,0,-Player.walkspeed))
if (self.velocity.x < -self.topspeed):
self.velocity.x = -self.topspeed
if (self.velocity.x > self.topspeed):
self.velocity.x = self.topspeed
mouse = utilities.app.mousePos
# extrude test
near = Point3()
far = Point3()
utilities.app.camLens.extrude(mouse, near, far)
camp = utilities.app.camera.getPos()
near *= 20 # player depth
if near.x != 0:
angle = atan2(near.z + camp.z - self.node.getPos().z, near.x + camp.x - self.node.getPos().x)
#angle = atan2(near.z, near.x)
else:
angle = 90
self.angle = angle
# set current item to point at cursor
#.........这里部分代码省略.........
示例2: Chunk
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import getLinearVelocity [as 别名]
class Chunk(Entity):
chunkmass = 5.0
def __init__(self, world, blocks, pos, hpr=Point3(0,0,0), diff = Vec3(0,0,0), angVel = Vec3(0,0,0), linVel = Vec3(0,0,0)):
super(Chunk, self).__init__()
self.mass = len(blocks)*Chunk.chunkmass
self.world = world
self.blocks = blocks
self.bnode = BulletRigidBodyNode()
self.bnode.setMass(self.mass)
self.bnode.setAngularFactor(Vec3(0,1,0))
self.bnode.setLinearSleepThreshold(20)
self.bnode.setAngularSleepThreshold(20)
self.bnode.setAngularVelocity(angVel)
self.bnode.setLinearVelocity(linVel)
self.np = utilities.app.render.attachNewNode(self.bnode)
self.np.setPos(pos.x,20,pos.y)
self.np.setHpr(hpr)
self.np.setPos(self.np, diff)
self.bnode.setPythonTag("entity", self)
self.inScope = False # culling not done yet
# centre the blocks around the np and add their shapes in.
self.minMax()
cog = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
for block in blocks:
block.rebuild(self, cog)
world.bw.attachRigidBody(self.bnode)
self.hitlist = dict()
def update(self, timer):
for index in self.hitlist:
# returns true if the wall is destroyed by the hit
if self.blocks[index].hitby(self.hitlist[index]):
self.blocks[index].destroy()
self.rebuild(index)
self.hitlist.clear()
if self.playerDistance() > 40.0:
self.bnode.setAngularSleepThreshold(1)
self.bnode.setLinearSleepThreshold(1)
else:
self.bnode.setAngularSleepThreshold(0)
self.bnode.setLinearSleepThreshold(0)
def playerDistance(self):
sp = self.np.getPos()
pp = self.world.player.node.getPos()
distance = hypot(sp.x - pp.x, sp.z - pp.z)
return distance
# remove an element and rebuild
# TODO add another method for removing multiple
# blocks in a single go
def rebuild(self, index):
deadblock = self.blocks[index]
out = list()
for block in self.blocks:
for edge in block.edges:
if edge == deadblock:
block.edges.remove(edge)
for block in deadblock.edges:
chunk = list()
self.searchBlock(block, chunk, deadblock)
out.append(chunk)
#out is a list of lists of populated blocks
#remove duplicate chunks
results = list()
for chunk in out:
chunk.sort(compareBlock)
if not chunk in results and len(chunk) > 0:
results.append(chunk)
for result in results:
self.minMax(result)
#diff = Point2((self.minX+self.maxX) / 2.0, (self.minY+self.maxY) / 2.0)
diff = Vec3((self.minX+self.maxX) / 2.0, 0, (self.minY+self.maxY) / 2.0)
p = self.np.getPos()
pos = Point2(p.x, p.z)
h = self.np.getHpr()
self.world.entities.append(Chunk(self.world, result, pos, h, diff, self.bnode.getAngularVelocity(), self.bnode.getLinearVelocity()))
self.destroyNow()
self.remove = True
def searchBlock(self, block, lst, deleted):
if block in lst:
return
else:
#.........这里部分代码省略.........
示例3: CharacterController
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import getLinearVelocity [as 别名]
class CharacterController(DynamicObject, FSM):
def __init__(self, game):
self.game = game
FSM.__init__(self, "Player")
# key states
# dx direction left or right, dy direction forward or backward
self.kh = self.game.kh
self.dx = 0
self.dy = 0
self.jumping = 0
self.crouching = 0
# maximum speed when only walking
self.groundSpeed = 5.0
# acceleration used when walking to rise to self.groundSpeed
self.groundAccel = 100.0
# maximum speed in the air (air friction)
self.airSpeed = 30.0
# player movement control when in the air
self.airAccel = 10.0
# horizontal speed on jump start
self.jumpSpeed = 5.5
self.turnSpeed = 5
self.moveSpeedVec = Vec3(0,0,0)
self.platformSpeedVec = Vec3(0,0,0)
h = 1.75
w = 0.4
self.shape = BulletCapsuleShape(w, h - 2 * w, ZUp)
self.node = BulletRigidBodyNode('Player')
self.node.setMass(2)
self.node.addShape(self.shape)
self.node.setActive(True, True)
self.node.setDeactivationEnabled(False, True)
self.node.setFriction(200)
#self.node.setGravity(10)
#self.node.setFallSpeed(200)
self.node.setCcdMotionThreshold(1e-7)
self.node.setCcdSweptSphereRadius(0.5)
self.node.setAngularFactor(Vec3(0,0,1))
self.np = self.game.render.attachNewNode(self.node)
self.np.setPos(0, 0, 0)
self.np.setH(0)
#self.np.setCollideMask(BitMask32.allOn())
self.game.world.attachRigidBody(self.node)
self.playerModel = None
self.slice_able = False
def setActor(self, modelPath, animDic={}, flip = False, pos = (0,0,0), scale = 1.0):
self.playerModel = Actor(modelPath, animDic)
self.playerModel.reparentTo(self.np)
self.playerModel.setScale(scale) # 1ft = 0.3048m
if flip:
self.playerModel.setH(180)
self.playerModel.setPos(pos)
self.playerModel.setScale(scale)
#-------------------------------------------------------------------
# Speed
def getSpeedVec(self):
return self.node.getLinearVelocity()
def setSpeedVec(self, speedVec):
#print "setting speed to %s" % (speedVec)
self.node.setLinearVelocity(speedVec)
return speedVec
def setPlatformSpeed(self, speedVec):
self.platformSpeedVec = speedVec
def getSpeed(self):
return self.getSpeedVec().length()
def setSpeed(self, speed):
speedVec = self.getSpeedVec()
speedVec.normalize()
self.setSpeedVec(speedVec*speed)
def getLocalSpeedVec(self):
return self.np.getRelativeVector(self.getSpeed())
def getSpeedXY(self):
vec = self.getSpeedVec()
return Vec3(vec[0], vec[1], 0)
def setSpeedXY(self, speedX, speedY):
vec = self.getSpeedVec()
z = self.getSpeedZ()
self.setSpeedVec(Vec3(speedX, speedY, z))
def getSpeedH(self):
return self.getSpeedXY().length()
#.........这里部分代码省略.........
示例4: SMAI
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import getLinearVelocity [as 别名]
class SMAI():
#This constructs the nods tree needed for an AIChar object.
#Takes in a model as a string, a speed double, a world object, a bullet physics world and n x, y and z positions
def __init__(self, model, speed, world, worldNP, x, y, z):
self.AISpeed = 80000
self.maxSpeed = speed
self.AIX = x
self.AIY = y
self.AIZ = z
self.worldNP = worldNP
bulletWorld = world
self.type = ""
self.AIModel = loader.loadModel(model)
self.AIModel.setScale(0.5)
self.AIModel.reparentTo(render)
AIShape = BulletBoxShape(Vec3(3, 3, 1))
self.AINode = BulletRigidBodyNode('AIChar')
self.AINode.setMass(100)
self.AINode.addShape(AIShape)
self.AINode.setDeactivationEnabled(False)
self.AINode.setAngularFactor(Vec3(0,0,0))
render.attachNewNode(self.AINode)
self.AIChar = self.worldNP.attachNewNode(self.AINode)
self.AIModel.reparentTo(self.AIChar)
self.AIChar.setPos(x, y, z)
bulletWorld.attachRigidBody(self.AIChar.node())
#This method needs to be called on your AIChar object to determine what type of AI you want.
#Takes in a type string; either flee or seek and also a target object.
def setBehavior(self, type, target):
if(type == "flee"):
self.type = type
self.target = target
print("Type set to flee")
elif(type == "seek"):
self.type = type
self.target = target
print("Type set to seek")
else:
print("Error @ Incorrect Type!")
def moveTo(self, target):
self.moveTo = True
self.target = target
def flee(self):
h = 1
hx = 1
hy = 1
if(self.AIChar.getDistance(self.target) < 40.0):
if(self.AINode.getLinearVelocity() > self.maxSpeed):
if(self.AINode.getLinearVelocity() < 100):
self.AIChar.setH(self.target.getH())
h = self.AIChar.getH()
else:
hx = sin(h * DEG_TO_RAD) * 10
hy = cos(h * DEG_TO_RAD) * 10
self.AINode.applyForce(Vec3(-hx * self.AISpeed * globalClock.getDt(), hy * self.AISpeed * globalClock.getDt(), 0), PNT)
# else:
# self.AINode.applyForce(Vec3(-hx * self.AISpeed * globalClock.getDt(), hy * self.AISpeed * globalClock.getDt(), 0), PNT)
def seek(self):
if(self.AIChar.getDistance(self.target) > 20.0):
if(self.AINode.getLinearVelocity() > self.maxSpeed):
self.AIChar.lookAt(self.target)
h = self.AIChar.getH()
hx = sin(h * DEG_TO_RAD) * 10
hy = cos(h * DEG_TO_RAD) * 10
self.AINode.applyForce(Vec3(-hx * self.AISpeed * globalClock.getDt(), hy * self.AISpeed * globalClock.getDt(), 0), PNT)
def moveToRun(self):
self.seek()
# if(self.target.getX()+5 <= self.AIChar.getX() and self.target.getX()-5 >= self.AIChar.getX() and self.target.getY()+5 <= self.AIChar.getY() and self.target.getY()-5 >= self.AIChar.getY()):
# print("It's stopped!")
# self.AIChar.clearForces()
# self.AIChar.setLinearVelocity(0)
# else:
# self.AINode.clearForces()
# self.AIChar.lookAt(self.target)
# self.AINode.setLinearVelocity(self.AISpeed)
#Gets called on every AIChar in the world's update method to allow the AI to function at all.
def AIUpdate(self):
if(self.moveTo == True):
self.moveToRun()
if(self.type == "seek"):
self.seek()
elif(self.type == "flee"):
self.flee()
else:
print("Error @ No AI Type")
示例5: Player
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import getLinearVelocity [as 别名]
class Player(Entity):
walkspeed = 5
damping = 0.9
topspeed = 15
leftMove = False
rightMove = False
jumpToggle = False
crouchToggle = False
def __init__(self, world):
super(Player, self).__init__()
self.obj = utilities.loadObject("tdplayer", depth=20)
self.world = world
self.health = 100
self.inventory = list()
self.depth = self.obj.getPos().y
self.location = Point2(10,0)
self.velocity = Vec3(0)
self.shape = BulletBoxShape(Vec3(0.3, 1.0, 0.49))
self.bnode = BulletRigidBodyNode('Box')
self.bnode.setMass(0.1)
self.bnode.setAngularVelocity(Vec3(0))
self.bnode.setAngularFactor(Vec3(0))
self.bnode.addShape(self.shape)
self.bnode.setLinearDamping(0.95)
self.bnode.setLinearSleepThreshold(0)
world.bw.attachRigidBody(self.bnode)
self.bnode.setPythonTag("entity", self)
self.bnode.setIntoCollideMask(BitMask32.bit(0))
self.node = utilities.app.render.attachNewNode(self.bnode)
self.node.setPos(self.obj.getPos())
self.obj.setPos(0,0,0)
self.obj.setScale(1)
self.obj.reparentTo(self.node)
self.node.setPos(self.location.x, self.depth, self.location.y)
def initialise(self):
self.inventory.append(LightLaser(self.world, self))
self.inventory.append(Blowtorch(self.world, self))
#self.inventory["Grenade"] = Grenade(self.world, self)
for item in self.inventory:
item.initialise()
self.currentItemIndex = 1
self.currentItem = self.inventory[self.currentItemIndex]
self.currentItem.equip()
def activate(self):
self.currentItem.activate()
def update(self, timer):
self.velocity = self.bnode.getLinearVelocity()
if (self.leftMove):
self.bnode.applyCentralForce(Vec3(-Player.walkspeed,0,0))
if (self.rightMove):
self.bnode.applyCentralForce(Vec3(Player.walkspeed,0,0))
if (self.jumpToggle):
self.bnode.applyCentralForce(Vec3(0,0,Player.walkspeed))
if (self.crouchToggle):
self.bnode.applyCentralForce(Vec3(0,0,-Player.walkspeed))
if (self.velocity.x < -self.topspeed):
self.velocity.x = -self.topspeed
if (self.velocity.x > self.topspeed):
self.velocity.x = self.topspeed
mouse = utilities.app.mousePos
# extrude test
near = Point3()
far = Point3()
utilities.app.camLens.extrude(mouse, near, far)
camp = utilities.app.camera.getPos()
near *= 20 # player depth
if near.x != 0:
angle = atan2(near.z + camp.z - self.node.getPos().z, near.x + camp.x - self.node.getPos().x)
#angle = atan2(near.z, near.x)
else:
angle = 90
self.angle = angle
# set current item to point at cursor
self.currentItem.update(timer)
# move the camera so the player is centred horizontally,
# but keep the camera steady vertically
utilities.app.camera.setPos(self.node.getPos().x, 0, self.node.getPos().z)
#.........这里部分代码省略.........