本文整理汇总了Python中panda3d.bullet.BulletWorld.attach_rigid_body方法的典型用法代码示例。如果您正苦于以下问题:Python BulletWorld.attach_rigid_body方法的具体用法?Python BulletWorld.attach_rigid_body怎么用?Python BulletWorld.attach_rigid_body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_rigid_body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: BulletRigidBodyNode
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_rigid_body [as 别名]
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
target_node = s.loader.load_model('models/smiley')
target_node.reparent_to(s.render)
target_node.set_hpr(0,0,0)
target_node.set_scale(1.5)
target_node.set_render_mode_wireframe()
target_node.set_two_sided(True)
示例2: __init__
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_rigid_body [as 别名]
class PhysicsManager:
def __init__(self, root_nodepath, world):
self.world = BulletWorld()
self.world.setGravity((0, 0, -9.81))
self._timestep = 1 / world.tick_rate
# # Seems that this does not function
# on_contact_added = PythonCallbackObject(self._on_contact_added)
# self.world.set_contact_added_callback(on_contact_added)
# on_filter = PythonCallbackObject(self._filter_collision)
# self.world.set_filter_callback(on_filter)
self.listener = DirectObject()
self.listener.accept('bullet-contact-added', self._on_contact_added)
self.listener.accept('bullet-contact-destroyed', self._on_contact_removed)
self.tracked_contacts = defaultdict(int)
self.existing_collisions = set()
# Debugging info
debug_node = BulletDebugNode('Debug')
debug_node.showWireframe(True)
debug_node.showConstraints(True)
debug_node.showBoundingBoxes(False)
debug_node.showNormals(False)
# Add to world
self.debug_nodepath = root_nodepath.attachNewNode(debug_node)
self.world.set_debug_node(debug_node)
self.debug_nodepath.show()
def _on_contact_removed(self, node_a, node_b):
self.tracked_contacts[(node_a, node_b)] -= 1
def _on_contact_added(self, node_a, node_b):
self.tracked_contacts[(node_a, node_b)] += 1
def _dispatch_collisions(self):
# Dispatch collisions
existing_collisions = self.existing_collisions
for pair, contact_count in self.tracked_contacts.items():
# If is new collision
if contact_count > 0 and pair not in existing_collisions:
existing_collisions.add(pair)
# Dispatch collision
node_a, node_b = pair
entity_a = node_a.get_python_tag("entity")
entity_b = node_b.get_python_tag("entity")
if not (entity_a and entity_b):
continue
contact_result = ContactResult(self.world, node_a, node_b)
entity_a.messenger.send("collision_started", entity=entity_b, contacts=contact_result.contacts_a)
entity_b.messenger.send("collision_started", entity=entity_a, contacts=contact_result.contacts_b)
# Ended collision
elif contact_count == 0 and pair in existing_collisions:
existing_collisions.remove(pair)
# Dispatch collision
node_a, node_b = pair
entity_a = node_a.get_python_tag("entity")
entity_b = node_b.get_python_tag("entity")
if not (entity_a and entity_b):
continue
entity_a.messenger.send("collision_stopped", entity_b)
entity_b.messenger.send("collision_stopped", entity_a)
def add_entity(self, entity, component):
body = component.body
self.world.attach_rigid_body(body)
body.set_python_tag("entity", entity)
def remove_entity(self, entity, component):
body = component.body
self.world.remove_rigid_body(body)
body.clear_python_tag("entity")
def tick(self):
self.world.do_physics(self._timestep)
self._dispatch_collisions()
def resimulate_pawn(self, pawn):
pass
示例3: BlockTutorial
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_rigid_body [as 别名]
class BlockTutorial(ShowBase):
def __init__(self):
# Step 2: Set up graphics
ShowBase.__init__(self)
self.setup_camera()
self.load_block_model()
# Step 3: Set up physics
self.create_physics()
self.load_block_physics()
# Step 4: Link graphics and physics
self.link()
# This lets us see the debug skeletons for the physics objects.
self.setup_debug()
# Setup keybindings
print
print "Keybindings"
print "-----------"
# Turn on/off the debug skeletons by pressing 'd'
self.accept('d', self.toggle_debug)
print "d\t: toggle debug mode"
# Turn on/off physics simulation by pressing 'space'
self.accept('space', self.toggle_physics)
print "space\t: toggle physics"
# Exit the application by pressing 'esc'
self.accept('escape', sys.exit)
print "esc\t: exit"
def setup_camera(self):
"""Position the camera so we can see the objects in the scene"""
self.cam.set_pos(-8, -6, 2.75)
self.cam.look_at((0, 0, 0))
def load_block_model(self):
"""Load the 3D model of a block, and tell Panda3D to render it"""
self.block_graphics = self.loader.loadModel("wood_block.egg")
self.block_graphics.reparent_to(self.render)
self.block_graphics.set_scale(0.2, 0.2, 0.2)
def create_physics(self):
"""Create the physical world, and start a task to simulate physics"""
self.world = BulletWorld()
self.world.set_gravity((0, 0, -9.81))
self.physics_on = False
self.taskMgr.add(self.step_physics, "physics")
def step_physics(self, task):
"""Get the amount of time that has elapsed, and simulate physics for
that amount of time"""
if self.physics_on:
dt = globalClock.get_dt()
self.world.do_physics(dt)
return task.cont
def toggle_physics(self):
"""Turn physics on or off."""
self.physics_on = not(self.physics_on)
def load_block_physics(self):
"""Create collision geometry and a physical body for the block."""
self.block_body = BulletRigidBodyNode('block-physics')
self.block_body.add_shape(BulletBoxShape((0.2, 0.6, 0.2)))
self.block_body.set_mass(1.0)
self.world.attach_rigid_body(self.block_body)
def link(self):
"""Tell Panda3D that the block's physics and graphics should be
linked, by making the physics NodePath be the parent of the
graphics NodePath.
"""
self.block_physics = self.render.attach_new_node(self.block_body)
self.block_graphics.reparent_to(self.block_physics)
def setup_debug(self):
"""Set up a debug node, which will render skeletons for all the
physics objects in the physics world."""
debug_node = BulletDebugNode('Debug')
debug_node.show_wireframe(True)
debug_node.show_constraints(True)
debug_node.show_bounding_boxes(True)
debug_node.show_normals(True)
self.world.set_debug_node(debug_node)
self.debug_np = self.render.attach_new_node(debug_node)
#.........这里部分代码省略.........
示例4: World
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_rigid_body [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5: World
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import attach_rigid_body [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.........