Example #1
0
class Game(DirectObject):
    def __init__(self):
        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        base.setFrameRateMeter(True)

        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)

        # Input
        self.accept('escape', self.doExit)
        self.accept('space', self.doJump)
        self.accept('c', self.doCrouch)
        self.accept('c-up', self.stopCrouch)

        self.accept('control', self.startFly)
        self.accept('control-up', self.stopFly)

        inputState.watchWithModifiers('forward', 'w')
        inputState.watchWithModifiers('left', 'a')
        inputState.watchWithModifiers('reverse', 's')
        inputState.watchWithModifiers('right', 'd')
        inputState.watchWithModifiers('turnLeft', 'q')
        inputState.watchWithModifiers('turnRight', 'e')

        inputState.watchWithModifiers('run', 'shift')

        inputState.watchWithModifiers('flyUp', 'r')
        inputState.watchWithModifiers('flyDown', 'f')

        # Task
        taskMgr.add(self.update, 'updateWorld')

        # Physics
        self.setup()

        # _____HANDLER_____

    def doExit(self):
        self.cleanup()
        sys.exit(1)

    def doJump(self):
        self.character.startJump(10)

    def doCrouch(self):
        self.character.startCrouch()

    def stopCrouch(self):
        self.character.stopCrouch()

    def startFly(self):
        self.character.startFly()

    def stopFly(self):
        self.character.stopFly()

    def processInput(self, dt):
        speed = Vec3(0, 0, 0)
        omega = 0.0

        v = 5.0

        if inputState.isSet('run'): v = 15.0

        if inputState.isSet('forward'): speed.setY(v)
        if inputState.isSet('reverse'): speed.setY(-v)
        if inputState.isSet('left'): speed.setX(-v)
        if inputState.isSet('right'): speed.setX(v)

        if inputState.isSet('flyUp'): speed.setZ(2.0)
        if inputState.isSet('flyDown'): speed.setZ(-2.0)

        if inputState.isSet('turnLeft'): omega = 120.0
        if inputState.isSet('turnRight'): omega = -120.0

        self.character.setAngularMovement(omega)
        self.character.setLinearMovement(speed, True)

    def update(self, task):
        dt = globalClock.getDt()

        self.processInput(dt)

        oldCharPos = self.character.getPos(render)
        self.character.setH(base.camera.getH(render))
        self.character.update()  # WIP
        newCharPos = self.character.getPos(render)
        delta = newCharPos - oldCharPos

        self.world.doPhysics(dt, 4, 1. / 120.)

        ml.orbitCenter = self.character.getPos(render)
        base.camera.setPos(base.camera.getPos(render) + delta)

        return task.cont

    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()

    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
        shape = BulletPlaneShape(Vec3(0, 0, 1.0), 0)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, 0)
        np.setCollideMask(BitMask32.allOn())

        cm = CardMaker('ground')
        cm.setFrame(-20, 20, -20, 20)
        gfx = render.attachNewNode(cm.generate())
        gfx.setP(-90)
        gfx.setZ(-0.01)
        gfx.setColorScale(Vec4(0.4))

        self.world.attachRigidBody(np.node())

        X = 0.3
        Y = 4.0
        Z = 1.5

        stepsY = 1.5

        shapesData = [
            dict(name='wall0',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y * 2.0, -(Y + stepsY), Z),
                 hpr=Vec3()),
            dict(name='wall1',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y * 2.0, (Y + stepsY), Z),
                 hpr=Vec3()),
            dict(name='wall4',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y, (Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='wall5',
                 size=Vec3(X, Y, Z),
                 pos=Point3(-Y, (Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='wall6',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y, -(Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='wall7',
                 size=Vec3(X, Y, Z),
                 pos=Point3(-Y, -(Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='ceiling',
                 size=Vec3(Y, Y * 2.0, X),
                 pos=Point3(0, -(Y + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='ceiling',
                 size=Vec3(Y, Z, X),
                 pos=Point3(-Z, (Y + stepsY - X), Z * 2.0 - X),
                 hpr=Vec3(90, 0, 0)),
            dict(name='ceiling',
                 size=Vec3(Y, Z, X),
                 pos=Point3(Z, (Y + stepsY - X), Z * 4.0 - X),
                 hpr=Vec3(90, 0, 0)),

            # CHANGE ROTATION TO TEST DIFFERENT SLOPES
            dict(name='slope',
                 size=Vec3(20, stepsY + Y * 2.0, X),
                 pos=Point3(-Y * 2.0, 0, 0),
                 hpr=Vec3(0, 0, 50)),
        ]

        for i in range(10):
            s = Vec3(0.4, stepsY, 0.2)
            p = Point3(Y * 2.0 + i * s.x * 2.0, 0, s.z + i * s.z * 2.0)
            data = dict(name='Yall', size=s, pos=p, hpr=Vec3())
            shapesData.append(data)

        for data in shapesData:
            shape = BulletBoxShape(data['size'])

            np = self.worldNP.attachNewNode(BulletRigidBodyNode(data['name']))
            np.node().addShape(shape)
            np.setPos(data['pos'])
            np.setHpr(data['hpr'])
            np.setCollideMask(BitMask32.allOn())

            self.world.attachRigidBody(np.node())

        shape = BulletSphereShape(0.5)
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ball'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(13.0, 0, 5.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())

        shape = BulletBoxShape(Vec3(0.5))
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Crate'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(-13.0, 0, 10.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())

        shape = BulletBoxShape(Vec3(1, 1, 2.5))
        self.ghost = self.worldNP.attachNewNode(BulletGhostNode('Ghost'))
        self.ghost.node().addShape(shape)
        self.ghost.setPos(-5.0, 0, 3)
        self.ghost.setCollideMask(BitMask32.allOn())
        self.world.attachGhost(self.ghost.node())

        taskMgr.add(self.checkGhost, 'checkGhost')

        self.character = PandaBulletCharacterController(
            self.world, self.worldNP, 1.75, 1.3, 0.5, 0.4)
        self.character.setPos(render, Point3(0, 0, 0.5))

    def checkGhost(self, task):
        ghost = self.ghost.node()
        for node in ghost.getOverlappingNodes():
            print "Ghost collides with", node
        return task.cont
Example #2
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())

        # Ground
        shape = BulletPlaneShape(Vec3(0, 0, 1.0), 0)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, 0)
        np.setCollideMask(BitMask32.allOn())

        cm = CardMaker('ground')
        cm.setFrame(-20, 20, -20, 20)
        gfx = render.attachNewNode(cm.generate())
        gfx.setP(-90)
        gfx.setZ(-0.01)
        gfx.setColorScale(Vec4(0.4))

        self.world.attachRigidBody(np.node())

        X = 0.3
        Y = 4.0
        Z = 1.5

        stepsY = 1.5

        shapesData = [
            dict(name='wall0',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y * 2.0, -(Y + stepsY), Z),
                 hpr=Vec3()),
            dict(name='wall1',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y * 2.0, (Y + stepsY), Z),
                 hpr=Vec3()),
            dict(name='wall4',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y, (Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='wall5',
                 size=Vec3(X, Y, Z),
                 pos=Point3(-Y, (Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='wall6',
                 size=Vec3(X, Y, Z),
                 pos=Point3(Y, -(Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='wall7',
                 size=Vec3(X, Y, Z),
                 pos=Point3(-Y, -(Y * 2.0 + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='ceiling',
                 size=Vec3(Y, Y * 2.0, X),
                 pos=Point3(0, -(Y + stepsY - X), Z),
                 hpr=Vec3(90, 0, 0)),
            dict(name='ceiling',
                 size=Vec3(Y, Z, X),
                 pos=Point3(-Z, (Y + stepsY - X), Z * 2.0 - X),
                 hpr=Vec3(90, 0, 0)),
            dict(name='ceiling',
                 size=Vec3(Y, Z, X),
                 pos=Point3(Z, (Y + stepsY - X), Z * 4.0 - X),
                 hpr=Vec3(90, 0, 0)),

            # CHANGE ROTATION TO TEST DIFFERENT SLOPES
            dict(name='slope',
                 size=Vec3(20, stepsY + Y * 2.0, X),
                 pos=Point3(-Y * 2.0, 0, 0),
                 hpr=Vec3(0, 0, 50)),
        ]

        for i in range(10):
            s = Vec3(0.4, stepsY, 0.2)
            p = Point3(Y * 2.0 + i * s.x * 2.0, 0, s.z + i * s.z * 2.0)
            data = dict(name='Yall', size=s, pos=p, hpr=Vec3())
            shapesData.append(data)

        for data in shapesData:
            shape = BulletBoxShape(data['size'])

            np = self.worldNP.attachNewNode(BulletRigidBodyNode(data['name']))
            np.node().addShape(shape)
            np.setPos(data['pos'])
            np.setHpr(data['hpr'])
            np.setCollideMask(BitMask32.allOn())

            self.world.attachRigidBody(np.node())

        shape = BulletSphereShape(0.5)
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ball'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(13.0, 0, 5.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())

        shape = BulletBoxShape(Vec3(0.5))
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Crate'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(-13.0, 0, 10.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())

        shape = BulletBoxShape(Vec3(1, 1, 2.5))
        self.ghost = self.worldNP.attachNewNode(BulletGhostNode('Ghost'))
        self.ghost.node().addShape(shape)
        self.ghost.setPos(-5.0, 0, 3)
        self.ghost.setCollideMask(BitMask32.allOn())
        self.world.attachGhost(self.ghost.node())

        taskMgr.add(self.checkGhost, 'checkGhost')

        self.character = PandaBulletCharacterController(
            self.world, self.worldNP, 1.75, 1.3, 0.5, 0.4)
        self.character.setPos(render, Point3(0, 0, 0.5))
Example #3
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())

        # Ground
        shape = BulletPlaneShape(Vec3(0, 0, 1.0), 0)
        
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, 0)
        np.setCollideMask(BitMask32.allOn())
        
        cm = CardMaker('ground')
        cm.setFrame(-20, 20, -20, 20)
        gfx = render.attachNewNode(cm.generate())
        gfx.setP(-90)
        gfx.setZ(-0.01)
        gfx.setColorScale(Vec4(0.4))
        
        self.world.attachRigidBody(np.node())
        
        
        X = 0.3
        Y = 4.0
        Z = 1.5
        
        stepsY = 1.5
        
        shapesData = [
            dict(name = 'wall0', size = Vec3(X, Y, Z), pos = Point3(Y*2.0, -(Y + stepsY), Z), hpr = Vec3()),
            dict(name = 'wall1', size = Vec3(X, Y, Z), pos = Point3(Y*2.0, (Y + stepsY), Z), hpr = Vec3()),
            
            dict(name = 'wall4', size = Vec3(X, Y, Z), pos = Point3(Y, (Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'wall5', size = Vec3(X, Y, Z), pos = Point3(-Y, (Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'wall6', size = Vec3(X, Y, Z), pos = Point3(Y, -(Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'wall7', size = Vec3(X, Y, Z), pos = Point3(-Y, -(Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            
            dict(name = 'ceiling', size = Vec3(Y, Y*2.0, X), pos = Point3(0, -(Y + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'ceiling', size = Vec3(Y, Z, X), pos = Point3(-Z, (Y + stepsY - X), Z*2.0-X), hpr = Vec3(90, 0, 0)),
            dict(name = 'ceiling', size = Vec3(Y, Z, X), pos = Point3(Z, (Y + stepsY - X), Z*4.0-X), hpr = Vec3(90, 0, 0)),
            
            # CHANGE ROTATION TO TEST DIFFERENT SLOPES
            dict(name = 'slope', size = Vec3(20, stepsY+Y*2.0, X), pos = Point3(-Y*2.0, 0, 0), hpr = Vec3(0, 0, 50)),
        ]
        
        for i in range(10):
            s = Vec3(0.4, stepsY, 0.2)
            p = Point3(Y*2.0 + i * s.x * 2.0, 0, s.z + i * s.z * 2.0)
            data = dict(name = 'Yall', size = s, pos = p, hpr = Vec3())
            shapesData.append(data)
        
        for data in shapesData:
            shape = BulletBoxShape(data['size'])
            
            np = self.worldNP.attachNewNode(BulletRigidBodyNode(data['name']))
            np.node().addShape(shape)
            np.setPos(data['pos'])
            np.setHpr(data['hpr'])
            np.setCollideMask(BitMask32.allOn())
            
            self.world.attachRigidBody(np.node())
        
        shape = BulletSphereShape(0.5)
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ball'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(13.0, 0, 5.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())
        
        shape = BulletBoxShape(Vec3(0.5))
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Crate'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(-13.0, 0, 10.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())
        
        
        shape = BulletBoxShape(Vec3(1, 1, 2.5))
        self.ghost = self.worldNP.attachNewNode(BulletGhostNode('Ghost'))
        self.ghost.node().addShape(shape)
        self.ghost.setPos(-5.0, 0, 3)
        self.ghost.setCollideMask(BitMask32.allOn())
        self.world.attachGhost(self.ghost.node())
        
        taskMgr.add(self.checkGhost, 'checkGhost')
        
        self.character = PandaBulletCharacterController(self.world, self.worldNP, 1.75, 1.3, 0.5, 0.4)
        self.character.setPos(render, Point3(0, 0, 0.5))
Example #4
0
class Game(DirectObject):

    def __init__(self):
        base.setBackgroundColor(0.1, 0.1, 0.8, 1)
        base.setFrameRateMeter(True)
        
        base.cam.setPos(0, -20, 4)
        base.cam.lookAt(0, 0, 0)
        
        # Input
        self.accept('escape', self.doExit)
        self.accept('space', self.doJump)
        self.accept('c', self.doCrouch)
        self.accept('c-up', self.stopCrouch)
        
        self.accept('control', self.startFly)
        self.accept('control-up', self.stopFly)
        
        inputState.watchWithModifiers('forward', 'w')
        inputState.watchWithModifiers('left', 'a')
        inputState.watchWithModifiers('reverse', 's')
        inputState.watchWithModifiers('right', 'd')
        inputState.watchWithModifiers('turnLeft', 'q')
        inputState.watchWithModifiers('turnRight', 'e')
        
        inputState.watchWithModifiers('run', 'shift')
        
        inputState.watchWithModifiers('flyUp', 'r')
        inputState.watchWithModifiers('flyDown', 'f')
        
        # Task
        taskMgr.add(self.update, 'updateWorld')
        
        # Physics
        self.setup()
        
        # _____HANDLER_____
    
    def doExit(self):
        self.cleanup()
        sys.exit(1)
    
    def doJump(self):
        self.character.startJump(10)
    
    def doCrouch(self):
        self.character.startCrouch()
    
    def stopCrouch(self):
        self.character.stopCrouch()
    
    def startFly(self):
        self.character.startFly()
    
    def stopFly(self):
        self.character.stopFly()
    
    def processInput(self, dt):
        speed = Vec3(0, 0, 0)
        omega = 0.0
        
        v = 5.0
        
        if inputState.isSet('run'): v = 15.0
        
        if inputState.isSet('forward'): speed.setY(v)
        if inputState.isSet('reverse'): speed.setY(-v)
        if inputState.isSet('left'):    speed.setX(-v)
        if inputState.isSet('right'):   speed.setX(v)
        
        if inputState.isSet('flyUp'):   speed.setZ( 2.0)
        if inputState.isSet('flyDown'):   speed.setZ( -2.0)
        
        if inputState.isSet('turnLeft'):  omega =  120.0
        if inputState.isSet('turnRight'): omega = -120.0

        self.character.setAngularMovement(omega)
        self.character.setLinearMovement(speed, True)
        
    def update(self, task):
        dt = globalClock.getDt()
        
        self.processInput(dt)
        
        oldCharPos = self.character.getPos(render)
        self.character.setH(base.camera.getH(render))
        self.character.update() # WIP
        newCharPos = self.character.getPos(render)
        delta = newCharPos - oldCharPos
        
        self.world.doPhysics(dt, 4, 1./120.)
        
        ml.orbitCenter = self.character.getPos(render)
        base.camera.setPos(base.camera.getPos(render) + delta)
        
        return task.cont
        
    def cleanup(self):
        self.world = None
        self.worldNP.removeNode()
        
    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
        shape = BulletPlaneShape(Vec3(0, 0, 1.0), 0)
        
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, 0)
        np.setCollideMask(BitMask32.allOn())
        
        cm = CardMaker('ground')
        cm.setFrame(-20, 20, -20, 20)
        gfx = render.attachNewNode(cm.generate())
        gfx.setP(-90)
        gfx.setZ(-0.01)
        gfx.setColorScale(Vec4(0.4))
        
        self.world.attachRigidBody(np.node())
        
        
        X = 0.3
        Y = 4.0
        Z = 1.5
        
        stepsY = 1.5
        
        shapesData = [
            dict(name = 'wall0', size = Vec3(X, Y, Z), pos = Point3(Y*2.0, -(Y + stepsY), Z), hpr = Vec3()),
            dict(name = 'wall1', size = Vec3(X, Y, Z), pos = Point3(Y*2.0, (Y + stepsY), Z), hpr = Vec3()),
            
            dict(name = 'wall4', size = Vec3(X, Y, Z), pos = Point3(Y, (Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'wall5', size = Vec3(X, Y, Z), pos = Point3(-Y, (Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'wall6', size = Vec3(X, Y, Z), pos = Point3(Y, -(Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'wall7', size = Vec3(X, Y, Z), pos = Point3(-Y, -(Y*2.0 + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            
            dict(name = 'ceiling', size = Vec3(Y, Y*2.0, X), pos = Point3(0, -(Y + stepsY - X), Z), hpr = Vec3(90, 0, 0)),
            dict(name = 'ceiling', size = Vec3(Y, Z, X), pos = Point3(-Z, (Y + stepsY - X), Z*2.0-X), hpr = Vec3(90, 0, 0)),
            dict(name = 'ceiling', size = Vec3(Y, Z, X), pos = Point3(Z, (Y + stepsY - X), Z*4.0-X), hpr = Vec3(90, 0, 0)),
            
            # CHANGE ROTATION TO TEST DIFFERENT SLOPES
            dict(name = 'slope', size = Vec3(20, stepsY+Y*2.0, X), pos = Point3(-Y*2.0, 0, 0), hpr = Vec3(0, 0, 50)),
        ]
        
        for i in range(10):
            s = Vec3(0.4, stepsY, 0.2)
            p = Point3(Y*2.0 + i * s.x * 2.0, 0, s.z + i * s.z * 2.0)
            data = dict(name = 'Yall', size = s, pos = p, hpr = Vec3())
            shapesData.append(data)
        
        for data in shapesData:
            shape = BulletBoxShape(data['size'])
            
            np = self.worldNP.attachNewNode(BulletRigidBodyNode(data['name']))
            np.node().addShape(shape)
            np.setPos(data['pos'])
            np.setHpr(data['hpr'])
            np.setCollideMask(BitMask32.allOn())
            
            self.world.attachRigidBody(np.node())
        
        shape = BulletSphereShape(0.5)
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ball'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(13.0, 0, 5.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())
        
        shape = BulletBoxShape(Vec3(0.5))
        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Crate'))
        np.node().addShape(shape)
        np.node().setMass(10.0)
        np.setPos(-13.0, 0, 10.0)
        np.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(np.node())
        
        
        shape = BulletBoxShape(Vec3(1, 1, 2.5))
        self.ghost = self.worldNP.attachNewNode(BulletGhostNode('Ghost'))
        self.ghost.node().addShape(shape)
        self.ghost.setPos(-5.0, 0, 3)
        self.ghost.setCollideMask(BitMask32.allOn())
        self.world.attachGhost(self.ghost.node())
        
        taskMgr.add(self.checkGhost, 'checkGhost')
        
        self.character = PandaBulletCharacterController(self.world, self.worldNP, 1.75, 1.3, 0.5, 0.4)
        self.character.setPos(render, Point3(0, 0, 0.5))
    
    def checkGhost(self, task):
        ghost = self.ghost.node()
        for node in ghost.getOverlappingNodes():
            print "Ghost collides with", node
        return task.cont
Example #5
0
# attach to the Bullet world
world.attachRigidBody(node)

# this is unnecessary since debug is on
## make it visible																#BUG: model does not match up with the shape, offset properly
#model = loader.loadModel('models/box.egg')
#model.flattenLight()
#model.reparentTo(np)

#############
# character #
#############
"""This uses peterpodgorski's kcc. Refer to the source, it's nicely documented."""

# the controller takes care of all the internal things
node = PandaBulletCharacterController(world, worldNP, 1.75, 1.3, 0.5, 0.4)

# This isn't necessary anymore due to debug
## make it visible																#BUG: this model too did not match the actual shape, be careful next time
#model = loader.loadModel('models/box.egg')
#model.flattenLight()
#model.reparentTo(node.movementParent)	# currently, the easiest way to parent a visible model is to use the movementParent


# task to update the character, this is needed for now
def c_update(task):
    dt = globalClock.getDt()
    node.update()
    return task.cont