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)
        def make_SB(pos, hpr):

            #use this to construct a torus geom.
            #import torus
            #geom = torus.make_geom()

            geom = (loader.load_model('models/torus.egg').find_all_matches(
                '**/+GeomNode').get_path(0).node().modify_geom(0))

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

            node = BulletSoftBodyNode.make_tri_mesh(info, geom)
            node.link_geom(geomNode.modify_geom(0))

            node.generate_bending_constraints(2)
            node.get_cfg().set_positions_solver_iterations(2)
            node.get_cfg().set_collision_flag(
                BulletSoftBodyConfig.CF_vertex_face_soft_soft, True)
            node.randomize_constraints()
            node.set_total_mass(50, True)

            softNP = self.worldNP.attach_new_node(node)
            softNP.set_pos(pos)
            softNP.set_hpr(hpr)
            self.world.attach(node)

            geomNP = softNP.attach_new_node(geomNode)
Beispiel #3
0
    def makeSB(pos, hpr):
      model = loader.loadModel('moleculemesh/smoothed/clathrinfixsmth%02d.obj' % np.random.randint(1,21))
      geom = model.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(6)
      node.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFVertexFaceSoftSoft, True)
      node.randomizeConstraints()
      node.setTotalMass(50, True)
      node.getMaterial(0).setLinearStiffness(0.2)
      #node.getCfg().setDynamicFrictionCoefficient(1)
      #node.getCfg().setDampingCoefficient(0.001)
      node.getCfg().setPressureCoefficient(1500)


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

      geomNP = softNP.attachNewNode(geomNode)

      #softNP.node().appendAnchor(1, self.ground.node())
      softNP.node().appendAnchor(1217, self.ground.node())
      softNP.node().appendAnchor(1157, self.ground.node())
      softNP.node().appendAnchor(2052, self.ground.node())
      #softNP.node().appendAnchor(1800, self.ground.node())
      softNP.reparentTo(self.mybase)
Beispiel #4
0
        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)
    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)
        def make(p1):
            n = 8
            p2 = p1 + Vec3(10, 0, 0)

            bodyNode = BulletSoftBodyNode.makeRope(info, p1, p2, n, 1)
            bodyNode.setTotalMass(50.0)
            bodyNP = self.worldNP.attachNewNode(bodyNode)
            self.world.attachSoftBody(bodyNode)

            # Render option 1: Line geom
            #geom = BulletSoftBodyNode.makeGeomFromLinks(bodyNode)
            #bodyNode.linkGeom(geom)
            #visNode = GeomNode('')
            #visNode.addGeom(geom)
            #visNP = bodyNP.attachNewNode(visNode)

            # Render option 2: NURBS curve
            curve = NurbsCurveEvaluator()
            curve.reset(n + 2)
            bodyNode.linkCurve(curve)

            visNode = RopeNode('')
            visNode.setCurve(curve)
            visNode.setRenderMode(RopeNode.RMTube)
            visNode.setUvMode(RopeNode.UVParametric)
            visNode.setNumSubdiv(4)
            visNode.setNumSlices(8)
            visNode.setThickness(0.4)
            visNP = self.worldNP.attachNewNode(visNode)
            #visNP = bodyNP.attachNewNode(visNode) # --> renders with offset!!!
            visNP.setTexture(loader.loadTexture('models/iron.jpg'))

            #bodyNP.showBounds()
            #visNP.showBounds()

            return bodyNP
Beispiel #7
0
    def addTetraMeshSB(self,vertices, faces,normals = None,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        # Soft body world information
        info = self.world.getWorldInfo()
        info.setAirDensity(1.2)
        info.setWaterDensity(0)
        info.setWaterOffset(0)
        info.setWaterNormal(Vec3(0, 0, 0))
    
        points = [Point3(x,y,z) * 3 for x,y,z in vertices]
        indices = sum([list(x) for x in faces], [])
        #step 4) create the bullet softbody and node
        bodyNode = BulletSoftBodyNode.makeTetMesh(info, points, indices, True)

        bodyNode.setName('Tetra')
        bodyNode.setVolumeMass(150000)
        bodyNode.getShape(0).setMargin(0.01)
        bodyNode.getMaterial(0).setLinearStiffness(0.9)
        bodyNode.getCfg().setPositionsSolverIterations(4)
        bodyNode.getCfg().clearAllCollisionFlags()
        bodyNode.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFClusterSoftSoft, True)
        bodyNode.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFClusterRigidSoft, True)
        bodyNode.generateClusters(12)
        bodyNode.setPose(True, True)
        bodyNP = self.worldNP.attachNewNode(bodyNode)
        
        geom = BulletHelper.makeGeomFromFaces(bodyNode)
        geomNode = GeomNode('vtetra')
        geomNode.addGeom(geom)
        
#        self.setRB(bodyNP,**kw)#set po
#        inodenp.setCollideMask(BitMask32.allOn())
        self.world.attachSoftBody(bodyNode)
        geomNP = bodyNP.attachNewNode(geomNode)
        bodyNode.linkGeom(geom)
        return bodyNP,geomNP
    def make(p1):
      n = 8
      p2 = p1 + Vec3(10, 0, 0)

      bodyNode = BulletSoftBodyNode.makeRope(info, p1, p2, n, 1) 
      bodyNode.setTotalMass(50.0)
      bodyNP = self.worldNP.attachNewNode(bodyNode)
      self.world.attachSoftBody(bodyNode)

      # Render option 1: Line geom
      #geom = BulletSoftBodyNode.makeGeomFromLinks(bodyNode)
      #bodyNode.linkGeom(geom)
      #visNode = GeomNode('')
      #visNode.addGeom(geom)
      #visNP = bodyNP.attachNewNode(visNode)

      # Render option 2: NURBS curve
      curve = NurbsCurveEvaluator()
      curve.reset(n + 2)
      bodyNode.linkCurve(curve)

      visNode = RopeNode('')
      visNode.setCurve(curve)
      visNode.setRenderMode(RopeNode.RMTube)
      visNode.setUvMode(RopeNode.UVParametric)
      visNode.setNumSubdiv(4)
      visNode.setNumSlices(8)
      visNode.setThickness(0.4)
      visNP = self.worldNP.attachNewNode(visNode)
      #visNP = bodyNP.attachNewNode(visNode) # --> renders with offset!!!
      visNP.setTexture(loader.loadTexture('models/iron.jpg'))

      #bodyNP.showBounds()
      #visNP.showBounds()

      return bodyNP
Beispiel #9
0
    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())

        # Box
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5) * 2.0)

        boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        boxNP.node().setMass(150.0)
        boxNP.node().addShape(shape)
        boxNP.setPos(0, 0, 2)
        boxNP.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(boxNP.node())

        visualNP = loader.loadModel('models/box.egg')
        visualNP.clearModelNodes()
        visualNP.setScale(2.0)
        visualNP.reparentTo(boxNP)

        # 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
        nx = 31
        ny = 31

        p00 = Point3(-8, -8, 0)
        p10 = Point3(8, -8, 0)
        p01 = Point3(-8, 8, 0)
        p11 = Point3(8, 8, 0)
        bodyNode = BulletSoftBodyNode.makePatch(info, p00, p10, p01, p11, nx,
                                                ny, 1 + 2 + 4 + 8, True)

        material = bodyNode.appendMaterial()
        material.setLinearStiffness(0.4)
        bodyNode.generateBendingConstraints(2, material)
        bodyNode.setTotalMass(50.0)
        bodyNode.getShape(0).setMargin(0.5)

        bodyNP = self.worldNP.attachNewNode(bodyNode)
        self.world.attachSoftBody(bodyNode)

        # Rendering with Geom:
        fmt = GeomVertexFormat.getV3n3t2()
        geom = BulletHelper.makeGeomFromFaces(bodyNode, fmt, True)
        bodyNode.linkGeom(geom)
        visNode = GeomNode('')
        visNode.addGeom(geom)
        visNP = bodyNP.attachNewNode(visNode)

        # Now we want to have a texture and texture coordinates.
        # The geom's format has already a column for texcoords, so we just need
        # to write texcoords using a GeomVertexRewriter.
        tex = loader.loadTexture('models/panda.jpg')
        visNP.setTexture(tex)
        BulletHelper.makeTexcoordsForPatch(geom, nx, ny)
  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)
    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 = open('models/cube/cube.1.ele', 'r').read()
        face = open('models/cube/cube.1.face', 'r').read()
        node = open('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)
Beispiel #12
0
    def setup(self):
        self.worldNP = render.attach_new_node('World')

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

        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Ground
        p0 = LPoint3(-20, -20, 0)
        p1 = LPoint3(-20, 20, 0)
        p2 = LPoint3(20, -20, 0)
        p3 = LPoint3(20, 20, 0)
        mesh = BulletTriangleMesh()
        mesh.add_triangle(p0, p1, p2)
        mesh.add_triangle(p1, p2, p3)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
        np.node().add_shape(shape)
        np.set_pos(0, 0, -4)
        np.set_collide_mask(BitMask32.all_on())

        self.world.attach(np.node())

        # Soft body world information
        info = self.world.get_world_info()
        info.set_air_density(1.2)
        info.set_water_density(0)
        info.set_water_offset(0)
        info.set_water_normal(LVector3(0, 0, 0))

        ## Softbody - From points/indices
        #import cube
        #points = [LPoint3(x,y,z) * 3 for x,y,z in cube.nodes]
        #indices = sum([list(x) for x in cube.elements], [])

        #node = BulletSoftBodyNode.make_tet_mesh(info, points, indices, True)
        #node.set_volume_mass(300);
        #node.get_shape(0).set_margin(0.01)
        #node.get_material(0).set_linear_stiffness(0.8)
        #node.get_cfg().set_positions_solver_iterations(1)
        #node.get_cfg().clear_all_collision_flags()
        #node.get_cfg().set_collision_flag(
        #BulletSoftBodyConfig.CF_cluster_soft_soft, True)
        #node.get_cfg().set_collision_flag(
        #BulletSoftBodyConfig.CF_cluster_rigid_soft, True)
        #node.generate_clusters(16)

        #softNP = self.worldNP.attach_new_node(node)
        #softNP.set_pos(0, 0, 8)
        #softNP.set_hpr(0, 0, 45)
        #self.world.attach(node)

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

        node = BulletSoftBodyNode.make_tet_mesh(info, ele, face, node)
        node.set_name('Tetra')
        node.set_volume_mass(300)
        node.get_shape(0).set_margin(0.01)
        node.get_material(0).set_linear_stiffness(0.1)
        node.get_cfg().set_positions_solver_iterations(1)
        node.get_cfg().clear_all_collision_flags()
        node.get_cfg().set_collision_flag(
            BulletSoftBodyConfig.CF_cluster_soft_soft, True)
        node.get_cfg().setCollisionFlag(
            BulletSoftBodyConfig.CF_cluster_rigid_soft, True)
        node.generate_clusters(6)

        softNP = self.worldNP.attach_new_node(node)
        softNP.set_pos(0, 0, 8)
        softNP.set_hpr(45, 0, 0)
        self.world.attach(node)

        # Option 1:
        visNP = loader.load_model('models/cube/cube.egg')
        visNP.reparent_to(softNP)
        geom = (visNP.findAllMatches('**/+GeomNode').getPath(
            0).node().modifyGeom(0))
        node.link_geom(geom)
Beispiel #13
0
    def addTriMeshSB(self,vertices, faces,normals = None,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        # Soft body world information
        info = self.world.getWorldInfo()
        info.setAirDensity(0.0)
        info.setWaterDensity(0)
        info.setWaterOffset(0)
        info.setWaterNormal(Vec3(0, 0, 0))
        
        format=GeomVertexFormat.getV3n3() #getV3()#http://www.panda3d.org/manual/index.php/Pre-defined_vertex_formats
#        vdata = GeomVertexData('name', format, Geom.UHStatic)
        vdata=GeomVertexData("Mesh", format, Geom.UHStatic)
        
        vertexWriter=GeomVertexWriter(vdata, "vertex")
        [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices]

        if normals is not None :
            normalWriter = GeomVertexWriter(vdata, 'normal')
            [normalWriter.addData3f(n[0],n[1],n[2]) for n in normals] 
        else :
            print "we need normals to bind geom to SoftBody"
            return None
        
        #step 2) make primitives and assign vertices to them
        tris=GeomTriangles(Geom.UHStatic)
        [self.setGeomFaces(tris,face) for face in faces]
        
        #step 3) make a Geom object to hold the primitives
        geom=Geom(vdata)
        geom.addPrimitive(tris)
        
        vdata = geom.getVertexData()
#        print (vdata,vdata.hasColumn(InternalName.getVertex()))
        geomNode = GeomNode('')
        geomNode.addGeom(geom)

        #step 4) create the bullet softbody and node
        bodyNode = BulletSoftBodyNode.makeTriMesh(info, geom)
#        bodyNode.linkGeom(geomNode.modifyGeom(0))
        bodyNode.setName('Tri')
        bodyNode.linkGeom(geom)  
        bodyNode.generateBendingConstraints(1)#???
        #bodyNode.getMaterial(0).setLinearStiffness(0.8)
        bodyNode.getCfg().setPositionsSolverIterations(4)
#        bodyNode.getCfg().setCollisionFlag(BulletSoftBodyConfig.CFVertexFaceSoftSoft, True)
        bodyNode.getCfg().setDynamicFrictionCoefficient(1)
        bodyNode.getCfg().setDampingCoefficient(0.001)
        bodyNode.getCfg().setPressureCoefficient(15000*10.0)  
        bodyNode.getCfg().setPoseMatchingCoefficient(0.2)
        bodyNode.setPose(True, True)
#        bodyNode.randomizeConstraints()
        bodyNode.setTotalMass(50000*10, True)
        
        bodyNP = self.worldNP.attachNewNode(bodyNode)
#        fmt = GeomVertexFormat.getV3n3t2()
#        geom = BulletHelper.makeGeomFromFaces(bodyNode, fmt,True)

#        bodyNode.linkGeom(geomNode.modifyGeom(0))
#        geomNode = GeomNode('')
#        geomNode.addGeom(geom)
        
#        world.attachSoftBody(bodyNode)
#        inodenp.setPos(0, 0, 0.1)
#        self.setRB(bodyNP,**kw)#set po
#        inodenp.setCollideMask(BitMask32.allOn())
        self.world.attachSoftBody(bodyNode)
        geomNP = bodyNP.attachNewNode(geomNode)
        return bodyNP,geomNP
Beispiel #14
0
    def setup(self):
        self.worldNP = render.attach_new_node('World')

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

        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Ground
        p0 = LPoint3(-20, -20, 0)
        p1 = LPoint3(-20, 20, 0)
        p2 = LPoint3(20, -20, 0)
        p3 = LPoint3(20, 20, 0)
        mesh = BulletTriangleMesh()
        mesh.add_triangle(p0, p1, p2)
        mesh.add_triangle(p1, p2, p3)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
        np.node().add_shape(shape)
        np.set_pos(0, 0, -2)
        np.set_collide_mask(BitMask32.all_on())

        self.world.attach(np.node())

        # Soft body world information
        info = self.world.get_world_info()
        info.set_air_density(1.2)
        info.set_water_density(0)
        info.set_water_offset(0)
        info.set_water_normal(LVector3(0, 0, 0))

        # Softbody
        for i in range(50):
            p00 = LPoint3(-2, -2, 0)
            p10 = LPoint3(2, -2, 0)
            p01 = LPoint3(-2, 2, 0)
            p11 = LPoint3(2, 2, 0)
            node = BulletSoftBodyNode.make_patch(info, p00, p10, p01, p11, 6,
                                                 6, 0, True)
            node.generate_bending_constraints(2)
            node.get_cfg().set_lift_coefficient(0.004)
            node.get_cfg().set_dynamic_friction_coefficient(0.0003)
            node.get_cfg().set_aero_model(
                BulletSoftBodyConfig.AM_vertex_two_sided)
            node.set_total_mass(0.1)
            node.add_force(LVector3(0, 2, 0), 0)

            np = self.worldNP.attach_new_node(node)
            np.set_pos(self.LVector3_rand() * 10 + LVector3(0, 0, 20))
            np.set_hpr(self.LVector3_rand() * 16)
            self.world.attach(node)

            fmt = GeomVertexFormat.get_v3n3t2()
            geom = BulletHelper.make_geom_from_faces(node, fmt, True)
            node.link_geom(geom)
            nodeV = GeomNode('')
            nodeV.add_geom(geom)
            npV = np.attach_new_node(nodeV)

            tex = loader.load_texture('models/panda.jpg')
            npV.set_texture(tex)
            BulletHelper.make_texcoords_for_patch(geom, 6, 6)
    def setup(self):
        self.worldNP = render.attach_new_node('World')

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

        #self.debugNP.show_tight_bounds()
        #self.debugNP.show_bounds()

        self.world = BulletWorld()
        self.world.set_gravity(LVector3(0, 0, -9.81))
        self.world.set_debug_node(self.debugNP.node())

        # Ground
        p0 = LPoint3(-20, -20, 0)
        p1 = LPoint3(-20, 20, 0)
        p2 = LPoint3(20, -20, 0)
        p3 = LPoint3(20, 20, 0)
        mesh = BulletTriangleMesh()
        mesh.add_triangle(p0, p1, p2)
        mesh.add_triangle(p1, p2, p3)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        np = self.worldNP.attach_new_node(BulletRigidBodyNode('Mesh'))
        np.node().add_shape(shape)
        np.set_pos(0, 0, -2)
        np.set_collide_mask(BitMask32.all_on())

        self.world.attach(np.node())

        # Stair
        origin = LPoint3(0, 0, 0)
        size = LVector3(2, 10, 1)
        shape = BulletBoxShape(size * 0.5)
        for i in range(10):
            pos = origin + size * i
            pos.setY(0)

            np = self.worldNP.attach_new_node(
                BulletRigidBodyNode('Stair{}'.format(i)))
            np.node().add_shape(shape)
            np.set_pos(pos)
            np.set_collide_mask(BitMask32.all_on())

            npV = loader.load_model('models/box.egg')
            npV.reparent_to(np)
            npV.set_scale(size)

            self.world.attach(np.node())

        # Soft body world information
        info = self.world.get_world_info()
        info.set_air_density(1.2)
        info.set_water_density(0)
        info.set_water_offset(0)
        info.set_water_normal(LVector3(0, 0, 0))

        # Softbody
        center = LPoint3(0, 0, 0)
        radius = LVector3(1, 1, 1) * 1.5
        node = BulletSoftBodyNode.make_ellipsoid(info, center, radius, 128)
        node.set_name('Ellipsoid')
        node.get_material(0).set_linear_stiffness(0.1)
        node.get_cfg().set_dynamic_friction_coefficient(1)
        node.get_cfg().set_damping_coefficient(0.001)
        node.get_cfg().set_pressure_coefficient(1500)
        node.set_total_mass(30, True)
        node.set_pose(True, False)

        np = self.worldNP.attach_new_node(node)
        np.set_pos(15, 0, 12)
        #np.setH(90.0)
        #np.show_bounds()
        #np.show_tight_bounds()
        self.world.attach(np.node())

        geom = BulletHelper.make_geom_from_faces(node)
        node.link_geom(geom)
        nodeV = GeomNode('EllipsoidVisual')
        nodeV.add_geom(geom)
        npV = np.attach_new_node(nodeV)
  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())

    # Box
    shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5) * 2.0)

    boxNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
    boxNP.node().setMass(150.0)
    boxNP.node().addShape(shape)
    boxNP.setPos(0, 0, 2)
    boxNP.setCollideMask(BitMask32.allOn())

    self.world.attachRigidBody(boxNP.node())

    visualNP = loader.loadModel('models/box.egg')
    visualNP.clearModelNodes()
    visualNP.setScale(2.0)
    visualNP.reparentTo(boxNP)

    # 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
    nx = 31
    ny = 31

    p00 = Point3(-8, -8, 0)
    p10 = Point3( 8, -8, 0)
    p01 = Point3(-8,  8, 0)
    p11 = Point3( 8,  8, 0)
    bodyNode = BulletSoftBodyNode.makePatch(info, p00, p10, p01, p11, nx, ny, 1+2+4+8, True) 

    material = bodyNode.appendMaterial()
    material.setLinearStiffness(0.4)
    bodyNode.generateBendingConstraints(2, material);
    bodyNode.setTotalMass(50.0)
    bodyNode.getShape(0).setMargin(0.5)

    bodyNP = self.worldNP.attachNewNode(bodyNode)
    self.world.attachSoftBody(bodyNode)

    # Rendering with Geom:
    fmt = GeomVertexFormat.getV3n3t2()
    geom = BulletHelper.makeGeomFromFaces(bodyNode, fmt, True)
    bodyNode.linkGeom(geom)
    visNode = GeomNode('')
    visNode.addGeom(geom)
    visNP = bodyNP.attachNewNode(visNode)

    # Now we want to have a texture and texture coordinates.
    # The geom's format has already a column for texcoords, so we just need
    # to write texcoords using a GeomVertexRewriter.
    tex = loader.loadTexture('models/panda.jpg')
    visNP.setTexture(tex)
    BulletHelper.makeTexcoordsForPatch(geom, nx, ny)
Beispiel #17
0
    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)
  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)
    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)