本文整理汇总了Python中panda3d.bullet.BulletTriangleMesh类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
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
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)
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
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)
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
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
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
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)
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)
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)
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)
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) )
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
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