本文整理汇总了Python中panda3d.bullet.BulletWorld.contact_test_pair方法的典型用法代码示例。如果您正苦于以下问题:Python BulletWorld.contact_test_pair方法的具体用法?Python BulletWorld.contact_test_pair怎么用?Python BulletWorld.contact_test_pair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.contact_test_pair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 contact_test_pair [as 别名]
#.........这里部分代码省略.........
def register_collider(self, obj):
assert isinstance(obj, PhysicalObject)
self.collidables.add(obj)
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 do_explosion(self, node, radius, force):
center = node.get_pos(self.render);
expl_body = BulletGhostNode("expl")
expl_shape = BulletSphereShape(radius)
expl_body.add_shape(expl_shape)
expl_bodyNP = self.render.attach_new_node(expl_body)
expl_bodyNP.set_pos(center)
self.physics.attach_ghost(expl_body)
result = self.physics.contact_test(expl_body)
for contact in result.getContacts():
n0_name = contact.getNode0().get_name()
n1_name = contact.getNode1().get_name()
obj = None
try:
obj = self.objects[n1_name]
except:
break
if n0_name == "expl" and n1_name not in EXPLOSIONS_DONT_PUSH and not n1_name.startswith('Walker'):
# repeat contact test with just this pair of objects
# otherwise all manifold point values will be the same
# for all objects in original result
real_c = self.physics.contact_test_pair(expl_body, obj.solid)
mpoint = real_c.getContacts()[0].getManifoldPoint()
distance = mpoint.getDistance()
if distance < 0:
if hasattr(obj, 'decompose'):
obj.decompose()
else:
expl_vec = Vec3(mpoint.getPositionWorldOnA() - mpoint.getPositionWorldOnB())
expl_vec.normalize()
magnitude = force * 1.0/math.sqrt(abs(radius - abs(distance)))
obj.solid.set_active(True)
obj.solid.apply_impulse(expl_vec*magnitude, mpoint.getLocalPointB())
if hasattr(obj, 'damage'):
obj.damage(magnitude/5)
self.physics.remove_ghost(expl_body)
expl_bodyNP.detach_node()
del(expl_body, expl_bodyNP)
def do_plasma_push(self, plasma, node, energy):
obj = None
try:
obj = self.objects[node]
except:
raise
if node not in EXPLOSIONS_DONT_PUSH and not node.startswith('Walker'):
if hasattr(obj, 'decompose'):
obj.decompose()
else:
solid = obj.solid
dummy_node = NodePath('tmp')
dummy_node.set_hpr(plasma.hpr)
dummy_node.set_pos(plasma.pos)
示例2: PandaPhysicsSystem
# 需要导入模块: from panda3d.bullet import BulletWorld [as 别名]
# 或者: from panda3d.bullet.BulletWorld import contact_test_pair [as 别名]
class PandaPhysicsSystem(DelegateByNetmode, SignalListener):
subclasses = {}
def __init__(self):
self.register_signals()
self.world = BulletWorld()
self.world.setGravity((0, 0, -9.81))
# # 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)
debug_node = BulletDebugNode('Debug')
debug_node.showWireframe(True)
debug_node.showConstraints(True)
debug_node.showBoundingBoxes(False)
debug_node.showNormals(False)
self.debug_nodepath = render.attachNewNode(debug_node)
self.world.set_debug_node(debug_node)
self.tracked_contacts = defaultdict(int)
self.existing_collisions = set()
def _create_contacts_from_result(self, requesting_node, contact_result):
"""Return collision contacts between two nodes"""
contacts = []
for contact in contact_result.get_contacts():
if contact.get_node0() == requesting_node:
manifold = contact.get_manifold_point()
position = manifold.get_position_world_on_a()
normal = -manifold.get_normal_world_on_b()
elif contact.get_node1() == requesting_node:
manifold = contact.get_manifold_point()
position = manifold.get_position_world_on_b()
normal = manifold.get_normal_world_on_b()
impulse = manifold.get_applied_impulse()
contact_ = CollisionContact(position, normal, impulse)
contacts.append(contact_)
return contacts
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 _filter_collision(self, filter_data):
filter_data.set_collide(True)
@RegisterPhysicsNode.on_global
def register_node(self, node):
self.world.attachRigidBody(node)
node.set_python_tag("world", self.world)
@DeregisterPhysicsNode.on_global
def deregister_node(self, node):
self.world.removeRigidBody(node)
node.clear_python_tag("world")
def dispatch_collisions(self):
# Dispatch collisions
existing_collisions = self.existing_collisions
for pair, contact_count in self.tracked_contacts.items():
if contact_count > 0 and pair not in existing_collisions:
existing_collisions.add(pair)
# Dispatch collision
node_a, node_b = pair
entity_a = entity_from_nodepath(node_a)
entity_b = entity_from_nodepath(node_b)
contact_result = None
if entity_a is not None:
def contact_getter():
nonlocal contact_result
if contact_result is None:
contact_result = self.world.contact_test_pair(node_a, node_b)
return self._create_contacts_from_result(node_a, contact_result)
collision_result = LazyCollisionResult(entity_b, CollisionState.started, contact_getter)
CollisionSignal.invoke(collision_result, target=entity_a)
#.........这里部分代码省略.........