Exemple #1
0
        def make_collision_from_model(input_model, node_number, mass, world,
                                      target_pos, h_adj):
            # tristrip generation from static models
            # generic tri-strip collision generator begins
            geom_nodes = input_model.find_all_matches('**/+GeomNode')
            geom_nodes = geom_nodes.get_path(node_number).node()
            # print(geom_nodes)
            geom_target = geom_nodes.get_geom(0)
            # print(geom_target)
            output_bullet_mesh = BulletTriangleMesh()
            output_bullet_mesh.add_geom(geom_target)
            tri_shape = BulletTriangleMeshShape(output_bullet_mesh,
                                                dynamic=False)
            print(output_bullet_mesh)

            body = BulletRigidBodyNode('input_model_tri_mesh')
            np = self.render.attach_new_node(body)
            np.node().add_shape(tri_shape)
            np.node().set_mass(mass)
            np.node().set_friction(0.01)
            np.set_pos(target_pos)
            np.set_scale(1)
            np.set_h(h_adj)
            # np.set_p(180)
            # np.set_r(180)
            np.set_collide_mask(BitMask32.allOn())
            world.attach_rigid_body(np.node())
Exemple #2
0
        def setup_world(self):
            self.world_node = self.render.attachNewNode('World')
            self.world.setGravity(Vec3(0, 0, -9.81))

            # Landscape
            model = self.loader.loadModel("mesh/models/landscape/landscape")
            model.reparentTo(self.render)
            model.setScale(100)
            model.flatten_light()
            geom_nodes = model.findAllMatches('**/+GeomNode')
            geom_node = geom_nodes.getPath(0).node()
            geom_mesh = geom_node.getGeom(0)
            mesh = BulletTriangleMesh()
            mesh.add_geom(geom_mesh)
            ground_shape = BulletTriangleMeshShape(mesh, dynamic=False)

            ground_node = self.world_node.attachNewNode(
                BulletRigidBodyNode('Ground'))
            ground_node.node().addShape(ground_shape)
            '''
            if self.debug_mode:
                debug_node_path = self.world_node.attachNewNode(BulletDebugNode('Debug'))
                debug_node_path.show()
                debug_node_path.node().showNormals(True)
                self.world.setDebugNode(debug_node_path.node())
            '''
            self.debug_node_path = self.world_node.attachNewNode(
                BulletDebugNode('Debug'))
            self.debug_node_path.hide()
            self.world.setDebugNode(self.debug_node_path.node())

            ground_node.setPos(0, 0, 0)
            ground_node.setCollideMask(BitMask32.allOn())

            self.world.attachRigidBody(ground_node.node())

            # Character
            player = Player()

            # Other models
            path = 'mesh/models/bullet/pyramid'
            self.add_model(path, pos_x=50, pos_y=15, pos_z=370, scale=5)
            self.add_model(path, pos_x=30, pos_y=15, pos_z=370, scale=5)
            self.add_model(path, pos_x=70, pos_y=15, pos_z=390, scale=5)
            self.add_model(path, pos_x=50, pos_y=40, pos_z=360, scale=5)

            path = 'mesh/models/bullet/ball'
            self.add_model(path, pos_x=0, pos_y=15, pos_z=400, scale=8)
            self.add_model(path, pos_x=30, pos_y=40, pos_z=450, scale=8)

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