class Simulation(ShowBase): scale = 1 height = 500 lateralError = 200 dt = 0.1 steps = 0 #Test Controllers fuelPID = PID(10, 0.5, 10, 0, 100) heightPID = PID(0.08, 0, 0.3, 0.1, 1) pitchPID = PID(10, 0, 1000, -10, 10) rollPID = PID(10, 0, 1000, -10, 10) XPID = PID(0.2, 0, 0.8, -10, 10) YPID = PID(0.2, 0, 0.8, -10, 10) vulcain = NeuralNetwork() tau = 0.5 Valves=[] CONTROL = False EMPTY = False LANDED = False DONE = False gimbalX = 0 gimbalY = 0 targetAlt = 150 R = RE(200 * 9.806, 250 * 9.806, 7607000 / 9 * scale, 0.4) throttle = 0.0 fuelMass_full = 417000 * scale fuelMass_init = 0.10 radius = 1.8542 * scale length = 47 * scale Cd = 1.5 def __init__(self, VISUALIZE=False): self.VISUALIZE = VISUALIZE if VISUALIZE is True: ShowBase.__init__(self) self.setBackgroundColor(0.2, 0.2, 0.2, 1) self.setFrameRateMeter(True) self.render.setShaderAuto() self.cam.setPos(-120 * self.scale, -120 * self.scale, 120 * self.scale) self.cam.lookAt(0, 0, 10 * self.scale) alight = AmbientLight('ambientLight') alight.setColor(Vec4(0.5, 0.5, 0.5, 1)) alightNP = self.render.attachNewNode(alight) dlight = DirectionalLight('directionalLight') dlight.setDirection(Vec3(1, -1, -1)) dlight.setColor(Vec4(0.7, 0.7, 0.7, 1)) dlightNP = self.render.attachNewNode(dlight) self.render.clearLight() self.render.setLight(alightNP) self.render.setLight(dlightNP) self.accept('escape', self.doExit) self.accept('r', self.doReset) self.accept('f1', self.toggleWireframe) self.accept('f2', self.toggleTexture) self.accept('f3', self.toggleDebug) self.accept('f5', self.doScreenshot) inputState.watchWithModifiers('forward', 'w') inputState.watchWithModifiers('left', 'a') inputState.watchWithModifiers('reverse', 's') inputState.watchWithModifiers('right', 'd') inputState.watchWithModifiers('turnLeft', 'q') inputState.watchWithModifiers('turnRight', 'e') self.ostData = OnscreenText(text='ready', pos=(-1.3, 0.9), scale=0.07, fg=Vec4(1, 1, 1, 1), align=TextNode.ALeft) self.fuelMass = self.fuelMass_full * self.fuelMass_init self.vulcain.load_existing_model(path="LandingRockets/",model_name="140k_samples_1024neurons_3layers_l2-0.000001") # Physics self.setup() # _____HANDLER_____ def doExit(self): self.cleanup() sys.exit(1) def doReset(self): self.cleanup() self.setup() def toggleWireframe(self): ...#self.toggleWireframe() def toggleTexture(self): ...#self.toggleTexture() def toggleDebug(self): if self.debugNP.isHidden(): self.debugNP.show() else: self.debugNP.hide() def doScreenshot(self): self.screenshot('Bullet') # ____TASK___ def processInput(self): throttleChange = 0.0 if inputState.isSet('forward'): self.gimbalY = 10 if inputState.isSet('reverse'): self.gimbalY = -10 if inputState.isSet('left'): self.gimbalX = 10 if inputState.isSet('right'): self.gimbalX = -10 if inputState.isSet('turnLeft'): throttleChange = -1.0 if inputState.isSet('turnRight'): throttleChange = 1.0 self.throttle += throttleChange / 100.0 self.throttle = min(max(self.throttle, 0), 1) def processContacts(self): result = self.world.contactTestPair(self.rocketNP.node(), self.groundNP.node()) #print(result.getNumContacts()) if result.getNumContacts() != 0: self.LANDED = True #self.DONE = True def update(self,task): #self.control(0.1,0.1,0.1) #self.processInput() #self.processContacts() # self.terrain.update() return task.cont def cleanup(self): self.world.removeRigidBody(self.groundNP.node()) self.world.removeRigidBody(self.rocketNP.node()) self.world = None self.debugNP = None self.groundNP = None self.rocketNP = None self.worldNP.removeNode() self.LANDED = False self.EMPTY = False self.DONE = False self.steps = 0 self.fuelMass = self.fuelMass_full*self.fuelMass_init def setup(self): self.targetAlt = r.randrange(100,300) self.Valves = np.array([0.15,0.2,0.15]) self.EngObs = self.vulcain.predict_data_point(np.array(self.Valves).reshape(1,-1)) if self.VISUALIZE is True: self.worldNP = self.render.attachNewNode('World') else: self.root = NodePath(PandaNode("world root")) self.worldNP = self.root.attachNewNode('World') self.world = BulletWorld() self.world.setGravity(Vec3(0, 0, -9.80665)) # World self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug')) self.debugNP.node().showWireframe(True) self.debugNP.node().showConstraints(True) self.debugNP.node().showBoundingBoxes(False) self.debugNP.node().showNormals(True) self.debugNP.show() self.world.setDebugNode(self.debugNP.node()) # self.debugNP.showTightBounds() # self.debugNP.showBounds() # Ground (static) shape = BulletPlaneShape(Vec3(0, 0, 1), 1) self.groundNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground')) self.groundNP.node().addShape(shape) self.groundNP.setPos(0, 0, 0) self.groundNP.setCollideMask(BitMask32.allOn()) self.world.attachRigidBody(self.groundNP.node()) # Rocket shape = BulletCylinderShape(self.radius, self.length, ZUp) self.rocketNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Cylinder')) self.rocketNP.node().setMass(27200 * self.scale) self.rocketNP.node().addShape(shape) #self.rocketNP.setPos(20,20,250) self.rocketNP.setPos(20, 20, r.randrange(100, 300)+200) #self.rocketNP.setPos(r.randrange(-self.lateralError, self.lateralError, 1), r.randrange(-self.lateralError, self.lateralError, 1), self.height) # self.rocketNP.setPos(0, 0, self.length*10) self.rocketNP.setCollideMask(BitMask32.allOn()) # self.rocketNP.node().setCollisionResponse(0) self.rocketNP.node().notifyCollisions(True) self.world.attachRigidBody(self.rocketNP.node()) for i in range(4): leg = BulletCylinderShape(0.1 * self.radius, 0.5 * self.length, XUp) self.rocketNP.node().addShape(leg, TransformState.makePosHpr( Vec3(6 * self.radius * math.cos(i * math.pi / 2), 6 * self.radius * math.sin(i * math.pi / 2), -0.6 * self.length), Vec3(i * 90, 0, 30))) shape = BulletConeShape(0.75 * self.radius, 0.5 * self.radius, ZUp) self.rocketNP.node().addShape(shape, TransformState.makePosHpr(Vec3(0, 0, -1 / 2 * self.length), Vec3(0, 0, 0))) # Fuel self.fuelRadius = 0.9 * self.radius shape = BulletCylinderShape(self.fuelRadius, 0.01 * self.length, ZUp) self.fuelNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Cone')) self.fuelNP.node().setMass(self.fuelMass_full * self.fuelMass_init) self.fuelNP.node().addShape(shape) self.fuelNP.setPos(0, 0, self.rocketNP.getPos().getZ() - self.length * 0.5 * (1 - self.fuelMass_init)) self.fuelNP.setCollideMask(BitMask32.allOn()) self.fuelNP.node().setCollisionResponse(0) self.world.attachRigidBody(self.fuelNP.node()) frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 90)) frameB = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 90)) self.fuelSlider = BulletSliderConstraint(self.rocketNP.node(), self.fuelNP.node(), frameA, frameB, 1) self.fuelSlider.setTargetLinearMotorVelocity(0) self.fuelSlider.setDebugDrawSize(2.0) self.fuelSlider.set_lower_linear_limit(0) self.fuelSlider.set_upper_linear_limit(0) self.world.attachConstraint(self.fuelSlider) self.npThrustForce = LineNodePath(self.rocketNP, 'Thrust', thickness=4, colorVec=Vec4(1, 0.5, 0, 1)) self.npDragForce = LineNodePath(self.rocketNP, 'Drag', thickness=4, colorVec=Vec4(1, 0, 0, 1)) self.npLiftForce = LineNodePath(self.rocketNP, 'Lift', thickness=4, colorVec=Vec4(0, 0, 1, 1)) self.npFuelState = LineNodePath(self.fuelNP, 'Fuel', thickness=20, colorVec=Vec4(0, 1, 0, 1)) self.rocketCSLon = self.radius ** 2 * math.pi self.rocketCSLat = self.length * 2 * self.radius if self.VISUALIZE is True: self.terrain = loader.loadModel("LZGrid2.egg") self.terrain.setScale(10) self.terrain.reparentTo(self.render) self.terrain.setColor(Vec4(0.1, 0.2, 0.1, 1)) self.toggleTexture() #self.fuelNP.setPos(0, 0, self.rocketNP.getPos().getZ() - self.length * 0.4 * (1 - self.fuelMass_init)) for i in range(5): self.world.doPhysics(self.dt, 5, 1.0 / 180.0) self.fuelSlider.set_lower_linear_limit(-self.length * 0.5 * (1 - self.fuelMass_init)) self.fuelSlider.set_upper_linear_limit(self.length * 0.5 * (1 - self.fuelMass_init)) for i in range(100): self.world.doPhysics(self.dt, 5, 1.0 / 180.0) self.rocketNP.node().applyForce(Vec3(0,0,300000), Vec3(0, 0, 0)) def updateRocket(self, mdot, dt): # Fuel Update self.fuelMass = self.fuelNP.node().getMass() - dt * mdot if self.fuelMass <= 0: self.EMPTY is True fuel_percent = self.fuelMass / self.fuelMass_full self.fuelNP.node().setMass(self.fuelMass) fuelHeight = self.length * fuel_percent I1 = 1 / 2 * self.fuelMass * self.fuelRadius ** 2 I2 = 1 / 4 * self.fuelMass * self.fuelRadius ** 2 + 1 / 12 * self.fuelMass * fuelHeight * fuelHeight self.fuelNP.node().setInertia(Vec3(I2, I2, I1)) # Shift fuel along slider constraint fuelTargetPos = 0.5 * (self.length - fuelHeight) fuelPos = self.fuelSlider.getLinearPos() self.fuelSlider.set_upper_linear_limit(fuelTargetPos) self.fuelSlider.set_lower_linear_limit(-fuelTargetPos) self.npFuelState.reset() self.npFuelState.drawArrow2d(Vec3(0, 0, -0.5 * fuelHeight), Vec3(0, 0, 0.5 * fuelHeight), 45, 2) self.npFuelState.create() def observe(self): pos = self.rocketNP.getPos() vel = self.rocketNP.node().getLinearVelocity() quat = self.rocketNP.getTransform().getQuat() Roll, Pitch, Yaw = quat.getHpr() rotVel = self.rocketNP.node().getAngularVelocity() offset = self.targetAlt-pos.getZ() return pos, vel, Roll, Pitch, Yaw, rotVel, self.fuelMass / self.fuelMass_full, self.EMPTY, self.DONE, self.LANDED, offset, self.EngObs[0], self.Valves def control(self,ValveCommands): self.gimbalX = 0 self.gimbalY = 0 self.Valves = ValveCommands-(ValveCommands-self.Valves)*np.exp(-self.dt/self.tau) self.EngObs = self.vulcain.predict_data_point(np.array(self.Valves).reshape(1,-1 )) #Brennkammerdruck, Gaskammertemp, H2Massenstrom, LOX MAssentrom, Schub #Bar,K,Kg/s,Kg/s,kN #self.dt = globalClock.getDt() pos = self.rocketNP.getPos() vel = self.rocketNP.node().getLinearVelocity() quat = self.rocketNP.getTransform().getQuat() Roll, Pitch, Yaw = quat.getHpr() rotVel = self.rocketNP.node().getAngularVelocity() # CHECK STATE if self.fuelMass <= 0: self.EMPTY = True #if pos.getZ() <= 36: # self.LANDED = True self.LANDED = False self.processContacts() P, T, rho = air_dens(pos[2]) rocketZWorld = quat.xform(Vec3(0, 0, 1)) AoA = math.acos(min(max(dot(norm(vel), norm(-rocketZWorld)), -1), 1)) dynPress = 0.5 * dot(vel, vel) * rho dragArea = self.rocketCSLon + (self.rocketCSLat - self.rocketCSLon) * math.sin(AoA) drag = norm(-vel) * dynPress * self.Cd * dragArea time = globalClock.getFrameTime() liftVec = norm(vel.project(rocketZWorld) - vel) if AoA > 0.5 * math.pi: liftVec = -liftVec lift = liftVec * (math.sin(AoA * 2) * self.rocketCSLat * dynPress) if self.CONTROL: self.throttle = self.heightPID.control(pos.getZ(), vel.getZ(), 33) pitchTgt = self.XPID.control(pos.getX(), vel.getX(), 0) self.gimbalX = -self.pitchPID.control(Yaw, rotVel.getY(), pitchTgt) rollTgt = self.YPID.control(pos.getY(), vel.getY(), 0) self.gimbalY = -self.rollPID.control(Pitch, rotVel.getX(), -rollTgt) self.thrust = self.EngObs[0][4]*1000 #print(self.EngObs) quat = self.rocketNP.getTransform().getQuat() quatGimbal = TransformState.makeHpr(Vec3(0, self.gimbalY, self.gimbalX)).getQuat() thrust = quatGimbal.xform(Vec3(0, 0, self.thrust)) thrustWorld = quat.xform(thrust) #print(thrustWorld) self.npDragForce.reset() self.npDragForce.drawArrow2d(Vec3(0, 0, 0), quat.conjugate().xform(drag) / 1000, 45, 2) self.npDragForce.create() self.npLiftForce.reset() self.npLiftForce.drawArrow2d(Vec3(0, 0, 0), quat.conjugate().xform(lift) / 1000, 45, 2) self.npLiftForce.create() self.npThrustForce.reset() if self.EMPTY is False & self.LANDED is False: self.npThrustForce.drawArrow2d(Vec3(0, 0, -0.5 * self.length), Vec3(0, 0, -0.5 * self.length) - thrust / 30000, 45, 2) self.npThrustForce.create() self.rocketNP.node().applyForce(drag, Vec3(0, 0, 0)) self.rocketNP.node().applyForce(lift, Vec3(0, 0, 0)) #print(self.EMPTY,self.LANDED) if self.EMPTY is False & self.LANDED is False: self.rocketNP.node().applyForce(thrustWorld, quat.xform(Vec3(0, 0, -1 / 2 * self.length))) self.updateRocket(self.EngObs[0][2]+self.EngObs[0][3], self.dt) self.rocketNP.node().setActive(True) self.fuelNP.node().setActive(True) self.processInput() self.world.doPhysics(self.dt) self.steps+=1 if self.steps > 1000: self.DONE = True telemetry = [] telemetry.append('Thrust: {}'.format(int(self.EngObs[0][4]))) telemetry.append('Fuel: {}%'.format(int(self.fuelMass / self.fuelMass_full * 100.0))) telemetry.append('Gimbal: {}'.format(int(self.gimbalX)) + ',{}'.format(int(self.gimbalY))) telemetry.append('AoA: {}'.format(int(AoA / math.pi * 180.0))) telemetry.append('\nPos: {},{}'.format(int(pos.getX()), int(pos.getY()))) telemetry.append('Height: {}'.format(int(pos.getZ()))) telemetry.append('RPY: {},{},{}'.format(int(Roll), int(Pitch), int(Yaw))) telemetry.append('Speed: {}'.format(int(np.linalg.norm(vel)))) telemetry.append('Vel: {},{},{}'.format(int(vel.getX()), int(vel.getY()), int(vel.getZ()))) telemetry.append('Rot: {},{},{}'.format(int(rotVel.getX()), int(rotVel.getY()), int(rotVel.getZ()))) telemetry.append('LANDED: {}'.format(self.LANDED)) telemetry.append('Time: {}'.format(self.steps*self.dt)) telemetry.append('TARGET: {}'.format(self.targetAlt)) #print(pos) if self.VISUALIZE is True: self.ostData.setText('\n'.join(telemetry)) self.cam.setPos(pos[0] - 120 * self.scale, pos[1] - 120 * self.scale, pos[2] + 80 * self.scale) self.cam.lookAt(pos[0], pos[1], pos[2]) self.taskMgr.step() """
def setup(self): self.targetAlt = r.randrange(100,300) self.Valves = np.array([0.15,0.2,0.15]) self.EngObs = self.vulcain.predict_data_point(np.array(self.Valves).reshape(1,-1)) if self.VISUALIZE is True: self.worldNP = self.render.attachNewNode('World') else: self.root = NodePath(PandaNode("world root")) self.worldNP = self.root.attachNewNode('World') self.world = BulletWorld() self.world.setGravity(Vec3(0, 0, -9.80665)) # World self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug')) self.debugNP.node().showWireframe(True) self.debugNP.node().showConstraints(True) self.debugNP.node().showBoundingBoxes(False) self.debugNP.node().showNormals(True) self.debugNP.show() self.world.setDebugNode(self.debugNP.node()) # self.debugNP.showTightBounds() # self.debugNP.showBounds() # Ground (static) shape = BulletPlaneShape(Vec3(0, 0, 1), 1) self.groundNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground')) self.groundNP.node().addShape(shape) self.groundNP.setPos(0, 0, 0) self.groundNP.setCollideMask(BitMask32.allOn()) self.world.attachRigidBody(self.groundNP.node()) # Rocket shape = BulletCylinderShape(self.radius, self.length, ZUp) self.rocketNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Cylinder')) self.rocketNP.node().setMass(27200 * self.scale) self.rocketNP.node().addShape(shape) #self.rocketNP.setPos(20,20,250) self.rocketNP.setPos(20, 20, r.randrange(100, 300)+200) #self.rocketNP.setPos(r.randrange(-self.lateralError, self.lateralError, 1), r.randrange(-self.lateralError, self.lateralError, 1), self.height) # self.rocketNP.setPos(0, 0, self.length*10) self.rocketNP.setCollideMask(BitMask32.allOn()) # self.rocketNP.node().setCollisionResponse(0) self.rocketNP.node().notifyCollisions(True) self.world.attachRigidBody(self.rocketNP.node()) for i in range(4): leg = BulletCylinderShape(0.1 * self.radius, 0.5 * self.length, XUp) self.rocketNP.node().addShape(leg, TransformState.makePosHpr( Vec3(6 * self.radius * math.cos(i * math.pi / 2), 6 * self.radius * math.sin(i * math.pi / 2), -0.6 * self.length), Vec3(i * 90, 0, 30))) shape = BulletConeShape(0.75 * self.radius, 0.5 * self.radius, ZUp) self.rocketNP.node().addShape(shape, TransformState.makePosHpr(Vec3(0, 0, -1 / 2 * self.length), Vec3(0, 0, 0))) # Fuel self.fuelRadius = 0.9 * self.radius shape = BulletCylinderShape(self.fuelRadius, 0.01 * self.length, ZUp) self.fuelNP = self.worldNP.attachNewNode(BulletRigidBodyNode('Cone')) self.fuelNP.node().setMass(self.fuelMass_full * self.fuelMass_init) self.fuelNP.node().addShape(shape) self.fuelNP.setPos(0, 0, self.rocketNP.getPos().getZ() - self.length * 0.5 * (1 - self.fuelMass_init)) self.fuelNP.setCollideMask(BitMask32.allOn()) self.fuelNP.node().setCollisionResponse(0) self.world.attachRigidBody(self.fuelNP.node()) frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 90)) frameB = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 90)) self.fuelSlider = BulletSliderConstraint(self.rocketNP.node(), self.fuelNP.node(), frameA, frameB, 1) self.fuelSlider.setTargetLinearMotorVelocity(0) self.fuelSlider.setDebugDrawSize(2.0) self.fuelSlider.set_lower_linear_limit(0) self.fuelSlider.set_upper_linear_limit(0) self.world.attachConstraint(self.fuelSlider) self.npThrustForce = LineNodePath(self.rocketNP, 'Thrust', thickness=4, colorVec=Vec4(1, 0.5, 0, 1)) self.npDragForce = LineNodePath(self.rocketNP, 'Drag', thickness=4, colorVec=Vec4(1, 0, 0, 1)) self.npLiftForce = LineNodePath(self.rocketNP, 'Lift', thickness=4, colorVec=Vec4(0, 0, 1, 1)) self.npFuelState = LineNodePath(self.fuelNP, 'Fuel', thickness=20, colorVec=Vec4(0, 1, 0, 1)) self.rocketCSLon = self.radius ** 2 * math.pi self.rocketCSLat = self.length * 2 * self.radius if self.VISUALIZE is True: self.terrain = loader.loadModel("LZGrid2.egg") self.terrain.setScale(10) self.terrain.reparentTo(self.render) self.terrain.setColor(Vec4(0.1, 0.2, 0.1, 1)) self.toggleTexture() #self.fuelNP.setPos(0, 0, self.rocketNP.getPos().getZ() - self.length * 0.4 * (1 - self.fuelMass_init)) for i in range(5): self.world.doPhysics(self.dt, 5, 1.0 / 180.0) self.fuelSlider.set_lower_linear_limit(-self.length * 0.5 * (1 - self.fuelMass_init)) self.fuelSlider.set_upper_linear_limit(self.length * 0.5 * (1 - self.fuelMass_init)) for i in range(100): self.world.doPhysics(self.dt, 5, 1.0 / 180.0) self.rocketNP.node().applyForce(Vec3(0,0,300000), Vec3(0, 0, 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()) # Box A shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5)) bodyA = BulletRigidBodyNode('Box A') bodyNP = self.worldNP.attachNewNode(bodyA) bodyNP.node().addShape(shape) bodyNP.setCollideMask(BitMask32.allOn()) bodyNP.setPos(-3, 0, 4) visNP = loader.loadModel('models/box.egg') visNP.clearModelNodes() visNP.reparentTo(bodyNP) self.world.attachRigidBody(bodyA) # Box B shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5)) bodyB = BulletRigidBodyNode('Box B') bodyNP = self.worldNP.attachNewNode(bodyB) bodyNP.node().addShape(shape) bodyNP.node().setMass(1.0) bodyNP.node().setDeactivationEnabled(False) bodyNP.setCollideMask(BitMask32.allOn()) bodyNP.setPos(0, 0, 0) visNP = loader.loadModel('models/box.egg') visNP.clearModelNodes() visNP.reparentTo(bodyNP) self.world.attachRigidBody(bodyB) # Slider frameA = TransformState.makePosHpr(Point3(2, 0, 0), Vec3(0, 0, 45)) frameB = TransformState.makePosHpr(Point3(0, -3, 0), Vec3(0, 0, 0)) slider = BulletSliderConstraint(bodyA, bodyB, frameA, frameB, True) slider.setDebugDrawSize(2.0) slider.setLowerLinearLimit(0) slider.setUpperLinearLimit(6) slider.setLowerAngularLimit(-60) slider.setUpperAngularLimit(60) self.world.attachConstraint(slider)
def setupObstacleThree(self, pos, scale, turn): # Box A shape = BulletBoxShape(Vec3(0.1, 0.1, 0.1)) bodyA = BulletRigidBodyNode('Box A') bodyA.setRestitution(1.0) bodyNP = self.worldNP.attachNewNode(bodyA) bodyNP.node().addShape(shape) bodyNP.setCollideMask(BitMask32.allOn()) bodyNP.setPos(pos) bodyNP.setHpr(turn) visNP = loader.loadModel('media/models/box.egg') visNP.setScale(Vec3(0.1, 0.1, 0.1)*2*scale) visNP.clearModelNodes() visNP.reparentTo(bodyNP) self.world.attachRigidBody(bodyA) #Box B shape = BulletBoxShape(Vec3(0.1,0.1,0.1)) bodyB = BulletRigidBodyNode('Box B') bodyB.setRestitution(1.0) bodyNP = self.worldNP.attachNewNode(bodyB) bodyNP.node().addShape(shape) bodyNP.setCollideMask(BitMask32.allOn()) bodyNP.setPos(pos) bodyNP.setHpr(turn) visNP = loader.loadModel('media/models/box.egg') visNP.setScale(Vec3(0.1,0.1,0.1)*2*scale) visNP.clearModelNodes() visNP.reparentTo(bodyNP) self.world.attachRigidBody(bodyB) # Slider frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0)) frameB = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0)) slider = BulletSliderConstraint(bodyA, bodyB, frameA, frameB, True) slider.setDebugDrawSize(2.0) slider.setLowerLinearLimit(0) slider.setUpperLinearLimit(12) slider.setLowerAngularLimit(-90) slider.setUpperAngularLimit(-85) self.world.attachConstraint(slider) # Box C shape = BulletBoxShape(Vec3(1, 3, 0.1)) bodyC = BulletRigidBodyNode('Box C') bodyC.setRestitution(1.0) bodyNP = self.worldNP.attachNewNode(bodyC) bodyNP.node().addShape(shape) bodyNP.node().setMass(0.1) bodyNP.node().setDeactivationEnabled(False) bodyNP.setCollideMask(BitMask32.allOn()) bodyNP.setPos(Vec3(pos.getX() + 3, pos.getY() - 4, pos.getZ())) bodyNP.setHpr(turn) visNP = loader.loadModel('media/models/box.egg') visNP.setScale(Vec3(1, 3, 0.1)*2*scale) visNP.clearModelNodes() visNP.reparentTo(bodyNP) self.world.attachRigidBody(bodyC) bodyNP.node().setLinearVelocity(-100) # Slider frameA = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0)) frameB = TransformState.makePosHpr(Point3(0, 0, 0), Vec3(0, 0, 0)) slider = BulletSliderConstraint(bodyA, bodyC, frameA, frameB, True) slider.setDebugDrawSize(2.0) slider.setLowerLinearLimit(2) slider.setUpperLinearLimit(6) slider.setLowerAngularLimit(-90) slider.setUpperAngularLimit(-85) self.world.attachConstraint(slider)
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()) # Box A shape = BulletBoxShape(LVector3(0.5, 0.5, 0.5)) bodyA = BulletRigidBodyNode('Box A') bodyNP = self.worldNP.attach_new_node(bodyA) bodyNP.node().add_shape(shape) bodyNP.set_collide_mask(BitMask32.all_on()) bodyNP.set_pos(-3, 0, 4) visNP = loader.load_model('models/box.egg') visNP.clear_model_nodes() visNP.reparent_to(bodyNP) self.world.attach(bodyA) # Box B shape = BulletBoxShape(LVector3(0.5, 0.5, 0.5)) bodyB = BulletRigidBodyNode('Box B') bodyNP = self.worldNP.attach_new_node(bodyB) bodyNP.node().add_shape(shape) bodyNP.node().set_mass(1.0) bodyNP.node().set_deactivation_enabled(False) bodyNP.set_collide_mask(BitMask32.all_on()) bodyNP.set_pos(0, 0, 0) visNP = loader.load_model('models/box.egg') visNP.clear_model_nodes() visNP.reparent_to(bodyNP) self.world.attach(bodyB) # Slider frameA = TransformState.make_pos_hpr(LPoint3(2, 0, 0), LVector3(0, 0, 45)) frameB = TransformState.make_pos_hpr(LPoint3(0, -3, 0), LVector3(0, 0, 0)) slider = BulletSliderConstraint(bodyA, bodyB, frameA, frameB, True) slider.set_debug_draw_size(2.0) slider.set_lower_linear_limit(0) slider.set_upper_linear_limit(6) slider.set_lower_angular_limit(-60) slider.set_upper_angular_limit(60) self.world.attach(slider)