本文整理汇总了Python中panda3d.bullet.BulletRigidBodyNode.setLinearSleepThreshold方法的典型用法代码示例。如果您正苦于以下问题:Python BulletRigidBodyNode.setLinearSleepThreshold方法的具体用法?Python BulletRigidBodyNode.setLinearSleepThreshold怎么用?Python BulletRigidBodyNode.setLinearSleepThreshold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.setLinearSleepThreshold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: BulletDebugNode
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearSleepThreshold [as 别名]
# Debug visualization
debug_node = BulletDebugNode('Debug')
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
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 setLinearSleepThreshold [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 setLinearSleepThreshold [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: Chunk
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearSleepThreshold [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5: Catcher
# 需要导入模块: from panda3d.bullet import BulletRigidBodyNode [as 别名]
# 或者: from panda3d.bullet.BulletRigidBodyNode import setLinearSleepThreshold [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)