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Python BulletTriangleMesh.addTriangle方法代码示例

本文整理汇总了Python中panda3d.bullet.BulletTriangleMesh.addTriangle方法的典型用法代码示例。如果您正苦于以下问题:Python BulletTriangleMesh.addTriangle方法的具体用法?Python BulletTriangleMesh.addTriangle怎么用?Python BulletTriangleMesh.addTriangle使用的例子?那么, 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.BulletTriangleMesh的用法示例。


在下文中一共展示了BulletTriangleMesh.addTriangle方法的6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: setup

# 需要导入模块: from panda3d.bullet import BulletTriangleMesh [as 别名]
# 或者: from panda3d.bullet.BulletTriangleMesh import addTriangle [as 别名]
  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:62,代码来源:26_SoftbodyAero.py

示例2: setup

# 需要导入模块: from panda3d.bullet import BulletTriangleMesh [as 别名]
# 或者: from panda3d.bullet.BulletTriangleMesh import addTriangle [as 别名]
  def setup(self):
    self.worldNP = render.attachNewNode('World')

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

    #self.debugNP.showTightBounds()
    #self.debugNP.showBounds()

    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())

    # Stair
    origin = Point3(0, 0, 0)
    size = Vec3(2, 10, 1)
    shape = BulletBoxShape(size * 0.5)
    for i in range(10):
      pos = origin + size * i
      pos.setY(0)

      np = self.worldNP.attachNewNode(BulletRigidBodyNode('Stair%i' % i))
      np.node().addShape(shape)
      np.setPos(pos)
      np.setCollideMask(BitMask32.allOn())

      npV = loader.loadModel('models/box.egg')
      npV.reparentTo(np)
      npV.setScale(size)

      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
    center = Point3(0, 0, 0)
    radius = Vec3(1, 1, 1) * 1.5
    node = BulletSoftBodyNode.makeEllipsoid(info, center, radius, 128)
    node.setName('Ellipsoid')
    node.getMaterial(0).setLinearStiffness(0.1)
    node.getCfg().setDynamicFrictionCoefficient(1)
    node.getCfg().setDampingCoefficient(0.001)
    node.getCfg().setPressureCoefficient(1500)
    node.setTotalMass(30, True)
    node.setPose(True, False)

    np = self.worldNP.attachNewNode(node)
    np.setPos(15, 0, 12)
    #np.setH(90.0)
    #np.showBounds()
    #np.showTightBounds()
    self.world.attachSoftBody(np.node())

    geom = BulletHelper.makeGeomFromFaces(node)
    node.linkGeom(geom)
    nodeV = GeomNode('EllipsoidVisual')
    nodeV.addGeom(geom)
    npV = np.attachNewNode(nodeV)
开发者ID:Changuito,项目名称:juan_example,代码行数:83,代码来源:23_SoftbodyPressure.py

示例3: setup

# 需要导入模块: from panda3d.bullet import BulletTriangleMesh [as 别名]
# 或者: from panda3d.bullet.BulletTriangleMesh import addTriangle [as 别名]
  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
    def makeSB(pos, hpr):

      import torus
      geom = torus.makeGeom()

      #geom = loader.loadModel('models/torus.egg') \
      #    .findAllMatches('**/+GeomNode').getPath(0).node() \
      #    .modifyGeom(0)

      geomNode = GeomNode('')
      geomNode.addGeom(geom)

      node = BulletSoftBodyNode.makeTriMesh(info, geom) 
      node.linkGeom(geomNode.modifyGeom(0))

      node.generateBendingConstraints(2)
      node.getCfg().setPositionsSolverIterations(2)
      node.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFVertexFaceSoftSoft, True)
      node.randomizeConstraints()
      node.setTotalMass(50, True)

      softNP = self.worldNP.attachNewNode(node)
      softNP.setPos(pos)
      softNP.setHpr(hpr)
      self.world.attachSoftBody(node)

      geomNP = softNP.attachNewNode(geomNode)

    makeSB(Point3(-3, 0, 4), (0, 0, 0))
    makeSB(Point3(0, 0, 4), (0, 90, 90))
    makeSB(Point3(3, 0, 4), (0, 0, 0))
开发者ID:Changuito,项目名称:juan_example,代码行数:69,代码来源:24_SoftbodyTri.py

示例4: setup

# 需要导入模块: from panda3d.bullet import BulletTriangleMesh [as 别名]
# 或者: from panda3d.bullet.BulletTriangleMesh import addTriangle [as 别名]
  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, -4)
    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 - From points/indices
    #import cube
    #points = [Point3(x,y,z) * 3 for x,y,z in cube.nodes]
    #indices = sum([list(x) for x in cube.elements], [])

    #node = BulletSoftBodyNode.makeTetMesh(info, points, indices, True)
    #node.setVolumeMass(300);
    #node.getShape(0).setMargin(0.01)
    #node.getMaterial(0).setLinearStiffness(0.8)
    #node.getCfg().setPositionsSolverIterations(1)
    #node.getCfg().clearAllCollisionFlags()
    #node.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFClusterSoftSoft, True)
    #node.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFClusterRigidSoft, True)
    #node.generateClusters(16)

    #softNP = self.worldNP.attachNewNode(node)
    #softNP.setPos(0, 0, 8)
    #softNP.setHpr(0, 0, 45)
    #self.world.attachSoftBody(node)

    # Softbody - From tetgen data
    ele = file('models/cube/cube.1.ele', 'r').read()
    face = file('models/cube/cube.1.face', 'r').read()
    node = file('models/cube/cube.1.node', 'r').read()

    node = BulletSoftBodyNode.makeTetMesh(info, ele, face, node)
    node.setName('Tetra')
    node.setVolumeMass(300)
    node.getShape(0).setMargin(0.01)
    node.getMaterial(0).setLinearStiffness(0.1)
    node.getCfg().setPositionsSolverIterations(1)
    node.getCfg().clearAllCollisionFlags()
    node.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFClusterSoftSoft, True)
    node.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFClusterRigidSoft, True)
    node.generateClusters(6)

    softNP = self.worldNP.attachNewNode(node)
    softNP.setPos(0, 0, 8)
    softNP.setHpr(45, 0, 0)
    self.world.attachSoftBody(node)

    # Option 1:
    visNP = loader.loadModel('models/cube/cube.egg')
    visNP.reparentTo(softNP)

    geom = visNP \
        .findAllMatches('**/+GeomNode').getPath(0).node() \
        .modifyGeom(0)
    node.linkGeom(geom)
开发者ID:Changuito,项目名称:juan_example,代码行数:86,代码来源:25_SoftbodyTetra.py

示例5: addQuad

# 需要导入模块: from panda3d.bullet import BulletTriangleMesh [as 别名]
# 或者: from panda3d.bullet.BulletTriangleMesh import addTriangle [as 别名]
	def addQuad(self, p1, p2, p3, p4):
		mesh = BulletTriangleMesh()
		mesh.addTriangle(p1, p2, p3)
		mesh.addTriangle(p1, p3, p4)
		shape = BulletTriangleMeshShape(mesh, dynamic=False)
		self.node.addShape(shape)
开发者ID:arikel,项目名称:PPARPG,代码行数:8,代码来源:bulletBase.py

示例6: setup

# 需要导入模块: from panda3d.bullet import BulletTriangleMesh [as 别名]
# 或者: from panda3d.bullet.BulletTriangleMesh import addTriangle [as 别名]

#.........这里部分代码省略.........
    np.setCollideMask(BitMask32.allOn())

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

    # Capsule (dynamic)
    shape = BulletCapsuleShape(0.5, 1.0, ZUp)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Capsule'))
    np.node().setMass(1.0)
    np.node().addShape(shape)
    np.setPos(0, 4, 4)
    np.setCollideMask(BitMask32.allOn())

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

    # Cyliner (dynamic)
    shape = BulletCylinderShape(0.7, 1.5, ZUp)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Cylinder'))
    np.node().setMass(1.0)
    np.node().addShape(shape)
    np.setPos(4, 4, 4)
    np.setCollideMask(BitMask32.allOn())

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

    # Convex (dynamic)
    shape = BulletConvexHullShape()
    shape.addPoint(Point3(1, 1, 2))
    shape.addPoint(Point3(0, 0, 0))
    shape.addPoint(Point3(2, 0, 0))
    shape.addPoint(Point3(0, 2, 0))
    shape.addPoint(Point3(2, 2, 0))

    # Another way to create the convex hull shape:
    #shape = BulletConvexHullShape()
    #shape.addArray([
    #  Point3(1, 1, 2),
    #  Point3(0, 0, 0),
    #  Point3(2, 0, 0),
    #  Point3(0, 2, 0),
    #  Point3(2, 2, 0),
    #])

    # Yet another way to create the convex hull shape:
    #geom = loader.loadModel('models/box.egg')\
    #         .findAllMatches('**/+GeomNode')\
    #         .getPath(0)\
    #         .node()\
    #         .getGeom(0)
    #shape = BulletConvexHullShape()
    #shape.addGeom(geom)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Convex'))
    np.node().setMass(1.0)
    np.node().addShape(shape)
    np.setPos(-4, 4, 4)
    np.setCollideMask(BitMask32.allOn())

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

    # Mesh (static)
    p0 = Point3(-10, -10, 0)
    p1 = Point3(-10, 10, 0)
    p2 = Point3(10, -10, 0)
    p3 = Point3(10, 10, 0)
    mesh = BulletTriangleMesh()
    mesh.addTriangle(p0, p1, p2)
    mesh.addTriangle(p1, p2, p3)
    shape = BulletTriangleMeshShape(mesh, dynamic=False)

    # Another way to create the triangle mesh shape:
    #geom = loader.loadModel('models/box.egg')\
    #         .findAllMatches('**/+GeomNode')\
    #         .getPath(0)\
    #         .node()\
    #         .getGeom(0)
    #mesh = BulletTriangleMesh()
    #mesh.addGeom(geom)
    #shape = BulletTriangleMeshShape(mesh, dynamic=False)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
    np.node().addShape(shape)
    np.setPos(0, 0, 0.1)
    np.setCollideMask(BitMask32.allOn())

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

    # MutiSphere
    points = [Point3(-1, 0, 0), Point3(0, 0, 0), Point3(1, 0, 0)]
    radii = [.4, .8, .6]
    shape = BulletMultiSphereShape(points, radii)

    np = self.worldNP.attachNewNode(BulletRigidBodyNode('MultiSphere'))
    np.node().setMass(1.0)
    np.node().addShape(shape)
    np.setPos(8, 0, 4)
    np.setCollideMask(BitMask32.allOn())

    self.world.attachRigidBody(np.node())
开发者ID:Changuito,项目名称:juan_example,代码行数:104,代码来源:02_Shapes.py


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