Пример #1
0
    def __init__(self, name, model, game, pos):
        self.name = name
        self.game = game

        self.model = model
        self.geomNode = self.model.node()
        self.geom = self.geomNode.getGeom(0)

        # with triangle mesh it crashes
        #mesh = BulletTriangleMesh()
        #mesh.addGeom(self.geom)
        #self.shape = BulletTriangleMeshShape(mesh, dynamic=True)

        # with convex hull
        self.shape = BulletConvexHullShape()
        self.shape.addGeom(self.geom)

        self.node = BulletRigidBodyNode(self.name)
        self.node.setMass(10.0)
        self.node.addShape(self.shape)

        self.np = self.game.render.attachNewNode(self.node)
        self.np.setPos(pos)
        self.game.world.attachRigidBody(self.node)

        self.model.reparentTo(self.np)

        self.node.setCcdMotionThreshold(1e-7)
        self.node.setCcdSweptSphereRadius(0.5)
        self.slice_able = True
Пример #2
0
    def __init__(self, name, modelPath, game, pos):
        self.name = name
        self.modelPath = modelPath
        self.game = game

        self.model = self.game.loader.loadModel(self.modelPath)
        geomNodes = self.model.findAllMatches('**/+GeomNode')
        self.geomNode = geomNodes.getPath(0).node()
        self.geom = self.geomNode.getGeom(0)
        self.shape = BulletConvexHullShape()
        self.shape.addGeom(self.geom)

        self.node = BulletRigidBodyNode(self.name)
        self.node.setMass(10.0)
        self.node.addShape(self.shape)

        self.np = self.game.render.attachNewNode(self.node)
        self.np.setPos(pos)
        self.game.world.attachRigidBody(self.node)

        self.model.reparentTo(self.np)

        self.node.setCcdMotionThreshold(1e-7)
        self.node.setCcdSweptSphereRadius(0.5)
        self.slice_able = True
Пример #3
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 def add_solid(self, node):
     mesh = BulletConvexHullShape()
     mesh.add_geom(GeomBuilder().add_ramp(self.color, self.base, self.top,
                                          self.width, self.thickness,
                                          LRotationf(*self.hpr)).get_geom())
     node.add_shape(mesh)
     return node
Пример #4
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    def addMeshConvexRB(self,vertices, faces,ghost=False,**kw):
        #step 1) create GeomVertexData and add vertex information
        format=GeomVertexFormat.getV3()
        vdata=GeomVertexData("vertices", format, Geom.UHStatic)
        
        vertexWriter=GeomVertexWriter(vdata, "vertex")
        [vertexWriter.addData3f(v[0],v[1],v[2]) for v in vertices]
        
        #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)
        
        #step 4) create the bullet mesh and node
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)

        shape = BulletConvexHullShape(mesh, dynamic=not ghost)#
        if ghost :
            inodenp = self.worldNP.attachNewNode(BulletGhostNode('Mesh'))
        else :
            inodenp = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
        inodenp.node().addShape(shape)
#        inodenp.setPos(0, 0, 0.1)
        self.setRB(inodenp,**kw)
        inodenp.setCollideMask(BitMask32.allOn())
   
        self.world.attachRigidBody(inodenp.node())
        return inodenp
Пример #5
0
def getCollisionShapeFromModel(model, mode='box', defaultCentered=False):

    #NOTE: make sure the position is relative to the center of the object
    minBounds, maxBounds = model.getTightBounds()
    offset = minBounds + (maxBounds - minBounds) / 2.0

    transform = TransformState.makeIdentity()
    if mode == 'mesh':
        # Use exact triangle mesh approximation
        mesh = BulletTriangleMesh()
        geomNodes = model.findAllMatches('**/+GeomNode')
        for nodePath in geomNodes:
            geomNode = nodePath.node()
            for n in range(geomNode.getNumGeoms()):
                geom = geomNode.getGeom(n)
                mesh.addGeom(geom)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)
        transform = model.getTransform()

    elif mode == "sphere":
        minBounds, maxBounds = model.getTightBounds()
        dims = maxBounds - minBounds
        radius = np.sqrt(np.square(dims[0]) + np.square(dims[1])) / 2.0
        height = dims[2]
        shape = BulletCapsuleShape(radius, 2 * radius)
        if not defaultCentered:
            transform = TransformState.makePos(offset)

    elif mode == "hull":
        shape = BulletConvexHullShape()
        geomNodes = model.findAllMatches('**/+GeomNode')
        for nodePath in geomNodes:
            geomNode = nodePath.node()
            for n in range(geomNode.getNumGeoms()):
                geom = geomNode.getGeom(n)
                shape.addGeom(geom)

    elif mode == 'box':
        # Bounding box approximation
        minBounds, maxBounds = model.getTightBounds()
        dims = maxBounds - minBounds
        shape = BulletBoxShape(Vec3(dims.x / 2, dims.y / 2, dims.z / 2))
        if not defaultCentered:
            transform = TransformState.makePos(offset)

    elif mode == 'capsule':
        minBounds, maxBounds = model.getTightBounds()
        dims = maxBounds - minBounds
        radius = np.sqrt(np.square(dims[0]) + np.square(dims[1])) / 2.0
        height = dims[2]
        shape = BulletCapsuleShape(radius, height - 2 * radius)
        if not defaultCentered:
            transform = TransformState.makePos(offset)

    else:
        raise Exception(
            'Unknown mode type for physic object collision shape: %s' % (mode))

    return shape, transform
Пример #6
0
 def add_solid(self, node):
     mesh = BulletConvexHullShape()
     mesh.add_geom(GeomBuilder().add_dome(self.color, self.center,
                                          self.radius,
                                          self.samples, self.planes,
                                          LRotationf(*self.hpr)).get_geom())
     node.add_shape(mesh)
     return node
Пример #7
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def makeBulletConvexHullFromCollisionSolids(cnode):
    from panda3d.core import CollisionPolygon
    from panda3d.bullet import BulletConvexHullShape
    shape = BulletConvexHullShape()
    for solid in cnode.getSolids():
        if isinstance(solid, CollisionPolygon):
            for point in solid.getPoints():
                shape.addPoint(point)
    return shape
Пример #8
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 def __set_collision_mesh(self):
     fpath = self.props.coll_path % self.mdt.name
     self.coll_mesh = loader.loadModel(fpath)
     chassis_shape = BulletConvexHullShape()
     for geom in PhysMgr().find_geoms(self.coll_mesh, self.props.coll_name):
         chassis_shape.addGeom(geom.node().getGeom(0), geom.getTransform())
     self.mdt.gfx.nodepath.node().addShape(chassis_shape)
     self.mdt.gfx.nodepath.setCollideMask(
         BitMask32.bit(1)
         | BitMask32.bit(2 + self.props.cars.index(self.mdt.name)))
Пример #9
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    def __init__(
        self, world:BulletWorld, entity:Entity,
        mass=0, rotation=[None, None, None]
        ):

        geomNodes = entity.model.findAllMatches('**/+GeomNode')
        geomNode = geomNodes.getPath(0).node()
        geom = geomNode.getGeom(0)
        shape = BulletConvexHullShape()
        shape.addGeom(geom)

        super().__init__(world, entity, shape, 'convex_hull', rotation)
Пример #10
0
def modelToConvex(model):
    """

    :type model: panda3d.core.NodePath
    :return: tuple(panda3d.bullet.BulletConvexHull,transform)
    """
    geomnodes = model.findAllMatches('**/+GeomNode')
    transform = model.getTransform()
    gn = geomnodes.getPath(0).node()
    geom = gn.getGeom(0)
    shape = BulletConvexHullShape()
    shape.addGeom(geom)
    return shape, transform
Пример #11
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    def setup_shape(self, gnodepath, bone, pname):
        shape = BulletConvexHullShape()

        gnode = gnodepath.node()
        geom = gnode.get_geom(0)
        shape.add_geom(geom)

        node = BulletRigidBodyNode(self.name + pname)
        np = self.actor.attach_new_node(node)
        np.node().add_shape(shape)
        np.node().set_kinematic(True)
        np.wrt_reparent_to(bone)
        self.world.physics.attach_rigid_body(node)
        return np
Пример #12
0
    def __addConvexHull(self, body, model, pos=(0,0,0), hpr=(0,0,0), scale=(1,1,1) ):        
        
        def one():
            geom = model.node().getGeom(0)          
            shape = BulletConvexHullShape()
            shape.addGeom(geom)
            body.addShape( shape, TransformState.makePosHprScale(pos,hpr,scale) )
            return []

        children =  model.findAllMatches('**/+GeomNode') or one()

        model.flattenLight()

        for piece in children:
            shape = BulletConvexHullShape()
            geom = piece.node().getGeom(0)
            shape.addGeom(geom)
            body.addShape( shape, TransformState.makePosHprScale(pos,hpr,scale) )
Пример #13
0
def addBox():
    # Box
    #shape = BulletCylinderShape(0.5, 3, 2)

    geomNodes = loader.loadModel('cilindroB').findAllMatches('**/+GeomNode')
    geomNode = geomNodes.getPath(0).node()
    geom = geomNode.getGeom(0)

    shape = BulletConvexHullShape()
    shape.addGeom(geom)
    node = BulletRigidBodyNode('Cylinder')
    node.setMass(random.randint(1, 10))
    node.addShape(shape)
    np = render.attachNewNode(node)
    np.setPos(0, 0, 10)
    world.attachRigidBody(node)
    #model = loader.loadModel('cilindroR')
    model.flattenLight()
    model.reparentTo(np)
Пример #14
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()
        self.debugNP.node().showWireframe(True)
        self.debugNP.node().showConstraints(True)
        self.debugNP.node().showBoundingBoxes(False)
        self.debugNP.node().showNormals(False)

        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)

        body = BulletRigidBodyNode('Ground')
        bodyNP = self.worldNP.attachNewNode(body)
        bodyNP.node().addShape(shape)
        bodyNP.setPos(0, 0, 0)
        bodyNP.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(bodyNP.node())

        # Bowl
        visNP = loader.loadModel('models/bowl.egg')

        geom = visNP.findAllMatches('**/+GeomNode').getPath(0).node().getGeom(
            0)
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)
        shape = BulletTriangleMeshShape(mesh, dynamic=True)

        body = BulletRigidBodyNode('Bowl')
        bodyNP = self.worldNP.attachNewNode(body)
        bodyNP.node().addShape(shape)
        bodyNP.node().setMass(10.0)
        bodyNP.setPos(0, 0, 0)
        bodyNP.setCollideMask(BitMask32.allOn())
        self.world.attachRigidBody(bodyNP.node())

        visNP.reparentTo(bodyNP)

        self.bowlNP = bodyNP
        self.bowlNP.setScale(2)

        # Eggs
        self.eggNPs = []
        for i in range(5):
            x = random.gauss(0, 0.1)
            y = random.gauss(0, 0.1)
            z = random.gauss(0, 0.1) + 1
            h = random.random() * 360
            p = random.random() * 360
            r = random.random() * 360

            visNP = loader.loadModel('models/egg.egg')

            geom = visNP.findAllMatches('**/+GeomNode').getPath(
                0).node().getGeom(0)
            shape = BulletConvexHullShape()
            shape.addGeom(geom)

            body = BulletRigidBodyNode('Egg-%i' % i)
            bodyNP = self.worldNP.attachNewNode(body)
            bodyNP.node().setMass(1.0)
            bodyNP.node().addShape(shape)
            bodyNP.node().setDeactivationEnabled(False)
            bodyNP.setCollideMask(BitMask32.allOn())
            bodyNP.setPosHpr(x, y, z, h, p, r)
            #bodyNP.setScale(1.5)
            self.world.attachRigidBody(bodyNP.node())

            visNP.reparentTo(bodyNP)

            self.eggNPs.append(bodyNP)
 def __addConvexHull(self, body, geom, pos=(0,0,0), hpr=(0,0,0), scale=(1,1,1) ):
     shape = BulletConvexHullShape()
     shape.addGeom(geom)
     body.addShape( shape, TransformState.makePosHprScale(pos,hpr,scale) )
Пример #16
0
    def setup(self):
        self.worldNP = render.attachNewNode('World')

        # World
        self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
        self.debugNP.show()
        self.debugNP.node().showWireframe(True)
        self.debugNP.node().showConstraints(True)
        self.debugNP.node().showBoundingBoxes(False)
        self.debugNP.node().showNormals(True)

        self.world = BulletWorld()
        self.world.setGravity(Vec3(0, 0, -9.81))
        self.world.setDebugNode(self.debugNP.node())

        # Plane (static)
        shape = BulletPlaneShape(Vec3(0, 0, 1), 0)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
        np.node().addShape(shape)
        np.setPos(0, 0, -1)
        np.setCollideMask(BitMask32.allOn())

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

        # Box (dynamic)
        shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(0, 0, 4)
        np.setCollideMask(BitMask32.allOn())

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

        self.boxNP = np  # For applying force & torque

        #np.node().notifyCollisions(True)
        #self.accept('bullet-contact-added', self.doAdded)
        #self.accept('bullet-contact-destroyed', self.doRemoved)

        # Sphere (dynamic)
        shape = BulletSphereShape(0.6)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Sphere'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(-4, 0, 4)
        np.setCollideMask(BitMask32.allOn())

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

        # Cone (dynamic)
        shape = BulletConeShape(0.6, 1.2, ZUp)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Cone'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(4, 0, 4)
        np.setCollideMask(BitMask32.allOn())

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

        # Capsule (dynamic)
        shape = BulletCapsuleShape(0.5, 1.0, ZUp)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Capsule'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(0, 4, 4)
        np.setCollideMask(BitMask32.allOn())

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

        # Cyliner (dynamic)
        shape = BulletCylinderShape(0.7, 1.5, ZUp)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Cylinder'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(4, 4, 4)
        np.setCollideMask(BitMask32.allOn())

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

        # Convex (dynamic)
        shape = BulletConvexHullShape()
        shape.addPoint(Point3(1, 1, 2))
        shape.addPoint(Point3(0, 0, 0))
        shape.addPoint(Point3(2, 0, 0))
        shape.addPoint(Point3(0, 2, 0))
        shape.addPoint(Point3(2, 2, 0))

        # Another way to create the convex hull shape:
        #shape = BulletConvexHullShape()
        #shape.addArray([
        #  Point3(1, 1, 2),
        #  Point3(0, 0, 0),
        #  Point3(2, 0, 0),
        #  Point3(0, 2, 0),
        #  Point3(2, 2, 0),
        #])

        # Yet another way to create the convex hull shape:
        #geom = loader.loadModel('models/box.egg')\
        #         .findAllMatches('**/+GeomNode')\
        #         .getPath(0)\
        #         .node()\
        #         .getGeom(0)
        #shape = BulletConvexHullShape()
        #shape.addGeom(geom)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Convex'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(-4, 4, 4)
        np.setCollideMask(BitMask32.allOn())

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

        # Mesh (static)
        p0 = Point3(-10, -10, 0)
        p1 = Point3(-10, 10, 0)
        p2 = Point3(10, -10, 0)
        p3 = Point3(10, 10, 0)
        mesh = BulletTriangleMesh()
        mesh.addTriangle(p0, p1, p2)
        mesh.addTriangle(p1, p2, p3)
        shape = BulletTriangleMeshShape(mesh, dynamic=False)

        # Another way to create the triangle mesh shape:
        #geom = loader.loadModel('models/box.egg')\
        #         .findAllMatches('**/+GeomNode')\
        #         .getPath(0)\
        #         .node()\
        #         .getGeom(0)
        #mesh = BulletTriangleMesh()
        #mesh.addGeom(geom)
        #shape = BulletTriangleMeshShape(mesh, dynamic=False)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('Mesh'))
        np.node().addShape(shape)
        np.setPos(0, 0, 0.1)
        np.setCollideMask(BitMask32.allOn())

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

        # MutiSphere
        points = [Point3(-1, 0, 0), Point3(0, 0, 0), Point3(1, 0, 0)]
        radii = [.4, .8, .6]
        shape = BulletMultiSphereShape(points, radii)

        np = self.worldNP.attachNewNode(BulletRigidBodyNode('MultiSphere'))
        np.node().setMass(1.0)
        np.node().addShape(shape)
        np.setPos(8, 0, 4)
        np.setCollideMask(BitMask32.allOn())

        self.world.attachRigidBody(np.node())
Пример #17
0
 def __init__(self,
              initor,
              cdtype="triangles",
              mass=.3,
              restitution=0,
              allow_deactivation=False,
              allow_ccd=True,
              friction=.2,
              dynamic=True,
              name="rbd"):
     """
     TODO: triangles do not seem to work (very slow) in the github version (20210418)
     Use convex if possible
     :param initor: could be itself (copy), or an instance of collision model
     :param type: triangle or convex
     :param mass:
     :param restitution: bounce parameter
     :param friction:
     :param dynamic: only applicable to triangle type, if an object does not move with force, it is not dynamic
     :param name:
     author: weiwei
     date: 20190626, 20201119
     """
     super().__init__(name)
     if isinstance(initor, gm.GeometricModel):
         if initor._objtrm is None:
             raise ValueError("Only applicable to models with a trimesh!")
         self.com = initor.objtrm.center_mass * base.physics_scale
         self.setMass(mass)
         self.setRestitution(restitution)
         self.setFriction(friction)
         self.setLinearDamping(.3)
         self.setAngularDamping(.3)
         if allow_deactivation:
             self.setDeactivationEnabled(True)
             self.setLinearSleepThreshold(.01 * base.physics_scale)
             self.setAngularSleepThreshold(.01 * base.physics_scale)
         else:
             self.setDeactivationEnabled(False)
         if allow_ccd:  # continuous collision detection
             self.setCcdMotionThreshold(1e-7)
             self.setCcdSweptSphereRadius(0.0005 * base.physics_scale)
         geom_np = initor.objpdnp.getChild(0).find("+GeomNode")
         geom = copy.deepcopy(geom_np.node().getGeom(0))
         vdata = geom.modifyVertexData()
         vertices = copy.deepcopy(
             np.frombuffer(vdata.modifyArrayHandle(0).getData(),
                           dtype=np.float32))
         vertices.shape = (-1, 6)
         vertices[:, :3] = vertices[:, :3] * base.physics_scale - self.com
         vdata.modifyArrayHandle(0).setData(
             vertices.astype(np.float32).tobytes())
         geomtf = geom_np.getTransform()
         geomtf = geomtf.setPos(geomtf.getPos() * base.physics_scale)
         if cdtype == "triangles":
             geombmesh = BulletTriangleMesh()
             geombmesh.addGeom(geom)
             bulletshape = BulletTriangleMeshShape(geombmesh,
                                                   dynamic=dynamic)
             bulletshape.setMargin(1e-6)
             self.addShape(bulletshape, geomtf)
         elif cdtype == "convex":
             bulletshape = BulletConvexHullShape(
             )  # TODO: compute a convex hull?
             bulletshape.addGeom(geom, geomtf)
             bulletshape.setMargin(1e-6)
             self.addShape(bulletshape, geomtf)
         elif cdtype == 'box':
             minx = min(vertices[:, 0])
             miny = min(vertices[:, 1])
             minz = min(vertices[:, 2])
             maxx = max(vertices[:, 0])
             maxy = max(vertices[:, 1])
             maxz = max(vertices[:, 2])
             pcd_box = CollisionBox(Point3(minx, miny, minz),
                                    Point3(maxx, maxy, maxz))
             bulletshape = BulletBoxShape.makeFromSolid(pcd_box)
             bulletshape.setMargin(1e-6)
             self.addShape(bulletshape, geomtf)
         else:
             raise NotImplementedError
         pd_homomat = geomtf.getMat()
         pd_com_pos = pd_homomat.xformPoint(
             Vec3(self.com[0], self.com[1], self.com[2]))
         np_homomat = dh.pdmat4_to_npmat4(pd_homomat)
         np_com_pos = dh.pdv3_to_npv3(pd_com_pos)
         np_homomat[:3, 3] = np_com_pos  # update center to com
         self.setTransform(
             TransformState.makeMat(dh.npmat4_to_pdmat4(np_homomat)))
     elif isinstance(initor, BDBody):
         self.com = initor.com.copy()
         self.setMass(initor.getMass())
         self.setRestitution(initor.restitution)
         self.setFriction(initor.friction)
         self.setLinearDamping(.3)
         self.setAngularDamping(.3)
         if allow_deactivation:
             self.setDeactivationEnabled(True)
             self.setLinearSleepThreshold(.01 * base.physics_scale)
             self.setAngularSleepThreshold(.01 * base.physics_scale)
         else:
             self.setDeactivationEnabled(False)
         if allow_ccd:
             self.setCcdMotionThreshold(1e-7)
             self.setCcdSweptSphereRadius(0.0005 * base.physics_scale)
         np_homomat = copy.deepcopy(initor.get_homomat())
         np_homomat[:3, 3] = np_homomat[:3, 3] * base.physics_scale
         self.setTransform(
             TransformState.makeMat(dh.npmat4_to_pdmat4(np_homomat)))
         self.addShape(initor.getShape(0), initor.getShapeTransform(0))
Пример #18
0
 def one():
     geom = model.node().getGeom(0)          
     shape = BulletConvexHullShape()
     shape.addGeom(geom)
     body.addShape( shape, TransformState.makePosHprScale(pos,hpr,scale) )
     return []
    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.node().show_wireframe(True)
        self.debugNP.node().show_constraints(True)
        self.debugNP.node().show_bounding_boxes(False)
        self.debugNP.node().show_normals(False)

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

        # Ground
        shape = BulletPlaneShape(LVector3(0, 0, 1), 0)

        body = BulletRigidBodyNode('Ground')
        bodyNP = self.worldNP.attach_new_node(body)
        bodyNP.node().add_shape(shape)
        bodyNP.set_pos(0, 0, 0)
        bodyNP.set_collide_mask(BitMask32.all_on())
        self.world.attach(bodyNP.node())

        # Bowl
        visNP = loader.load_model('models/bowl.egg')

        geom = (visNP.findAllMatches('**/+GeomNode').get_path(
            0).node().get_geom(0))
        mesh = BulletTriangleMesh()
        mesh.addGeom(geom)
        shape = BulletTriangleMeshShape(mesh, dynamic=True)

        body = BulletRigidBodyNode('Bowl')
        bodyNP = self.worldNP.attach_new_node(body)
        bodyNP.node().add_shape(shape)
        bodyNP.node().set_mass(10.0)
        bodyNP.set_pos(0, 0, 0)
        bodyNP.set_collide_mask(BitMask32.all_on())
        self.world.attach(bodyNP.node())

        visNP.reparent_to(bodyNP)

        self.bowlNP = bodyNP
        self.bowlNP.set_scale(2)

        # Eggs
        self.eggNPs = []
        for i in range(5):
            x = random.gauss(0, 0.1)
            y = random.gauss(0, 0.1)
            z = random.gauss(0, 0.1) + 1
            h = random.random() * 360
            p = random.random() * 360
            r = random.random() * 360

            visNP = loader.load_model('models/egg.egg')

            geom = (visNP.find_all_matches('**/+GeomNode').get_path(
                0).node().get_geom(0))
            shape = BulletConvexHullShape()
            shape.addGeom(geom)

            body = BulletRigidBodyNode('Egg-%i' % i)
            bodyNP = self.worldNP.attach_new_node(body)
            bodyNP.node().set_mass(1.0)
            bodyNP.node().add_shape(shape)
            bodyNP.node().set_deactivation_enabled(False)
            bodyNP.set_collide_mask(BitMask32.all_on())
            bodyNP.set_pos_hpr(x, y, z, h, p, r)
            #bodyNP.set_scale(1.5)
            self.world.attach(bodyNP.node())

            visNP.reparent_to(bodyNP)

            self.eggNPs.append(bodyNP)
Пример #20
0
 def __init__(self, objinit, cdtype="triangle", mass=.3, restitution=0, allowdeactivation=False, allowccd=True,
              friction=.2, dynamic=True, name="rbd"):
     """
     :param objinit: could be itself (copy), or an instance of collision model
     :param type: triangle or convex
     :param mass:
     :param restitution: bounce parameter
     :param friction:
     :param dynamic: only applicable to triangle type, if an object does not move with force, it is not dynamic
     :param name:
     author: weiwei
     date: 20190626, 20201119
     """
     super().__init__(name)
     if isinstance(objinit, gm.GeometricModel):
         if objinit._objtrm is None:
             raise ValueError("Only applicable to models with a trimesh!")
         self.com = objinit.objtrm.center_mass
         self.setMass(mass)
         self.setRestitution(restitution)
         self.setFriction(friction)
         self.setLinearDamping(.3)
         self.setAngularDamping(.3)
         if allowdeactivation:
             self.setDeactivationEnabled(True)
             self.setLinearSleepThreshold(0.001)
             self.setAngularSleepThreshold(0.001)
         else:
             self.setDeactivationEnabled(False)
         if allowccd:  # continuous collision detection
             self.setCcdMotionThreshold(1e-6)
             self.setCcdSweptSphereRadius(0.0005)
         gnd = objinit.objpdnp.getChild(0).find("+GeomNode")
         geom = copy.deepcopy(gnd.node().getGeom(0))
         vdata = geom.modifyVertexData()
         vertrewritter = GeomVertexRewriter(vdata, 'vertex')
         while not vertrewritter.isAtEnd():  # shift local coordinate to geom to correctly update dynamic changes
             v = vertrewritter.getData3f()
             vertrewritter.setData3f(v[0] - self.com[0], v[1] - self.com[1], v[2] - self.com[2])
         geomtf = gnd.getTransform()
         if cdtype is "triangle":
             geombmesh = BulletTriangleMesh()
             geombmesh.addGeom(geom)
             bulletshape = BulletTriangleMeshShape(geombmesh, dynamic=dynamic)
             bulletshape.setMargin(1e-6)
             self.addShape(bulletshape, geomtf)
         elif cdtype is "convex":
             bulletshape = BulletConvexHullShape()  # TODO: compute a convex hull?
             bulletshape.addGeom(geom, geomtf)
             bulletshape.setMargin(1e-6)
             self.addShape(bulletshape, geomtf)
         else:
             raise NotImplementedError
         pdmat4 = geomtf.getMat()
         pdv3 = pdmat4.xformPoint(Vec3(self.com[0], self.com[1], self.com[2]))
         homomat = dh.pdmat4_to_npmat4(pdmat4)
         pos = dh.pdv3_to_npv3(pdv3)
         homomat[:3, 3] = pos  # update center to com
         self.setTransform(TransformState.makeMat(dh.npmat4_to_pdmat4(homomat)))
     elif isinstance(objinit, BDBody):
         self.com = objinit.com.copy()
         self.setMass(objinit.getMass())
         self.setRestitution(objinit.restitution)
         self.setFriction(objinit.friction)
         self.setLinearDamping(.3)
         self.setAngularDamping(.3)
         if allowdeactivation:
             self.setDeactivationEnabled(True)
             self.setLinearSleepThreshold(0.001)
             self.setAngularSleepThreshold(0.001)
         else:
             self.setDeactivationEnabled(False)
         if allowccd:
             self.setCcdMotionThreshold(1e-6)
             self.setCcdSweptSphereRadius(0.0005)
         self.setTransform(TransformState.makeMat(dh.npmat4_to_pdmat4(objinit.gethomomat())))
         self.addShape(objinit.getShape(0), objinit.getShapeTransform(0))
Пример #21
0
    def __init__(self, app, model_name):
        model_file_name = 'assets/cars/{}/{}.bam'.format(
            model_name, model_name)
        self.app = app

        def animation_path(model, animation):
            base_path = 'assets/cars/animations/{}/{}-{}.bam'
            return base_path.format(model, model, animation)

        self.model = Actor(
            model_file_name,
            {
                #    AIRBRAKE: 'assets/cars/animations/{}-{}.bam'.format(model_name, AIRBRAKE),
                #    AIRBRAKE: animation_path(model_name, AIRBRAKE),
                #    STABILIZER_FINS: animation_path(model_name, STABILIZER_FINS),
            })
        self.model.enableBlend()
        self.model.setControlEffect(AIRBRAKE, 1)
        self.model.setControlEffect(STABILIZER_FINS, 1)
        # FIXME: This code fails due to a bug in Actor
        # airbrake_joints = [joint.name
        #                    for joint in self.model.getJoints()
        #                    if joint.name.startswith(AIRBRAKE)
        # ]
        # self.model.makeSubpart(AIRBRAKE, airbrake_joints)
        # stabilizer_joints = [joint.name
        #                      for joint in self.model.getJoints()
        #                      if joint.name.startswith(STABILIZER_FINS)
        # ]
        # self.model.makeSubpart(STABILIZER_FINS, stabilizer_joints)

        puppet = self.app.loader.load_model(model_file_name)
        puppet.find("**/armature").hide()
        puppet.reparentTo(self.model)

        # Get the vehicle data
        self.vehicle_data = VehicleData(puppet, model_name, 'cars')

        # Configure the physics node
        self.physics_node = BulletRigidBodyNode('vehicle')
        self.physics_node.set_friction(self.vehicle_data.friction)
        self.physics_node.set_linear_sleep_threshold(0)
        self.physics_node.set_angular_sleep_threshold(0)
        self.physics_node.setCcdMotionThreshold(1e-7)
        self.physics_node.setCcdSweptSphereRadius(0.5)
        self.physics_node.setMass(self.vehicle_data.mass)
        shape = BulletConvexHullShape()
        for geom_node in self.model.find_all_matches("**/+GeomNode"):
            for geom in geom_node.node().get_geoms():
                vertices = GeomVertexReader(geom.get_vertex_data(), 'vertex')
                while not vertices.is_at_end():
                    v_geom = vertices.getData3f()
                    v_model = self.model.get_relative_point(geom_node, v_geom)
                    shape.add_point(v_model)
        self.physics_node.add_shape(shape)
        self.vehicle = NodePath(self.physics_node)
        self.vehicle.set_collide_mask(CM_VEHICLE | CM_COLLIDE)
        self.model.reparent_to(self.vehicle)

        # Navigational aids
        self.target_node = self.app.loader.load_model('models/zup-axis')
        self.target_node.reparent_to(self.model)
        self.target_node.set_scale(1)
        self.target_node.set_render_mode_wireframe()
        self.target_node.hide()

        self.delta_node = self.app.loader.load_model('models/smiley')
        self.delta_node.set_pos(1, 10, 1)
        self.delta_node.reparent_to(base.cam)
        self.delta_node.hide()

        self.airbrake_state = 0.0
        self.airbrake_factor = 0.5
        self.airbrake_speed = 1 / self.vehicle_data.airbrake_duration
        self.stabilizer_fins_state = 0.0
        self.stabilizer_fins_speed = 1 / self.vehicle_data.stabilizer_fins_duration

        self.centroid = base.loader.load_model('models/smiley')
        self.centroid.reparent_to(self.vehicle)
        self.centroid.hide()

        # Gyro sound
        sound_file = 'assets/cars/{}/{}.wav'.format(
            model_name,
            GYROSCOPE_SOUND,
        )
        sound = base.audio3d.load_sfx(sound_file)
        self.model.set_python_tag(GYROSCOPE_SOUND, sound)
        base.audio3d.attach_sound_to_object(sound, self.model)
        sound.set_volume(0)
        sound.set_play_rate(0)
        sound.set_loop(True)
        sound.play()

        # Thruster limiting
        self.thruster_state = 0.0
        self.thruster_heat = 0.0

        for repulsor in self.vehicle_data.repulsor_nodes:
            self.add_repulsor(repulsor, model_name)
        for thruster in self.vehicle_data.thruster_nodes:
            self.add_thruster(thruster, model_name)

        # ECU data storage from frame to frame
        self.last_flight_height = None

        # FIXME: Move into a default controller
        self.inputs = {
            # Repulsors
            REPULSOR_ACTIVATION: 0.0,
            ACCELERATE: 0.0,
            TURN: 0.0,
            STRAFE: 0.0,
            HOVER: 0.0,
            FULL_REPULSORS: False,
            # Gyro
            ACTIVE_STABILIZATION_ON_GROUND: PASSIVE,
            ACTIVE_STABILIZATION_CUTOFF_ANGLE: PASSIVE,
            ACTIVE_STABILIZATION_IN_AIR: PASSIVE,
            TARGET_ORIENTATION: Vec3(0, 0, 0),
            # Thrust
            THRUST: 0.0,
            # Air foils
            AIRBRAKE: 0.0,
            STABILIZER_FINS: 0.0,
        }
        self.sensors = {}
        self.commands = {}
Пример #22
0
 def create_solid(self):
     node = BulletRigidBodyNode(self.name)
     mesh = BulletConvexHullShape()
     mesh.add_geom(self.geom.get_geom(0))
     node.add_shape(mesh)
     return node