예제 #1
0
    def _add_box_body(self, lane_start, lane_end, middle, parent_np: NodePath,
                      line_type, line_color):
        length = norm(lane_end[0] - lane_start[0], lane_end[1] - lane_start[1])
        if LineType.prohibit(line_type):
            node_name = BodyName.White_continuous_line if line_color == LineColor.GREY else BodyName.Yellow_continuous_line
        else:
            node_name = BodyName.Broken_line
        body_node = BulletGhostNode(node_name)
        body_node.set_active(False)
        body_node.setKinematic(False)
        body_node.setStatic(True)
        body_np = parent_np.attachNewNode(body_node)
        shape = BulletBoxShape(
            Vec3(length / 2, Block.LANE_LINE_WIDTH / 2,
                 Block.LANE_LINE_GHOST_HEIGHT))
        body_np.node().addShape(shape)
        mask = Block.CONTINUOUS_COLLISION_MASK if line_type != LineType.BROKEN else Block.BROKEN_COLLISION_MASK
        body_np.node().setIntoCollideMask(BitMask32.bit(mask))
        self.static_nodes.append(body_np.node())

        body_np.setPos(panda_position(middle,
                                      Block.LANE_LINE_GHOST_HEIGHT / 2))
        direction_v = lane_end - lane_start
        theta = -numpy.arctan2(direction_v[1], direction_v[0])
        body_np.setQuat(
            LQuaternionf(numpy.cos(theta / 2), 0, 0, numpy.sin(theta / 2)))
예제 #2
0
    def _add_lane_line2bullet(self,
                              lane_start,
                              lane_end,
                              middle,
                              parent_np: NodePath,
                              color: Vec4,
                              line_type: LineType,
                              straight_stripe=False):
        length = norm(lane_end[0] - lane_start[0], lane_end[1] - lane_start[1])
        if length <= 0:
            return
        if LineType.prohibit(line_type):
            node_name = BodyName.White_continuous_line if color == LineColor.GREY else BodyName.Yellow_continuous_line
        else:
            node_name = BodyName.Broken_line

        # add bullet body for it
        if straight_stripe:
            body_np = parent_np.attachNewNode(node_name)
        else:
            body_node = BulletGhostNode(node_name)
            body_node.set_active(False)
            body_node.setKinematic(False)
            body_node.setStatic(True)
            body_np = parent_np.attachNewNode(body_node)
            # its scale will change by setScale
            body_height = DrivableAreaProperty.LANE_LINE_GHOST_HEIGHT
            shape = BulletBoxShape(
                Vec3(length / 2 if line_type != LineType.BROKEN else length,
                     DrivableAreaProperty.LANE_LINE_WIDTH / 2, body_height))
            body_np.node().addShape(shape)
            mask = DrivableAreaProperty.CONTINUOUS_COLLISION_MASK if line_type != LineType.BROKEN else DrivableAreaProperty.BROKEN_COLLISION_MASK
            body_np.node().setIntoCollideMask(mask)
            self.static_nodes.append(body_np.node())

        # position and heading
        body_np.setPos(
            panda_position(middle,
                           DrivableAreaProperty.LANE_LINE_GHOST_HEIGHT / 2))
        direction_v = lane_end - lane_start
        # theta = -numpy.arctan2(direction_v[1], direction_v[0])
        theta = -math.atan2(direction_v[1], direction_v[0])
        body_np.setQuat(
            LQuaternionf(math.cos(theta / 2), 0, 0, math.sin(theta / 2)))

        if self.render:
            # For visualization
            lane_line = self.loader.loadModel(
                AssetLoader.file_path("models", "box.bam"))
            lane_line.setScale(length, DrivableAreaProperty.LANE_LINE_WIDTH,
                               DrivableAreaProperty.LANE_LINE_THICKNESS)
            lane_line.setPos(
                Vec3(0, 0 - DrivableAreaProperty.LANE_LINE_GHOST_HEIGHT / 2))
            lane_line.reparentTo(body_np)
            body_np.set_color(color)