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Python BulletRigidBodyNode.setCcdMotionThreshold方法代码示例

本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.setCcdMotionThreshold方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.setCcdMotionThreshold方法的具体用法?Python BulletRigidBodyNode.setCcdMotionThreshold怎么用?Python BulletRigidBodyNode.setCcdMotionThreshold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.setCcdMotionThreshold方法的8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: DynamicPlatform

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [as 别名]
class DynamicPlatform(DynamicObject):
	def __init__(self, name, game, x, y, z, pos):
		self.name = name
		self.game = game
		self.shape = BulletBoxShape(Vec3(x, y, z))
		self.node = BulletRigidBodyNode(self.name)
		self.node.addShape(self.shape)
		
		self.np = self.game.render.attachNewNode(self.node)
		self.np.setPos(pos)
		self.game.world.attachRigidBody(self.node)
		#self.model = self.game.loader.loadModel("models/crate.egg")
		#self.model.reparentTo(self.np)
		
		self.node.setCcdMotionThreshold(1e-7)
		self.node.setCcdSweptSphereRadius(0.5)
		#self.node.setFriction(5)
		#self.debugOff()
		self.speedVec = Vec3(0,0,0)
		self.lastPos = Vec3(self.getPos())
		self.slice_able = False
		#self.node.setCcdMotionThreshold(1e-7)
		#self.node.setCcdSweptSphereRadius(0.5)
		
	def update(self, dt):
		return
开发者ID:arikel,项目名称:PPARPG,代码行数:28,代码来源:bulletHandler.py

示例2: DynamicNp

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [as 别名]
class DynamicNp(DynamicObject):
	def __init__(self, name, model, game, pos):
		self.name = name
		self.game = game
		
		self.model = model
		self.geomNode = self.model.node()
		self.geom = self.geomNode.getGeom(0)
		
		# with triangle mesh it crashes
		#mesh = BulletTriangleMesh()
		#mesh.addGeom(self.geom)
		#self.shape = BulletTriangleMeshShape(mesh, dynamic=True)
		
		# with convex hull
		self.shape = BulletConvexHullShape()
		self.shape.addGeom(self.geom)
		
		self.node = BulletRigidBodyNode(self.name)
		self.node.setMass(10.0)
		self.node.addShape(self.shape)
		
		self.np = self.game.render.attachNewNode(self.node)
		self.np.setPos(pos)
		self.game.world.attachRigidBody(self.node)
		
		self.model.reparentTo(self.np)
		
		self.node.setCcdMotionThreshold(1e-7)
		self.node.setCcdSweptSphereRadius(0.5)
		self.slice_able = True
开发者ID:arikel,项目名称:PPARPG,代码行数:33,代码来源:bulletHandler.py

示例3: DynamicModel

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [as 别名]
class DynamicModel(DynamicObject):
	def __init__(self, name, modelPath, game, pos):
		self.name = name
		self.modelPath = modelPath
		self.game = game
		
		self.model = self.game.loader.loadModel(self.modelPath)
		geomNodes = self.model.findAllMatches('**/+GeomNode')
		self.geomNode = geomNodes.getPath(0).node()
		self.geom = self.geomNode.getGeom(0)
		self.shape = BulletConvexHullShape()
		self.shape.addGeom(self.geom)
		
		self.node = BulletRigidBodyNode(self.name)
		self.node.setMass(10.0)
		self.node.addShape(self.shape)
		
		self.np = self.game.render.attachNewNode(self.node)
		self.np.setPos(pos)
		self.game.world.attachRigidBody(self.node)
		
		self.model.reparentTo(self.np)
		
		self.node.setCcdMotionThreshold(1e-7)
		self.node.setCcdSweptSphereRadius(0.5)
		self.slice_able = True
开发者ID:arikel,项目名称:PPARPG,代码行数:28,代码来源:bulletHandler.py

示例4: DynamicBox

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [as 别名]
class DynamicBox(DynamicObject):
	def __init__(self, name, game, pos):
		self.name = name
		self.game = game
		self.shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
		self.node = BulletRigidBodyNode(name)
		self.node.setMass(10.0)
		self.node.addShape(self.shape)
		self.setFriction(20)
		
		self.np = self.game.render.attachNewNode(self.node)
		self.np.setPos(pos)
		self.game.world.attachRigidBody(self.node)
		self.model = self.game.loader.loadModel("models/crate.egg")
		self.model.reparentTo(self.np)
		
		self.node.setCcdMotionThreshold(1e-7)
		self.node.setCcdSweptSphereRadius(0.5)
		self.debugOff()
		self.slice_able = True
	
	def update(self, dt):
		#self.activate()
		#if self.node.isActive():
		#	return
		contact = self.checkFeet()
		contacts = self.getContacts()
		
		if contact in self.game.objects and contact in contacts:
			obj = self.game.objects[contact]
			if type(obj) is KinematicPlatform:
				self.activate()
				self.setAngularVelocity(self.getAngularVelocity()*0.9)
				self.setFriction(0.1)
				#print "%s is a box sliding on %s" % (self.name, obj.name)
				#self.addSpeedVec(self.game.objects[contact].getSpeedVec())
				#self.setForce(obj.getSpeedVec()*self.node.getMass() * 100)
				platform_speed = obj.getSpeedVec()
				force = platform_speed * self.node.getMass() * 50
				#self.setSpeedXY(platform_speed[0], platform_speed[1])
				self.setSpeedVec(platform_speed)
				#self.setAngularVelocity(0)
				
				#self.node.addLin(obj.getSpeedVec()*self.node.getMass() * 100)
				#self.node.applyCentralForce(force)
				#self.setForce(force)
				#self.setFriction(20)
				#self.setPos(self.getPos() + obj.getSpeedVec())
				#self.node.setActive(False)
			else:
				self.setFriction(20)
开发者ID:arikel,项目名称:PPARPG,代码行数:53,代码来源:bulletHandler.py

示例5: KinematicPlatform

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [as 别名]
class KinematicPlatform(BulletObject):
	def __init__(self, name, game, x, y, z, pos):
		
		self.name = name
		self.game = game
		self.shape = BulletBoxShape(Vec3(x, y, z))
		self.node = BulletRigidBodyNode(self.name)
		self.node.addShape(self.shape)
		
		self.np = self.game.render.attachNewNode(self.node)
		self.np.setPos(pos)
		self.game.world.attachRigidBody(self.node)
		self.model = self.game.loader.loadModel("models/platform.egg")
		self.model.reparentTo(self.np)
		self.model.setScale(x*2,y*2,z*2)
		
		self.node.setCcdMotionThreshold(1e-7)
		self.node.setCcdSweptSphereRadius(0.5)
		#self.node.setFriction(5)
		#self.debugOff()
		self.speedVec = Vec3(0,0,0)
		self.lastPos = Vec3(self.getPos())
		self.slice_able = False
		
	def getSpeedVec(self):
		return self.speedVec
		
	def update(self, dt):
		currentPos = Vec3(self.getPos())
		
		currentPos.setZ(0)
		
		dVec = currentPos - self.lastPos
		self.speedVec = dVec * (1.0 / dt)
		#print "speedVec = %s, currentPos = %s, lastPos = %s, dVec = %s" % (self.speedVec, currentPos, self.lastPos, dVec)
		self.lastPos = currentPos
		
		self.lastPos.setZ(0)
开发者ID:arikel,项目名称:PPARPG,代码行数:40,代码来源:bulletHandler.py

示例6: Flame

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [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7: CharacterController

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [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.........
开发者ID:arikel,项目名称:PPARPG,代码行数:103,代码来源:characterController.py

示例8: BulletNPC

# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setCcdMotionThreshold [as 别名]
class BulletNPC(DynamicObject):
    def __init__(self, name, game, pos):
        self.game = game
        self.name = name

        self.jumping = 0
        self.crouching = 0

        # maximum speed when only walking
        self.groundSpeed = 4.0

        # acceleration used when walking to rise to self.groundSpeed
        self.groundAccel = 150.0

        self.groundFriction = 0.0

        # 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(self.name)
        self.node.setMass(1.0)
        self.node.addShape(self.shape)
        self.node.setActive(True, True)
        self.node.setDeactivationEnabled(False, True)
        self.node.setFriction(self.groundFriction)
        # self.node.setGravity(10)
        # self.node.setFallSpeed(200)
        self.node.setCcdMotionThreshold(1e-7)

        # do not use setCcdSweptSphereRadius
        # it messes up the bite contact test
        # self.node.setCcdSweptSphereRadius(0.5)

        self.node.setAngularFactor(Vec3(0, 0, 1))

        self.np = self.game.render.attachNewNode(self.node)
        self.setPos(pos)
        self.setH(0)
        # self.np.setCollideMask(BitMask32.allOn())

        self.game.world.attachRigidBody(self.node)
        self.playerModel = Actor(
            "models/monsters/ghoul2.egg",
            {"idle": "models/monsters/ghoul2-idle.egg", "walk": "models/monsters/ghoul2-walk.egg"},
        )
        self.playerModel.setScale(0.15)
        self.playerModel.setZ(0.15)
        self.playerModel.reparentTo(self.np)

        interval = Wait(random.uniform(0, 1))
        i2 = Func(self.startWalkAnim)
        seq = Sequence()
        seq.append(interval)
        seq.append(i2)
        seq.start()

        self.growlTimer = 5.0
        self.sound = None
        self.alive = True

        self.targetNp = NodePath(self.name)

        self.brainTimer = 0.0
        self.brainDelay = 1.2

        self.currentForce = Vec3(0, 0, 0)

    def startWalkAnim(self):
        self.playerModel.loop("walk")

    def stopWalkAnim(self):
        self.playerModel.loop("idle")

    def checkFront(self):
        p1 = Point3(self.getPos())
        direction = self.game.playerNp.getPos() - self.getPos()
        direction.normalize()
        direction = direction * 2.0
        p2 = Point3(self.getPos() + direction)

        result = self.game.world.rayTestClosest(p1, p2)

        # ts1 = TransformState.makePos(p1)
        # ts2 = TransformState.makePos(p2)
        # result = self.game.world.sweepTestClosest(self.shape, ts1, ts2, 0)
#.........这里部分代码省略.........
开发者ID:arikel,项目名称:PPARPG,代码行数:103,代码来源:bulletNPC.py


注:本文中的panda3d.bullet.BulletRigidBodyNode.setCcdMotionThreshold方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。