def __init__(self, canRender=0): self.canRender = canRender self.world = OdeWorld() self.space = OdeSimpleSpace() self.contactgroup = OdeJointGroup() self.bodyList = [] self.geomList = [] self.massList = [] self.rayList = [] self.showContacts = 0 self.jointMarkers = [] self.jointMarkerCount = 64 self.meshDataList = [] self.geomDataList = [] self.commonObjectInfoDict = {} self.maxColCount = 0 if self.canRender: self.odePandaRelationList = self.bodyList self.root = render.attachNewNode('physics root node') else: self.root = NodePath('physics root node') self.placerNode = self.root.attachNewNode('Placer') self.subPlacerNode = self.placerNode.attachNewNode('Placer Sub Node') self.commonObjectDict = {} self.commonId = 0 self.worldAttach = self.root.attachNewNode('physics geom attach point') self.timingCycleLength = 10.0 self.timingCycleOffset = 0.0 self.timingSimTime = 0.0 self.FPS = 60.0 self.DTAStep = 1.0 / self.FPS self.DTA = 0 self.useQuickStep = False self.deterministic = True self.numStepsInSimulateTask = 0
def __init__(self, base, mapNo): self.isListening = False # Holds rigid bodies, joints, controls global params self.world = OdeWorld() self.world.setGravity(0, 0, -9.8) st = SurfaceType() st.load(self.world) del st self.contactgroup = OdeJointGroup() self.space = OdeHashSpace() self.space.setAutoCollideWorld(self.world) self.space.setAutoCollideJointGroup(self.contactgroup) self.space.setCollisionEvent(EventType.ODE_COLLISION) base.accept(EventType.ODE_COLLISION, self.onCollision) self.ball = Ball(self.world, self.space, "Johanneksen pallo") self.level = Level(self, mapNo) self.player = Player("Johannes") self.camera = Camera(base, self.ball)
def createWorldAndStuff(): global world global space global contactgroup world = OdeWorld() world.setGravity(0, 0, -9.81) # The surface table is needed for autoCollide world.initSurfaceTable(1) world.setSurfaceEntry(0, 0, 15000, 0.001, 0.9, 0.9, 0.00001, 0.1, 0.002) # Create a space and add a contactgroup to it to add the contact joints space = OdeSimpleSpace() space.setAutoCollideWorld(world) contactgroup = OdeJointGroup() space.setAutoCollideJointGroup(contactgroup)
def __init__(self, game): self.game = game self.world = OdeWorld() self.world.setGravity(0, 0, -9.81 * 3) self.group = OdeJointGroup() self.space = OdeHashSpace() self.space.setAutoCollideWorld(self.world) self.space.setAutoCollideJointGroup(self.group) self.setSurfaceTables() self.objects = [] self.objectsToRemove = [] self.postStepTasks = [] self.engineRunning = True self.dtAccumulator = 0.0 self.physicsFps = 90 self.physicsMinFps = 10 base.taskMgr.doMethodLater(0.1, self.processPhysics, "Physics") base.accept("escape", self.togglePhysics) self.space.setCollisionEvent("odeCollision") base.accept("odeCollision", self.onCollision)
from pandac.PandaModules import BitMask32, CardMaker, Vec4, Quat from pandac.PandaModules import PNMImage, PNMPainter, PNMBrush, Texture from random import randint, random # Setup our physics world world = OdeWorld() world.setGravity(0, 0, -9.81) # The surface table is needed for autoCollide world.initSurfaceTable(1) world.setSurfaceEntry(0, 0, 100, 1.0, 9.1, 0.9, 0.00001, 0.0, 0.002) # Create a space and add a contactgroup to it to add the contact joints space = OdeSimpleSpace() space.setAutoCollideWorld(world) contactgroup = OdeJointGroup() space.setAutoCollideJointGroup(contactgroup) # Load the ball ball = loader.loadModel("cilindroB") ball.flattenLight() # Apply transform ball.setTextureOff() # Add a random amount of balls balls = [] # This 'balls' list contains tuples of nodepaths with their ode geoms for i in range(15): # Setup the geometry ballNP = ball.copyTo(render) ballNP.setPos(randint(-7, 7), randint(-7, 7), 10 + random() * 5.0) ballNP.setColor(random(), random(), random(), 1)