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Python bullet.BulletTriangleMesh类代码示例

本文整理汇总了Python中panda3d.bullet.BulletTriangleMesh的典型用法代码示例。如果您正苦于以下问题:Python BulletTriangleMesh类的具体用法?Python BulletTriangleMesh怎么用?Python BulletTriangleMesh使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了BulletTriangleMesh类的15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: __init__

	def __init__(self, name, modelPath, displayModelPath, 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)
		
		mesh = BulletTriangleMesh()
		mesh.addGeom(self.geom)
		self.shape = BulletTriangleMeshShape(mesh, dynamic=False)
		
		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.reparentTo(self.np)
		
		self.displayModel = self.game.loader.loadModel(displayModelPath)
		self.displayModel.reparentTo(self.np)
		self.displayModel.setTwoSided(True)
		self.slice_able = False
开发者ID:arikel,项目名称:PPARPG,代码行数:30,代码来源:bulletHandler.py

示例2: rayHit

def rayHit(pfrom, pto, geom):
    """
    NOTE: this function is quite slow
    find the nearest collision point between vec(pto-pfrom) and the mesh of nodepath

    :param pfrom: starting point of the ray, Point3
    :param pto: ending point of the ray, Point3
    :param geom: meshmodel, a panda3d datatype
    :return: None or Point3

    author: weiwei
    date: 20161201
    """

    bulletworld = BulletWorld()
    facetmesh = BulletTriangleMesh()
    facetmesh.addGeom(geom)
    facetmeshnode = BulletRigidBodyNode('facet')
    bullettmshape = BulletTriangleMeshShape(facetmesh, dynamic=True)
    bullettmshape.setMargin(0)
    facetmeshnode.addShape(bullettmshape)
    bulletworld.attachRigidBody(facetmeshnode)
    result = bulletworld.rayTestClosest(pfrom, pto)

    if result.hasHit():
        return result.getHitPos()
    else:
        return None
开发者ID:wanweiwei07,项目名称:pyhiro,代码行数:28,代码来源:collisiondetection.py

示例3: setup

  def setup(self):
    self.worldNP = render.attachNewNode('World')

    # World
    self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
    self.debugNP.show()

    self.world = BulletWorld()
    self.world.setGravity(Vec3(0, 0, -9.81))
    self.world.setDebugNode(self.debugNP.node())

    # Ground
    p0 = Point3(-20, -20, 0)
    p1 = Point3(-20, 20, 0)
    p2 = Point3(20, -20, 0)
    p3 = Point3(20, 20, 0)
    mesh = BulletTriangleMesh()
    mesh.addTriangle(p0, p1, p2)
    mesh.addTriangle(p1, p2, p3)
    shape = BulletTriangleMeshShape(mesh, dynamic=False)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
    np.node().addShape(shape)
    np.setPos(0, 0, -2)
    np.setCollideMask(BitMask32.allOn())

    self.world.attachRigidBody(np.node())

    # Soft body world information
    info = self.world.getWorldInfo()
    info.setAirDensity(1.2)
    info.setWaterDensity(0)
    info.setWaterOffset(0)
    info.setWaterNormal(Vec3(0, 0, 0))

    # Softbody
    for i in range(50):
      p00 = Point3(-2, -2, 0)
      p10 = Point3( 2, -2, 0)
      p01 = Point3(-2,  2, 0)
      p11 = Point3( 2,  2, 0)
      node = BulletSoftBodyNode.makePatch(info, p00, p10, p01, p11, 6, 6, 0, True)
      node.generateBendingConstraints(2)
      node.getCfg().setLiftCoefficient(0.004)
      node.getCfg().setDynamicFrictionCoefficient(0.0003)
      node.getCfg().setAeroModel(BulletSoftBodyConfig.AMVertexTwoSided)
      node.setTotalMass(0.1)
      node.addForce(Vec3(0, 2, 0), 0)

      np = self.worldNP.attachNewNode(node)
      np.setPos(self.Vec3Rand() * 10 + Vec3(0, 0, 20))
      np.setHpr(self.Vec3Rand() * 16)
      self.world.attachSoftBody(node)

      fmt = GeomVertexFormat.getV3n3t2()
      geom = BulletHelper.makeGeomFromFaces(node, fmt, True)
      node.linkGeom(geom)
      nodeV = GeomNode('')
      nodeV.addGeom(geom)
      npV = np.attachNewNode(nodeV)
开发者ID:Changuito,项目名称:juan_example,代码行数:60,代码来源:26_SoftbodyAero.py

示例4: addMeshConvexRB

    def addMeshConvexRB(self,vertices, faces,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        format=GeomVertexFormat.getV3()
        vdata=GeomVertexData("vertices", format, Geom.UHStatic)
        
        vertexWriter=GeomVertexWriter(vdata, "vertex")
        [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices]
        
        #step 2) make primitives and assign vertices to them
        tris=GeomTriangles(Geom.UHStatic)
        [self.setGeomFaces(tris,face) for face in faces]
        
        #step 3) make a Geom object to hold the primitives
        geom=Geom(vdata)
        geom.addPrimitive(tris)
        
        #step 4) create the bullet mesh and node
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)

        shape = BulletConvexHullShape(mesh, dynamic=not ghost)#
        if ghost :
            inodenp = self.worldNP.attachNewNode(BulletGhostNode('Mesh'))
        else :
            inodenp = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
        inodenp.node().addShape(shape)
#        inodenp.setPos(0, 0, 0.1)
        self.setRB(inodenp,**kw)
        inodenp.setCollideMask(BitMask32.allOn())
   
        self.world.attachRigidBody(inodenp.node())
        return inodenp
开发者ID:brettbarbaro,项目名称:autoPACK,代码行数:32,代码来源:pandautil.py

示例5: __init__

    def __init__(self, model, world, worldNP, pos, scale, hpr):
        self.worldNP = worldNP
        bulletWorld = world

        # Initialize the model.
        self.AIModel = loader.loadModel(model)
        self.AINode = BulletRigidBodyNode("AIChar")
        self.AIModel.setScale(scale)
        self.AIModel.flattenLight()  # Combines all geom nodes into one geom node.

        # Build the triangle mesh shape and attach it with the transform.
        geom = self.AIModel.findAllMatches("**/+GeomNode").getPath(0).node().getGeom(0)
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)
        self.AINode.addShape(shape, TransformState.makePosHprScale(Point3(0, 0, 0), hpr, scale))
        self.AINode.setMass(0)
        bulletWorld.attachRigidBody(self.AINode)

        # Apply the same transforms on the model being rendered.
        self.AIModel.reparentTo(render)
        self.AIModel.setH(hpr.getX())
        self.AIModel.setP(hpr.getY())
        self.AIModel.setR(hpr.getZ())
        self.AINode.setAngularFactor(Vec3(0, 0, 0))

        # Attach it to the world.
        self.AIChar = self.worldNP.attachNewNode(self.AINode)
        self.AIModel.reparentTo(self.AIChar)
        self.AIChar.setPos(pos)
开发者ID:tbackus127,项目名称:AbominableSnowmanGame,代码行数:30,代码来源:SMCollide.py

示例6: genCollisionMeshMultiNp

def genCollisionMeshMultiNp(nodepath, basenodepath=None, name='autogen'):
    """
    generate the collision mesh of a nodepath using nodepath
    this function suppose the nodepath has multiple models with many geomnodes

    use genCollisionMeshMultiNp instead of genCollisionMeshNp for generality

    :param nodepath: the panda3d nodepath of the object
    :param basenodepath: the nodepath to compute relative transform, identity if none
    :param name: the name of the rigidbody
    :return: bulletrigidbody

    author: weiwei
    date: 20161212, tsukuba
    """

    gndcollection = nodepath.findAllMatches("**/+GeomNode")
    geombullnode = BulletRigidBodyNode(name)
    for gnd in gndcollection:
        geom = gnd.node().getGeom(0)
        geomtf = gnd.getTransform(base.render)
        if basenodepath is not None:
            geomtf = gnd.getTransform(basenodepath)
        geombullmesh = BulletTriangleMesh()
        geombullmesh.addGeom(geom)
        bullettmshape = BulletTriangleMeshShape(geombullmesh, dynamic=True)
        bullettmshape.setMargin(0)
        geombullnode.addShape(bullettmshape, geomtf)
    return geombullnode
开发者ID:wanweiwei07,项目名称:pyhiro,代码行数:29,代码来源:collisiondetection.py

示例7: ModelToBTS

def ModelToBTS(model):
    geomnodes = model.findAllMatches('**/+GeomNode')
    gn = geomnodes.getPath(0).node()
    geom = gn.getGeom(0)
    mesh = BulletTriangleMesh()
    mesh.addGeom(geom)
    shape = BulletTriangleMeshShape(mesh, dynamic=False)
    return shape
开发者ID:Sorrowkun,项目名称:testPanda,代码行数:8,代码来源:Application.py

示例8: __init__

    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:53,代码来源:Track2.py

示例9: renderObject

	def renderObject(self,scale,hpr,collisionOn=False):
		(x_scale,y_scale,z_scale) = scale
		(h,p,r) = hpr
		if collisionOn is True:
			if self.name is 'wide_ramp':
				(x_c,y_c,z_c) = (x_scale + .2,y_scale+2.5,z_scale+1.75)
			if self.name is 'tree1':
				(x_c,y_c,z_c) = (x_scale,y_scale,z_scale)
			if self.name is 'tree2':
				(x_c,y_c,z_c) = (x_scale,y_scale,z_scale)
			if self.name is 'rock1':
				(x_c,y_c,z_c) = (x_scale * 2,y_scale * 2,z_scale*2)
			if self.name is 'rock2':
				(x_c,y_c,z_c) = (x_scale*100,y_scale*100,z_scale*100)
			if self.name is 'gate':
				(x_c,y_c,z_c) = (x_scale * 10,y_scale,z_scale*3.5)
			if self.name is 'statue':
				(x_c,y_c,z_c) = (x_scale,y_scale,z_scale)

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

        		shape = BulletTriangleMeshShape(mesh, dynamic=False)

            		node = BulletRigidBodyNode(self.name)
            		node.setMass(0)
            		node.addShape(shape)

			np = self.__game.render.attachNewNode(node)
			np.setPos(self.x,self.y,self.z)
			np.setHpr(h,p,r)
			np.setScale(x_c,y_c,z_c)

			self.__game.world.attachRigidBody(node)
		self.model.setPos(self.x,self.y,self.z)
		self.model.setHpr(h,p,r)
		self.model.setScale(x_scale,y_scale,z_scale)
		self.model.reparentTo(self.__game.render)
		
		if self.name is 'statue':
			plat_texture = loader.loadTexture('models/textures/rocky.jpg')
		        self.model.setTexture(plat_texture,1)
			ts = TextureStage.getDefault()
	       	 	texture = self.model.getTexture()
			self.model.setTexScale(ts, 1, 1)
开发者ID:cgaldamez14,项目名称:rolling-eve,代码行数:49,代码来源:envobject.py

示例10: setupCollisionMeshAndRigidNodeFromModel

    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)
开发者ID:genusgant,项目名称:CS594-ThrottleThunder-GameClient,代码行数:17,代码来源:Terrain.py

示例11: createPlatform

    def createPlatform(self, x, y, z):
        self.platform = loader.loadModel('../models/disk/disk.egg')
        geomnodes = self.platform.findAllMatches('**/+GeomNode')
        gn = geomnodes.getPath(0).node()
        geom = gn.getGeom(0)
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        node = BulletRigidBodyNode('Platform')
        node.setMass(0)
        node.addShape(shape)
        platformnn = render.attachNewNode(node)
        platformnn.setPos(x, y, z)
        platformnn.setScale(3)

        self.world.attachRigidBody(node)
        self.platform.reparentTo(platformnn)
开发者ID:laylaxh,项目名称:infinite-loop,代码行数:18,代码来源:level_1.py

示例12: createWall

    def createWall(self, x, y, z, h):
        self.wall = loader.loadModel('../models/wall/wall.egg')
        geomnodes = self.wall.findAllMatches('**/+GeomNode')
        gn = geomnodes.getPath(0).node()
        geom = gn.getGeom(0)
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        wallNode = BulletRigidBodyNode('Wall')
        wallNode.setMass(0)
        wallNode.addShape(shape)
        wallnn = render.attachNewNode(wallNode)
        wallnn.setPos(x, y, z)
        wallnn.setH(h)
        wallnn.setScale(0.5, 50.5, 4.5)

        self.world.attachRigidBody(wallNode)
        self.wall.reparentTo(wallnn)
开发者ID:laylaxh,项目名称:infinite-loop,代码行数:19,代码来源:level_1.py

示例13: __addTriangleMesh

    def __addTriangleMesh(self, body, model, pos=(0,0,0), hpr=(0,0,0), scale=(1,1,1), dynamic=True):        
        
        mesh = BulletTriangleMesh()
      
        def one():
            geom = model.node().getGeom(0)            
            mesh.addGeom(geom)
            return []

        children =  model.findAllMatches('**/+GeomNode') or one()

        model.flattenLight()

        for piece in children:
            geom = piece.node().getGeom(0)
            mesh.addGeom(geom)

        shape = BulletTriangleMeshShape(mesh, dynamic=dynamic )
        body.addShape( shape, TransformState.makePosHprScale(pos,hpr,scale) )
开发者ID:fredukita,项目名称:Pandark-Project,代码行数:19,代码来源:physicsmanager.py

示例14: _createBulletShape_

  def _createBulletShape_(self,np, apply_scale = True, apply_transform = True):
    """
    @brief Creates a BulletTriangleMeshShape from the geometries in the model node.  The passed
    node path must point to a GeomNode type.  The Geom objects are then added to a 
    BulletTriangleMesh object which is then used to initialize the Shape.  Optionally, 
    the node's transform and scaled can be baked into the Geometries (recommended 
    according to the Panda3D guide https://www.panda3d.org/manual/index.php/Bullet_FAQ).
    If you apply the scale and transform make sure not to apply them again to the shape or
    the bullet node that contains the shape as it'll compound the effect.
    @warning: If the underlying GeomNode contains multiple geometries each with a different
    transform and scale then it's best to set apply_scale and apply_transform to True.
    @param np: The nodepath containing the GeomNode
    @param apply_scale: Boolean that allows choosing whether or not to apply the nodepath's scale to the geometries
    @param apply_transform: Boolean that indicates whether or not to apply the nodepath's trasform to the geometries.
    @return:  A BulletTriangleMeshShape object containing the node's geometries
    """
    
    geom_node = np.node()
    if type(geom_node) is not GeomNode:
      logging.error("Node %s is not a GeomNode node type"%(np.getName()))
      return None
    
    bullet_mesh = BulletTriangleMesh()
        
    # Assembling transform
    tr = TransformState.makeIdentity()
    geom_scale = np.getScale()
    if apply_transform:
      tr = tr.setPos(np.getPos())
      tr = tr.setQuat(np.getQuat())
      sc = LPoint3(1)
      tr = tr.setScale(sc)
    if apply_scale: # baking scale into geometry data
      tr = tr.setScale(geom_scale)    

    for geom in geom_node.getGeoms():      
      bullet_mesh.addGeom(geom,True,tr)
    
    bullet_shape = BulletTriangleMeshShape(bullet_mesh,False,True,True)    
    bullet_shape.setMargin(GameObject.DEFAULT_COLLISION_MARGIN)
    
    return bullet_shape
开发者ID:jrgnicho,项目名称:platformer_games_project,代码行数:42,代码来源:level_loader.py

示例15: genCollisionMeshGeom

def genCollisionMeshGeom(geom, name='autogen'):
    """
    generate the collision mesh of a nodepath using geom

    :param geom: the panda3d geom of the object
    :param basenodepath: the nodepath to compute relative transform
    :return: bulletrigidbody

    author: weiwei
    date: 20161212, tsukuba
    """

    geomtf = TransformState.makeIdentity()
    geombullmesh = BulletTriangleMesh()
    geombullmesh.addGeom(geom)
    geombullnode = BulletRigidBodyNode(name)
    bullettmshape = BulletTriangleMeshShape(geombullmesh, dynamic=True)
    bullettmshape.setMargin(0)
    geombullnode.addShape(bullettmshape, geomtf)
    return geombullnode
开发者ID:wanweiwei07,项目名称:pyhiro,代码行数:20,代码来源:collisiondetection.py


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