Пример #1
0
    def _initAgents(self):

        # Load agents
        for agent in self.scene.scene.findAllMatches('**/agents/agent*'):

            transform = TransformState.makeIdentity()
            if self.agentMode == 'capsule':
                shape = BulletCapsuleShape(
                    self.agentRadius, self.agentHeight - 2 * self.agentRadius)
            elif self.agentMode == 'sphere':
                shape = BulletCapsuleShape(self.agentRadius,
                                           2 * self.agentRadius)

            # XXX: use BulletCharacterControllerNode class, which already handles local transform?
            node = BulletRigidBodyNode('physics')
            node.setMass(self.agentMass)
            node.setStatic(False)
            node.setFriction(self.defaultMaterialFriction)
            node.setRestitution(self.defaultMaterialRestitution)
            node.addShape(shape)
            self.bulletWorld.attach(node)

            # Constrain the agent to have fixed position on the Z-axis
            node.setLinearFactor(Vec3(1.0, 1.0, 0.0))

            # Constrain the agent not to be affected by rotations
            node.setAngularFactor(Vec3(0.0, 0.0, 0.0))

            node.setIntoCollideMask(BitMask32.allOn())
            node.setDeactivationEnabled(True)

            # Enable continuous collision detection (CCD)
            node.setCcdMotionThreshold(1e-7)
            node.setCcdSweptSphereRadius(0.50)

            if node.isStatic():
                agent.setTag('physics-mode', 'static')
            else:
                agent.setTag('physics-mode', 'dynamic')

            # Attach the physic-related node to the scene graph
            physicsNp = NodePath(node)
            physicsNp.setTransform(transform)

            # Reparent all child nodes below the new physic node
            for child in agent.getChildren():
                child.reparentTo(physicsNp)
            physicsNp.reparentTo(agent)

            # NOTE: we need this to update the transform state of the internal bullet node
            physicsNp.node().setTransformDirty()

            # Validation
            assert np.allclose(
                mat4ToNumpyArray(physicsNp.getNetTransform().getMat()),
                mat4ToNumpyArray(agent.getNetTransform().getMat()),
                atol=1e-6)