本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.setLinearDamping方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.setLinearDamping方法的具体用法?Python BulletRigidBodyNode.setLinearDamping怎么用?Python BulletRigidBodyNode.setLinearDamping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.setLinearDamping方法的4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: createBox
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearDamping [as 别名]
def createBox(self, mass, pos, scale, color):
rb = BulletRigidBodyNode('box')
rb.addShape(BulletBoxShape(scale))
rb.setMass(mass)
rb.setLinearDamping(0.2)
rb.setAngularDamping(0.9)
rb.setFriction(1.0)
rb.setAnisotropicFriction(1.0)
rb.setRestitution(0.0)
self.world.attachRigidBody(rb)
np = self.render.attachNewNode(rb)
np.setPos(pos)
np.setCollideMask(BitMask32.bit(1))
cube = self.loader.loadModel('cube')
cube.setScale(scale)
cube.setColor(color)
cube.reparentTo(np)
return np
示例2: Player
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearDamping [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3: Player
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearDamping [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.........
示例4: Catcher
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearDamping [as 别名]
class Catcher(Enemy):
damage = 25
def __init__(self, location, player, cmap, world):
super(Catcher, self).__init__(location)
self.player = player
self.cmap = cmap
self.obj = utilities.loadObject("robot", depth=20)
self.world = world
self.health = 100
self.depth = self.obj.getPos().y
self.location = location
self.velocity = Vec3(0)
self.shape = BulletBoxShape(Vec3(0.5, 1.0, 0.5))
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(0.75)
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 update(self, time):
self.location = Point2(self.node.getPos().x - self.player.location.x, self.node.getPos().z - self.player.location.y)
if self.location.x > 20 or self.location.x < -20:
return
if self.location.y > 20 or self.location.y < -20:
return
path = findPath(Point2(self.location + Point2(20,20)), Point2(20,20), self.world.cmap)
if len(path) > 1:
move = path[1] - self.location
self.bnode.applyCentralForce(Vec3(move.x-20,0,move.y-20))
def hitby(self, projectile, index):
self.health -= projectile.damage
if (self.health < 0):
self.remove = True
greyscale = 0.3 + (0.01 * self.health)
self.obj.setColor(1, greyscale,greyscale,1)
return False
def removeOnHit(self):
return
def destroy(self):
self.obj.hide()
self.world.bw.removeRigidBody(self.bnode)