def __init__(self, app): ElementPlat.__init__(self, app, "terrain", "modeles/floor/floor.png") # Modification de la rotation du terrain self.set_rotation(180, 270, 0) # Modification de la taille du terrain self.set_taille(28 / 2.0, 14.5, 15) # Creation d'un element geometrique plat self.geom = OdePlaneGeom(self.app.monde.espace, Vec4(0, 0, 1, 0)) # Defini les parametres de collision self.geom.setCollideBits(BitMask32(0x00000001)) self.geom.setCategoryBits(BitMask32(0x00000002))
def add_ground(self): cm = CardMaker("ground") cm.setFrame(-1, 1, -1, 1) ground = render.attachNewNode(cm.generate()) ground.setColor(0.5, 0.7, 0.8) ground.lookAt(0, 0, -1) groundGeom = OdePlaneGeom(self.space, Vec4(0, 0, 1, 0))
def __init__(self): #init the world self.world = OdeWorld() self.world.setGravity(0, 0, -9.81) #init the friction self.world.initSurfaceTable(1) surfaceId1 = 0 surfaceId2 = 0 mu = 500 bounce = 0. # 2 bounce_vel = 0.1 soft_erp = 0.9 soft_cfm = 0.00001 slip = 0.0 dampen = 0.002 self.world.setSurfaceEntry( surfaceId1, surfaceId2, mu, bounce, bounce_vel, soft_erp, soft_cfm, slip, dampen) #init the collision space self.space = OdeSimpleSpace() self.space.setAutoCollideWorld(self.world) self.contactgroup = OdeJointGroup() self.space.setAutoCollideJointGroup(self.contactgroup) self.servogroup = OdeJointGroup() #cm = CardMaker("ground") #cm.setFrame(-20, 20, -20, 20) #ground = render.attachNewNode(cm.generate()) #ground.setPos(0, 0, 0); ground.lookAt(0, 0, -1) # Ground definition self.groundGeom = OdePlaneGeom(self.space, Vec4(0, 0, 1, 0)) self.groundGeom.setCollideBits(BitMask32(0x00000001)) self.groundGeom.setCategoryBits(BitMask32(0x00000002)) self.deltaTimeAccumulator = 0.0 self.stepSize = 0.01
M2 = OdeMass() M2.setBox(150, 0.1, 0.1, 2) boxBody2.setMass(M2) smileyJoint = OdeBallJoint(world) smileyJoint.attach(boxBody2, boxBody) # Attach it to the environment smileyJoint.setAnchor(0, 0, 2) # Add a plane to collide with cm = CardMaker("ground") cm.setFrame(-20, 20, -20, 20) ground = render.attachNewNode(cm.generate()) ground.setPos(0, 0, 0); ground.lookAt(0, 0, -1) groundGeom = OdePlaneGeom(space, Vec4(0, 0, 1, 0)) groundGeom.setCollideBits(BitMask32(0x00000001)) groundGeom.setCategoryBits(BitMask32(0x00000002)) # Set the camera position base.disableMouse() base.camera.setPos(40, 40, 20) base.camera.lookAt(0, 0, 0) # The task for our simulation def simulationTask(task): space.autoCollide() # Setup the contact joints # Step the simulation and set the new positions world.quickStep(globalClock.getDt()) for np, body in boxes: np.setPosQuat(render, body.getPosition(), Quat(body.getQuaternion()))
boxBody.setQuaternion(boxNP.getQuat(render)) # Create a BoxGeom boxGeom = OdeBoxGeom(space, 1, 1, 1) # boxGeom = OdeTriMeshGeom(space, OdeTriMeshData(boxNP, True)) boxGeom.setCollideBits(BitMask32(0x00000002)) boxGeom.setCategoryBits(BitMask32(0x00000001)) boxGeom.setBody(boxBody) boxes.append((boxNP, boxBody)) # Add a plane to collide with cm = CardMaker("ground") cm.setFrame(-20, 20, -20, 20) ground = render.attachNewNode(cm.generate()) ground.setPos(0, 0, 0) ground.lookAt(0, 0, -1) groundGeom = OdePlaneGeom(space, Vec4(0, 0, 1, 0)) # groundGeom = OdeTriMeshGeom(space, OdeTriMeshData(ground, True)) groundGeom.setCollideBits(BitMask32(0x00000001)) groundGeom.setCategoryBits(BitMask32(0x00000002)) # Set the camera position base.disableMouse() base.camera.setPos(40, 40, 20) base.camera.lookAt(0, 0, 0) # The task for our simulation def simulationTask(task): space.autoCollide() # Setup the contact joints # Step the simulation and set the new positions world.quickStep(globalClock.getDt())
class DistributedIceWorld(DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld): notify = DirectNotifyGlobal.directNotify.newCategory('DistributedMinigamePhysicsWorld') floorCollideId = 1 floorMask = BitMask32(floorCollideId) wallCollideId = 1 << 1 wallMask = BitMask32(wallCollideId) obstacleCollideId = 1 << 2 obstacleMask = BitMask32(obstacleCollideId) tireCollideIds = [1 << 8, 1 << 9, 1 << 10, 1 << 11] tire0Mask = BitMask32(tireCollideIds[0]) tire1Mask = BitMask32(tireCollideIds[1]) tire2Mask = BitMask32(tireCollideIds[2]) tire3Mask = BitMask32(tireCollideIds[3]) allTiresMask = tire0Mask | tire1Mask | tire2Mask | tire3Mask tireMasks = (tire0Mask, tire1Mask, tire2Mask, tire3Mask) tireDensity = 1 tireSurfaceType = 0 iceSurfaceType = 1 fenceSurfaceType = 2 def __init__(self, cr): DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.__init__(self, cr) def delete(self): DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.delete(self) if hasattr(self, 'floor'): self.floor = None return def setupSimulation(self): DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(self) self.world.setGravity(0, 0, -32.174) self.world.setAutoDisableFlag(1) self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet) self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity()) self.world.setAutoDisableSteps(10) self.world.setCfm(1e-05 * MetersToFeet) self.world.initSurfaceTable(3) self.world.setSurfaceEntry(0, 1, 0.2, 0, 0, 0, 0, 0, 0.1) self.world.setSurfaceEntry(0, 0, 0.1, 0.9, 0.1, 0, 0, 0, 0) self.world.setSurfaceEntry(0, 2, 0.9, 0.9, 0.1, 0, 0, 0, 0) self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0)) self.floor.setCollideBits(self.allTiresMask) self.floor.setCategoryBits(self.floorMask) self.westWall = OdePlaneGeom(self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0])) self.westWall.setCollideBits(self.allTiresMask) self.westWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.westWall, self.fenceSurfaceType) self.space.setCollideId(self.westWall, self.wallCollideId) self.eastWall = OdePlaneGeom(self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0])) self.eastWall.setCollideBits(self.allTiresMask) self.eastWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType) self.space.setCollideId(self.eastWall, self.wallCollideId) self.southWall = OdePlaneGeom(self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1])) self.southWall.setCollideBits(self.allTiresMask) self.southWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.southWall, self.fenceSurfaceType) self.space.setCollideId(self.southWall, self.wallCollideId) self.northWall = OdePlaneGeom(self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1])) self.northWall.setCollideBits(self.allTiresMask) self.northWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.northWall, self.fenceSurfaceType) self.space.setCollideId(self.northWall, self.wallCollideId) self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0)) self.floorTemp.setCollideBits(self.allTiresMask) self.floorTemp.setCategoryBits(self.floorMask) self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType) self.space.setCollideId(self.floorTemp, self.floorCollideId) self.space.setAutoCollideWorld(self.world) self.space.setAutoCollideJointGroup(self.contactgroup) self.totalPhysicsSteps = 0 def createTire(self, tireIndex): if tireIndex < 0 or tireIndex >= len(self.tireMasks): self.notify.error('invalid tireIndex %s' % tireIndex) self.notify.debug('create tireindex %s' % tireIndex) zOffset = 0 body = OdeBody(self.world) mass = OdeMass() mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius) body.setMass(mass) body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0], IceGameGlobals.StartingPositions[tireIndex][1], IceGameGlobals.StartingPositions[tireIndex][2]) body.setAutoDisableDefaults() geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) self.space.setSurfaceType(geom, self.tireSurfaceType) self.space.setCollideId(geom, self.tireCollideIds[tireIndex]) self.massList.append(mass) self.geomList.append(geom) geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask) geom.setCategoryBits(self.tireMasks[tireIndex]) geom.setBody(body) if self.notify.getDebug(): self.notify.debug('tire geom id') geom.write() self.notify.debug(' -') if self.canRender: testTire = render.attachNewNode('tire holder %d' % tireIndex) smileyModel = NodePath() if not smileyModel.isEmpty(): smileyModel.setScale(IceGameGlobals.TireRadius) smileyModel.reparentTo(testTire) smileyModel.setAlphaScale(0.5) smileyModel.setTransparency(1) testTire.setPos(IceGameGlobals.StartingPositions[tireIndex]) tireModel = loader.loadModel('phase_4/models/minigames/ice_game_tire') tireHeight = 1 tireModel.setZ(-IceGameGlobals.TireRadius + 0.01) tireModel.reparentTo(testTire) self.odePandaRelationList.append((testTire, body)) else: testTire = None self.bodyList.append((None, body)) return (testTire, body, geom) def placeBodies(self): for pair in self.odePandaRelationList: pandaNodePathGeom = pair[0] odeBody = pair[1] if pandaNodePathGeom: pandaNodePathGeom.setPos(odeBody.getPosition()) pandaNodePathGeom.setQuat(Quat(odeBody.getQuaternion()[0], odeBody.getQuaternion()[1], odeBody.getQuaternion()[2], odeBody.getQuaternion()[3])) pandaNodePathGeom.setP(0) pandaNodePathGeom.setR(0) newQuat = pandaNodePathGeom.getQuat() odeBody.setQuaternion(newQuat) def postStep(self): DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.postStep(self) self.placeBodies() self.totalPhysicsSteps += 1 def createObstacle(self, pos, obstacleIndex, cubicObstacle): if cubicObstacle: return self.createCubicObstacle(pos, obstacleIndex) else: return self.createCircularObstacle(pos, obstacleIndex) def createCircularObstacle(self, pos, obstacleIndex): self.notify.debug('create obstacleindex %s' % obstacleIndex) geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius) geom.setCollideBits(self.allTiresMask) geom.setCategoryBits(self.obstacleMask) self.space.setCollideId(geom, self.obstacleCollideId) tireModel = loader.loadModel('phase_4/models/minigames/ice_game_tirestack') tireHeight = 1 tireModel.setPos(pos) tireModel.reparentTo(render) geom.setPosition(tireModel.getPos()) tireModel.setZ(0) return tireModel def createCubicObstacle(self, pos, obstacleIndex): self.notify.debug('create obstacleindex %s' % obstacleIndex) sideLength = IceGameGlobals.TireRadius * 2 geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength) geom.setCollideBits(self.allTiresMask) geom.setCategoryBits(self.obstacleMask) self.space.setCollideId(geom, self.obstacleCollideId) tireModel = loader.loadModel('phase_4/models/minigames/ice_game_crate') tireModel.setPos(pos) tireModel.reparentTo(render) geom.setPosition(tireModel.getPos()) tireModel.setZ(0) return tireModel
def setupSimulation(self): DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(self) self.world.setGravity(0, 0, -32.174) self.world.setAutoDisableFlag(1) self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet) self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity()) self.world.setAutoDisableSteps(10) self.world.setCfm(1e-05 * MetersToFeet) self.world.initSurfaceTable(3) self.world.setSurfaceEntry(0, 1, 0.2, 0, 0, 0, 0, 0, 0.1) self.world.setSurfaceEntry(0, 0, 0.1, 0.9, 0.1, 0, 0, 0, 0) self.world.setSurfaceEntry(0, 2, 0.9, 0.9, 0.1, 0, 0, 0, 0) self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0)) self.floor.setCollideBits(self.allTiresMask) self.floor.setCategoryBits(self.floorMask) self.westWall = OdePlaneGeom(self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0])) self.westWall.setCollideBits(self.allTiresMask) self.westWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.westWall, self.fenceSurfaceType) self.space.setCollideId(self.westWall, self.wallCollideId) self.eastWall = OdePlaneGeom(self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0])) self.eastWall.setCollideBits(self.allTiresMask) self.eastWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType) self.space.setCollideId(self.eastWall, self.wallCollideId) self.southWall = OdePlaneGeom(self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1])) self.southWall.setCollideBits(self.allTiresMask) self.southWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.southWall, self.fenceSurfaceType) self.space.setCollideId(self.southWall, self.wallCollideId) self.northWall = OdePlaneGeom(self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1])) self.northWall.setCollideBits(self.allTiresMask) self.northWall.setCategoryBits(self.wallMask) self.space.setSurfaceType(self.northWall, self.fenceSurfaceType) self.space.setCollideId(self.northWall, self.wallCollideId) self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0)) self.floorTemp.setCollideBits(self.allTiresMask) self.floorTemp.setCategoryBits(self.floorMask) self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType) self.space.setCollideId(self.floorTemp, self.floorCollideId) self.space.setAutoCollideWorld(self.world) self.space.setAutoCollideJointGroup(self.contactgroup) self.totalPhysicsSteps = 0
boxBody.setPosition(boxNP.getPos(render)) boxBody.setQuaternion(boxNP.getQuat(render)) # Create a BoxGeom boxGeom = OdeBoxGeom(space, 1, 1, 1) boxGeom.setCollideBits(BitMask32(0x00000002)) boxGeom.setCategoryBits(BitMask32(0x00000001)) boxGeom.setBody(boxBody) boxes.append((boxNP, boxBody)) # Add a plane to collide with cm = CardMaker("ground") cm.setFrame(-20, 20, -20, 20) ground = render.attachNewNode(cm.generate()) ground.setPos(0, 0, 0) ground.lookAt(0, 0, -1) groundGeom = OdePlaneGeom(space, Vec4(0, 0, 1, 0)) # groundGeom.setCollideBits(BitMask32(0x00000001)) # groundGeom.setCategoryBits(BitMask32(0x00000002)) # Set the camera position base.disableMouse() base.camera.setPos(40, 40, 20) base.camera.lookAt(0, 0, 0) # The task for our simulation def simulationTask(task): space.autoCollide() # Setup the contact joints # Step the simulation and set the new positions world.quickStep(globalClock.getDt()) for np, body in boxes:
class Physics(): def __init__(self): #init the world self.world = OdeWorld() self.world.setGravity(0, 0, -9.81) #init the friction self.world.initSurfaceTable(1) surfaceId1 = 0 surfaceId2 = 0 mu = 500 bounce = 0. # 2 bounce_vel = 0.1 soft_erp = 0.9 soft_cfm = 0.00001 slip = 0.0 dampen = 0.002 self.world.setSurfaceEntry( surfaceId1, surfaceId2, mu, bounce, bounce_vel, soft_erp, soft_cfm, slip, dampen) #init the collision space self.space = OdeSimpleSpace() self.space.setAutoCollideWorld(self.world) self.contactgroup = OdeJointGroup() self.space.setAutoCollideJointGroup(self.contactgroup) self.servogroup = OdeJointGroup() #cm = CardMaker("ground") #cm.setFrame(-20, 20, -20, 20) #ground = render.attachNewNode(cm.generate()) #ground.setPos(0, 0, 0); ground.lookAt(0, 0, -1) # Ground definition self.groundGeom = OdePlaneGeom(self.space, Vec4(0, 0, 1, 0)) self.groundGeom.setCollideBits(BitMask32(0x00000001)) self.groundGeom.setCategoryBits(BitMask32(0x00000002)) self.deltaTimeAccumulator = 0.0 self.stepSize = 0.01 # The task for our simulation def simulationTask(self, creatures, dt=0): # Add the deltaTime for the task to the accumulator self.stepSize = dt for c in creatures: c.update_angles(dt) c.draw() #model.setPosQuat(render, body.getPosition(), Quat(body.getQuaternion())) if dt == 0: self.deltaTimeAccumulator += globalClock.getDt() else: self.deltaTimeAccumulator = dt #while self.deltaTimeAccumulator > self.stepSize: # Remove a stepSize from the accumulator until # the accumulated time is less than the stepsize # self.deltaTimeAccumulator -= self.stepSize # Step the simulation self.space.autoCollide() # Setup the contact joints self.world.quickStep(self.stepSize) # set the new positions self.contactgroup.empty() # Clear the contact joints def run_physics(self, t, creatures): """ run physics for t steps """ for i in range(t): self.simulationTask(creatures, 0.01)