本文整理汇总了Python中panda3d.bullet.BulletWorld.attach_ghost方法的典型用法代码示例。如果您正苦于以下问题:Python BulletWorld.attach_ghost方法的具体用法?Python BulletWorld.attach_ghost怎么用?Python BulletWorld.attach_ghost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.BulletWorld
的用法示例。
在下文中一共展示了BulletWorld.attach_ghost方法的2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: World
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_ghost [as 别名]
class World (object):
"""
The World models basically everything about a map, including gravity, ambient light, the sky, and all map objects.
"""
def __init__(self, camera, debug=False, audio3d=None, client=None, server=None):
self.objects = {}
self.incarnators = []
self.collidables = set()
self.updatables = set()
self.updatables_to_add = set()
self.garbage = set()
self.scene = NodePath('world')
# Set up the physics world. TODO: let maps set gravity.
self.gravity = DEFAULT_GRAVITY
self.physics = BulletWorld()
self.physics.set_gravity(self.gravity)
self.debug = debug
if debug:
debug_node = BulletDebugNode('Debug')
debug_node.show_wireframe(True)
debug_node.show_constraints(True)
debug_node.show_bounding_boxes(False)
debug_node.show_normals(False)
np = self.scene.attach_new_node(debug_node)
np.show()
self.physics.set_debug_node(debug_node)
def get_incarn(self):
return random.choice(self.incarnators)
def attach(self, obj):
assert hasattr(obj, 'world') and hasattr(obj, 'name')
assert obj.name not in self.objects
obj.world = self
if obj.name.startswith('Incarnator'):
self.incarnators.append(obj)
if hasattr(obj, 'create_node') and hasattr(obj, 'create_solid'):
# Let each object define it's own NodePath, then reparent them.
obj.node = obj.create_node()
obj.solid = obj.create_solid()
if obj.solid:
if isinstance(obj.solid, BulletRigidBodyNode):
self.physics.attach_rigid_body(obj.solid)
elif isinstance(obj.solid, BulletGhostNode):
self.physics.attach_ghost(obj.solid)
if obj.node:
if obj.solid:
# If this is a solid visible object, create a new physics node and reparent the visual node to that.
phys_node = self.scene.attach_new_node(obj.solid)
obj.node.reparent_to(phys_node)
obj.node = phys_node
else:
# Otherwise just reparent the visual node to the root.
obj.node.reparent_to(self.scene)
elif obj.solid:
obj.node = self.scene.attach_new_node(obj.solid)
if obj.solid and obj.collide_bits is not None:
obj.solid.set_into_collide_mask(obj.collide_bits)
self.objects[obj.name] = obj
# Let the object know it has been attached.
obj.attached()
return obj
def create_hector(self, name=None):
# TODO: get random incarn, start there
h = self.attach(Hector(name))
h.move((0, 15, 0))
return h
def register_updater(self, obj):
assert isinstance(obj, WorldObject)
self.updatables.add(obj)
def register_updater_later(self, obj):
assert isinstance(obj, WorldObject)
self.updatables_to_add.add(obj)
def update(self, task):
"""
Called every frame to update the physics, etc.
"""
dt = globalClock.getDt()
for obj in self.updatables_to_add:
self.updatables.add(obj)
self.updatables_to_add = set()
for obj in self.updatables:
#.........这里部分代码省略.........
示例2: World
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_ghost [as 别名]
class World (object):
"""
The World models basically everything about a map, including gravity, ambient light, the sky, and all map objects.
"""
def __init__(self, camera, debug=False, audio3d=None, client=None, server=None):
self.objects = {}
self.incarnators = []
self.collidables = set()
self.updatables = set()
self.updatables_to_add = set()
self.garbage = set()
self.render = NodePath('world')
self.camera = camera
self.audio3d = audio3d
self.ambient = self._make_ambient()
self.celestials = CompositeObject()
self.sky = self.attach(Sky())
# Set up the physics world. TODO: let maps set gravity.
self.gravity = DEFAULT_GRAVITY
self.physics = BulletWorld()
self.physics.set_gravity(self.gravity)
self.debug = debug
self.client = client
self.server = server
if debug:
debug_node = BulletDebugNode('Debug')
debug_node.show_wireframe(True)
debug_node.show_constraints(True)
debug_node.show_bounding_boxes(False)
debug_node.show_normals(False)
np = self.render.attach_new_node(debug_node)
np.show()
self.physics.set_debug_node(debug_node)
def _make_ambient(self):
alight = AmbientLight('ambient')
alight.set_color(VBase4(*DEFAULT_AMBIENT_COLOR))
node = self.render.attach_new_node(alight)
self.render.set_light(node)
return node
def attach(self, obj):
assert hasattr(obj, 'world') and hasattr(obj, 'name')
assert obj.name not in self.objects
obj.world = self
if obj.name.startswith('Incarnator'):
self.incarnators.append(obj)
if hasattr(obj, 'create_node') and hasattr(obj, 'create_solid'):
# Let each object define it's own NodePath, then reparent them.
obj.node = obj.create_node()
obj.solid = obj.create_solid()
if obj.solid:
if isinstance(obj.solid, BulletRigidBodyNode):
self.physics.attach_rigid_body(obj.solid)
elif isinstance(obj.solid, BulletGhostNode):
self.physics.attach_ghost(obj.solid)
if obj.node:
if obj.solid:
# If this is a solid visible object, create a new physics node and reparent the visual node to that.
phys_node = self.render.attach_new_node(obj.solid)
obj.node.reparent_to(phys_node)
obj.node = phys_node
else:
# Otherwise just reparent the visual node to the root.
obj.node.reparent_to(self.render)
elif obj.solid:
obj.node = self.render.attach_new_node(obj.solid)
if obj.solid and obj.collide_bits is not None:
obj.solid.set_into_collide_mask(obj.collide_bits)
self.objects[obj.name] = obj
# Let the object know it has been attached.
obj.attached()
return obj
def get_incarn(self):
return random.choice(self.incarnators)
def create_hector(self, name=None):
# TODO: get random incarn, start there
h = self.attach(Hector(name))
h.move((0, 15, 0))
return h
def set_ambient(self, color):
"""
Sets the ambient light to the given color.
"""
self.ambient.node().set_color(VBase4(*color))
def add_celestial(self, azimuth, elevation, color, intensity, radius, visible):
"""
Adds a celestial light source to the scene. If it is a visible celestial, also add a sphere model.
"""
if not self.camera:
return
location = Vec3(to_cartesian(azimuth, elevation, 1000.0 * 255.0 / 256.0))
if intensity:
dlight = DirectionalLight('celestial')
dlight.set_color((color[0] * intensity, color[1] * intensity,
#.........这里部分代码省略.........