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Python BulletWorld.remove_rigid_body方法代码示例

本文整理汇总了Python中panda3d.bullet.BulletWorld.remove_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.remove_rigid_body方法的具体用法?Python BulletWorld.remove_rigid_body怎么用?Python BulletWorld.remove_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panda3d.bullet.BulletWorld的用法示例。


在下文中一共展示了BulletWorld.remove_rigid_body方法的3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 remove_rigid_body [as 别名]

#.........这里部分代码省略.........
            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:
            obj.update(dt)
        self.updatables -= self.garbage
        self.collidables -= self.garbage
        while True:
            if len(self.garbage) < 1:
                break;
            trash = self.garbage.pop()
            if(isinstance(trash.solid, BulletGhostNode)):
                self.physics.remove_ghost(trash.solid)
            if(isinstance(trash.solid, BulletRigidBodyNode)):
                self.physics.remove_rigid_body(trash.solid)
            if hasattr(trash, 'dead'):
                trash.dead()
            trash.node.remove_node()
            del(trash)
        self.physics.do_physics(dt)
        for obj in self.collidables:
            result = self.physics.contact_test(obj.node.node())
            for contact in result.get_contacts():
                obj1 = self.objects.get(contact.get_node0().get_name())
                obj2 = self.objects.get(contact.get_node1().get_name())
                if obj1 and obj2:
                    # Check the collision bits to see if the two objects should collide.
                    should_collide = obj1.collide_bits & obj2.collide_bits
                    if not should_collide.is_zero():
                        pt = contact.get_manifold_point()
                        if obj1 in self.collidables:
                            obj1.collision(obj2, pt, True)
                        if obj2 in self.collidables:
                            obj2.collision(obj1, pt, False)
        return task.cont
开发者ID:airvoss,项目名称:pavara,代码行数:104,代码来源:world.py

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 remove_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
开发者ID:agoose77,项目名称:PyAuthServer,代码行数:95,代码来源:physics.py

示例3: World

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

#.........这里部分代码省略.........
        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)
                f_vec = render.get_relative_vector(dummy_node, Vec3(0,0,1))
                local_point = (obj.node.get_pos() - dummy_node.get_pos()) *-1
                f_vec.normalize()
                solid.set_active(True)
                try:
                    solid.apply_impulse(f_vec*(energy*35), Point3(local_point))
                except:
                    pass
                del(dummy_node)
        if hasattr(obj, 'damage'):
            obj.damage(energy*5)


    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:
            obj.update(dt)
        self.updatables -= self.garbage
        self.collidables -= self.garbage
        while True:
            if len(self.garbage) < 1:
                break;
            trash = self.garbage.pop()
            if(isinstance(trash.solid, BulletGhostNode)):
                self.physics.remove_ghost(trash.solid)
            if(isinstance(trash.solid, BulletRigidBodyNode)):
                self.physics.remove_rigid_body(trash.solid)
            if hasattr(trash, 'dead'):
                trash.dead()
            trash.node.remove_node()
            del(trash)
        self.physics.do_physics(dt)
        for obj in self.collidables:
            result = self.physics.contact_test(obj.node.node())
            for contact in result.get_contacts():
                obj1 = self.objects.get(contact.get_node0().get_name())
                obj2 = self.objects.get(contact.get_node1().get_name())
                if obj1 and obj2:
                    # Check the collision bits to see if the two objects should collide.
                    should_collide = obj1.collide_bits & obj2.collide_bits
                    if not should_collide.is_zero():
                        pt = contact.get_manifold_point()
                        if obj1 in self.collidables:
                            obj1.collision(obj2, pt, True)
                        if obj2 in self.collidables:
                            obj2.collision(obj1, pt, False)
        return task.cont
开发者ID:jorjuato,项目名称:pavara,代码行数:104,代码来源:world.py


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