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Python BulletRigidBodyNode.notifyCollisions方法代码示例

本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.notifyCollisions方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.notifyCollisions方法的具体用法?Python BulletRigidBodyNode.notifyCollisions怎么用?Python BulletRigidBodyNode.notifyCollisions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panda3d.bullet.BulletRigidBodyNode的用法示例。


在下文中一共展示了BulletRigidBodyNode.notifyCollisions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: Track2

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import notifyCollisions [as 别名]
class Track2(object):
    def __init__(self, bulletWorld):

        self.env = loader.loadModel("models/env")
        self.env.reparentTo(render)
        self.env.setPos(0,0,-6)
        self.env.setScale(400)
        self.environ_tex = loader.loadTexture("models/tex/env_sky.jpg")
        self.env.setTexture(self.environ_tex, 1)
        self.period_cloud = self.env.hprInterval(400, (360, 0, 0))
        self.period_cloud.loop()

        self.ground = loader.loadModel("models/Ground2")
        self.ground.reparentTo(render)
        self.ground.setPos(0,0,-5)
        self.ground.setScale(0.5,0.5,0)
        self.ground_tex = loader.loadTexture("models/tex/ground.tif")
        self.ground.setTexture(self.ground_tex, 1)

        # model used as collision mesh
        collisionModel = loader.loadModel('models/Track2')
        # model used as display model
        model = loader.loadModel('models/Track2')

        tex = loader.loadTexture("models/tex/Main.png")
        model.setTexture(tex)
        # renders track from two camera views
        model.setTwoSided(True)

        collisionModel.setScale(1, 1, 100)

        mesh = BulletTriangleMesh()
        for geomNP in collisionModel.findAllMatches('**/+GeomNode'):
            geomNode = geomNP.node()
            ts = geomNP.getTransform(collisionModel)
            for geom in geomNode.getGeoms():
                mesh.addGeom(geom, ts)

        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        self.rigidNode = BulletRigidBodyNode('Heightfield')
        self.rigidNode.notifyCollisions(False)
        np = render.attachNewNode(self.rigidNode)
        np.node().addShape(shape)

        model.setScale(1, 1, .1)
        model.reparentTo(np)
        np.setScale(.7)
        np.setPos(0, 0, -5)
        np.setCollideMask(BitMask32(0xf0))
        np.node().notifyCollisions(False)
        bulletWorld.attachRigidBody(np.node())

        self.hf = np.node()  # To enable/disable debug visualisation
        
        
开发者ID:2015-CS454,项目名称:rr-team,代码行数:56,代码来源:Track2.py

示例2: __init__

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import notifyCollisions [as 别名]
    def __init__(self, main, base, render, type = "heightMap"):
        if type == "heightMap":
            self.terrainFromHeightMap(main)
        elif type == "model":
            self.terrainFromModel(main)

        # Plane
        shape = BulletPlaneShape(Vec3(0, 0, 1), 1)
        universeNode = BulletRigidBodyNode('UniverseNode')
        universeNode.notifyCollisions(True)
        universeNode.addShape(shape)
        np = self.parentNodePath.attachNewNode(universeNode)
        np.setPos(0, 0, -150)
        np.hide()
        main.world.attachRigidBody(universeNode)

        self.parentNodePath.reparentTo(main.worldNP)
        self.hf = self.rigidNodePath.node() # To enable/disable debug visualisation
        # Sky Dome
        universeBackground = UniverseBackground()
开发者ID:genusgant,项目名称:CS594-ThrottleThunder-GameClient,代码行数:22,代码来源:Terrain.py

示例3: Track

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import notifyCollisions [as 别名]
class Track(object):
    def __init__(self, bulletWorld):

        self.sky = SkyDome()

        # model used as collision mesh
        collisionModel = loader.loadModel('models/walledTrack')
        # model used as display model
        model = loader.loadModel('models/FullTrack')

        tex = loader.loadTexture("models/tex/Main.png")
        ts = TextureStage('ts')
        ts.setMode(TextureStage.MBlend)
        model.setTexture(ts, tex, 2)
        #model.setTexScale(ts, 70)
        # renders track from two camera views
        model.setTwoSided(True)

        mesh = BulletTriangleMesh()
        for geomNP in collisionModel.findAllMatches('**/+GeomNode'):
            geomNode = geomNP.node()
            ts = geomNP.getTransform(collisionModel)
            for geom in geomNode.getGeoms():
                mesh.addGeom(geom, ts)

        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        self.rigidNode = BulletRigidBodyNode('Track')
        self.rigidNode.notifyCollisions(False)
        np = render.attachNewNode(self.rigidNode)
        np.node().addShape(shape)

        model.reparentTo(np)
        np.setScale(70)
        np.setPos(0, 0, -5)
        np.setCollideMask(BitMask32(0xf0))
        np.node().notifyCollisions(False)
        bulletWorld.attachRigidBody(np.node())

        self.hf = np.node()  # To enable/disable debug visualisation
开发者ID:genusgant,项目名称:CS594-ThrottleThunder-GameClient,代码行数:42,代码来源:rrTrack.py

示例4: Flame

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import notifyCollisions [as 别名]
class Flame(Entity):
    """
    The thing that comes out the end of the thing you hold
    """
    animspeed = 0.1 
    depth = 20 
    playerWidth = 3
    speed = 20 

    def __init__(self, world, pos, hpr):
        super(Flame, self).__init__()

        self.shape = BulletBoxShape(Vec3(0.1,0.05,0.05))
        self.bnode = BulletRigidBodyNode()
        self.bnode.setMass(1.0)
        self.bnode.addShape(self.shape)

        self.np = utilities.app.render.attachNewNode(self.bnode)

        self.world =world 
        self.anim = list()
        self.anim.append(utilities.loadObject("flame1", depth=0))
        self.anim.append(utilities.loadObject("flame2", depth=0))
        self.anim.append(utilities.loadObject("flame3", depth=0))
        world.bw.attachRigidBody(self.bnode)

        self.curspr = 0
        self.obj = self.anim[self.curspr]
        self.obj.show() 
        self.livetime = 0
        self.delta = 0

        self.pos = pos
        self.pos.y = Flame.depth
        #self.pos.z -= 0.2 
        self.hpr = hpr
        self.vel = Point2()
        self.vel.x = cos(world.player.angle)*Flame.speed
        self.vel.y = sin(world.player.angle)*Flame.speed

        tv = Vec3(self.vel.x, 0, self.vel.y)
        # this makes the shot miss the target if the player has any velocity
        tv += world.player.bnode.getLinearVelocity()

        self.bnode.setLinearVelocity(tv)

        tv.normalize()

        # initial position of RB and draw plane
        self.np.setHpr(hpr)
        self.np.setPos(pos+tv/2)

        self.bnode.setAngularFactor(Vec3(0,0,0))
        self.bnode.setLinearFactor(Vec3(1,0,1))
        self.bnode.setGravity(Vec3(0,0,0))

        self.bnode.setCcdMotionThreshold(1e-7)
        self.bnode.setCcdSweptSphereRadius(0.10)

        self.bnode.notifyCollisions(True)
        self.bnode.setIntoCollideMask(BitMask32.bit(1))
        self.bnode.setPythonTag("Entity", self)
        self.noCollideFrames = 4

        for a in self.anim:
            a.hide()
            a.reparentTo(self.np)
            a.setScale(0.25, 1, 0.25)
            a.setPos(0, -0.1,0)

    def update(self, timer):
        #animation
        self.delta += timer
        self.livetime += timer

        if self.noCollideFrames == 0:
            self.bnode.setIntoCollideMask(BitMask32.allOn())

        if self.noCollideFrames > -1:
            self.noCollideFrames -= 1


        if self.delta > Flame.animspeed:
            self.delta = 0
            self.obj.hide()
            self.curspr += 1
        if self.curspr > len(self.anim)-1:
            self.curspr = 0
            self.obj = self.anim[self.curspr]
            self.obj.show()
开发者ID:fcostin,项目名称:gravbot,代码行数:92,代码来源:items.py

示例5: Terrain

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import notifyCollisions [as 别名]
class Terrain(object):
    def __init__(self, main, base, render, type = "heightMap"):
        if type == "heightMap":
            self.terrainFromHeightMap(main)
        elif type == "model":
            self.terrainFromModel(main)

        # Plane
        shape = BulletPlaneShape(Vec3(0, 0, 1), 1)
        universeNode = BulletRigidBodyNode('UniverseNode')
        universeNode.notifyCollisions(True)
        universeNode.addShape(shape)
        np = self.parentNodePath.attachNewNode(universeNode)
        np.setPos(0, 0, -150)
        np.hide()
        main.world.attachRigidBody(universeNode)

        self.parentNodePath.reparentTo(main.worldNP)
        self.hf = self.rigidNodePath.node() # To enable/disable debug visualisation
        # Sky Dome
        universeBackground = UniverseBackground()

    def terrainFromModel(self, main):
        self.parentNodePath = NodePath("FloorNodePath")
        self.parentNodePath.setPos(0, 0, -1)
        self.parentNodePath.setScale(2.0, 2.0, 1.0)
        # self.parentNodePath.setP(90)

        self.loadModelAndTexture()
        self.setupCollisionMeshAndRigidNodeFromModel()

        main.world.attachRigidBody(self.rigidNodePath.node())

    def loadModelAndTexture(self, path={"model": "models/map", "texture": "models/tex/floor.jpg"}):
        self.floorModel = loader.loadModel(path["model"])
        # floor_tex = loader.loadTexture(path["texture"])
        # self.floorModel.setTexture(floor_tex)
        self.parentNodePath.attachNewNode(self.floorModel.node())

    def setupCollisionMeshAndRigidNodeFromModel(self):
        mesh = BulletTriangleMesh()
        for geomNP in self.floorModel.findAllMatches('**/+GeomNode'):
            geomNode = geomNP.node()
            ts = geomNP.getTransform(self.floorModel)
            for geom in geomNode.getGeoms():
                mesh.addGeom(geom, ts)

        shape = BulletTriangleMeshShape(mesh, dynamic=False)
        self.rigidNode = BulletRigidBodyNode('Floor')
        self.rigidNode.notifyCollisions(False)

        self.rigidNodePath = self.parentNodePath.attachNewNode(self.rigidNode)
        self.rigidNodePath.node().addShape(shape)
        self.rigidNodePath.setScale(12, 12, 1.5)
        self.rigidNodePath.setCollideMask(BitMask32.allOn())
        self.rigidNodePath.node().notifyCollisions(False)

    def toggleHeightfield(self):
        self.hf.setDebugEnabled(not self.hf.isDebugEnabled())

    def terrainFromHeightMap(self, main):
        self.parentNodePath = NodePath("FloorNodePath")
        self.parentNodePath.setPos(0, 0, -2)
        self.parentNodePath.setScale(5, 5, 0.75)
        # Heightfield (static)
        height = 8.0

        img = PNMImage(Filename('models/elevation.png'))
        xdim = img.getXSize()
        ydim = img.getYSize()
        shape = BulletHeightfieldShape(img, height, ZUp)
        shape.setUseDiamondSubdivision(True)
        self.rigidNode = BulletRigidBodyNode('Heightfield')
        self.rigidNode.notifyCollisions(False)
        self.rigidNodePath = self.parentNodePath.attachNewNode(self.rigidNode)
        self.rigidNodePath.node().addShape(shape)
        self.rigidNodePath.setPos(0, 0, 0)
        self.rigidNodePath.setCollideMask(BitMask32.allOn())
        self.rigidNodePath.node().notifyCollisions(False)

        main.world.attachRigidBody(self.rigidNodePath.node())

        self.hf = self.rigidNodePath.node() # To enable/disable debug visualisation

        self.terrain = GeoMipTerrain('terrain')
        self.terrain.setHeightfield(img)

        self.terrain.setBlockSize(32)
        self.terrain.setNear(50)
        self.terrain.setFar(100)
        self.terrain.setFocalPoint(base.camera)

        rootNP = self.terrain.getRoot()
        rootNP.reparentTo(self.parentNodePath)
        rootNP.setSz(8.0)

        offset = img.getXSize() / 2.0 - 0.5
        rootNP.setPos(-offset, -offset, -height / 2.0)

        self.terrain.generate()
#.........这里部分代码省略.........
开发者ID:genusgant,项目名称:CS594-ThrottleThunder-GameClient,代码行数:103,代码来源:Terrain.py


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