Пример #1
0
    def __init__(self,
                 world,
                 parent,
                 pos,
                 dir,
                 width,
                 height,
                 color,
                 name,
                 textureFilename=None):
        self.node = parent.attachNewNode("")
        self.node.setPos(*pos)
        self.node.lookAt(self.node, *dir)
        self.name = name

        divisions = 1
        for i in range(divisions):
            for j in range(divisions):
                self.makeCard(color, width, height, i, j, divisions)

        if textureFilename == None:
            self.texture = None
        else:
            self.texture = loader.loadTexture(textureFilename)
            self.texture.setWrapU(Texture.WMRepeat)
            self.texture.setWrapV(Texture.WMRepeat)
            self.node.setTexture(self.texture)
            self.node.setTexScale(TextureStage.getDefault(), 0.5, 0.5)

        self.geom = OdePlaneGeom(world.space,
                                 makeVec4FromPointAndNormal(pos, dir))
        world.space.setSurfaceType(self.geom, world.surfaces["plane"])
Пример #2
0
 def setupSimulation(self):
     DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(self)
     self.world.setGravity(0, 0, -32.174)
     self.world.setAutoDisableFlag(1)
     self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet)
     self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity())
     self.world.setAutoDisableSteps(10)
     self.world.setCfm(1e-05 * MetersToFeet)
     self.world.initSurfaceTable(3)
     self.world.setSurfaceEntry(0, 1, 0.2, 0, 0, 0, 0, 0, 0.1)
     self.world.setSurfaceEntry(0, 0, 0.1, 0.9, 0.1, 0, 0, 0, 0)
     self.world.setSurfaceEntry(0, 2, 0.9, 0.9, 0.1, 0, 0, 0, 0)
     self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0))
     self.floor.setCollideBits(self.allTiresMask)
     self.floor.setCategoryBits(self.floorMask)
     self.westWall = OdePlaneGeom(self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0]))
     self.westWall.setCollideBits(self.allTiresMask)
     self.westWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.westWall, self.fenceSurfaceType)
     self.space.setCollideId(self.westWall, self.wallCollideId)
     self.eastWall = OdePlaneGeom(self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0]))
     self.eastWall.setCollideBits(self.allTiresMask)
     self.eastWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType)
     self.space.setCollideId(self.eastWall, self.wallCollideId)
     self.southWall = OdePlaneGeom(self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1]))
     self.southWall.setCollideBits(self.allTiresMask)
     self.southWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.southWall, self.fenceSurfaceType)
     self.space.setCollideId(self.southWall, self.wallCollideId)
     self.northWall = OdePlaneGeom(self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1]))
     self.northWall.setCollideBits(self.allTiresMask)
     self.northWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.northWall, self.fenceSurfaceType)
     self.space.setCollideId(self.northWall, self.wallCollideId)
     self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0))
     self.floorTemp.setCollideBits(self.allTiresMask)
     self.floorTemp.setCategoryBits(self.floorMask)
     self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType)
     self.space.setCollideId(self.floorTemp, self.floorCollideId)
     self.space.setAutoCollideWorld(self.world)
     self.space.setAutoCollideJointGroup(self.contactgroup)
     self.totalPhysicsSteps = 0
Пример #3
0
class DistributedIceWorld(DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedMinigamePhysicsWorld')
    floorCollideId = 1
    floorMask = BitMask32(floorCollideId)
    wallCollideId = 1 << 1
    wallMask = BitMask32(wallCollideId)
    obstacleCollideId = 1 << 2
    obstacleMask = BitMask32(obstacleCollideId)
    tireCollideIds = [1 << 8,
     1 << 9,
     1 << 10,
     1 << 11]
    tire0Mask = BitMask32(tireCollideIds[0])
    tire1Mask = BitMask32(tireCollideIds[1])
    tire2Mask = BitMask32(tireCollideIds[2])
    tire3Mask = BitMask32(tireCollideIds[3])
    allTiresMask = tire0Mask | tire1Mask | tire2Mask | tire3Mask
    tireMasks = (tire0Mask,
     tire1Mask,
     tire2Mask,
     tire3Mask)
    tireDensity = 1
    tireSurfaceType = 0
    iceSurfaceType = 1
    fenceSurfaceType = 2

    def __init__(self, cr):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.__init__(self, cr)

    def delete(self):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.delete(self)
        if hasattr(self, 'floor'):
            self.floor = None
        return

    def setupSimulation(self):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(self)
        self.world.setGravity(0, 0, -32.174)
        self.world.setAutoDisableFlag(1)
        self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet)
        self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity())
        self.world.setAutoDisableSteps(10)
        self.world.setCfm(1e-05 * MetersToFeet)
        self.world.initSurfaceTable(3)
        self.world.setSurfaceEntry(0, 1, 0.2, 0, 0, 0, 0, 0, 0.1)
        self.world.setSurfaceEntry(0, 0, 0.1, 0.9, 0.1, 0, 0, 0, 0)
        self.world.setSurfaceEntry(0, 2, 0.9, 0.9, 0.1, 0, 0, 0, 0)
        self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0))
        self.floor.setCollideBits(self.allTiresMask)
        self.floor.setCategoryBits(self.floorMask)
        self.westWall = OdePlaneGeom(self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0]))
        self.westWall.setCollideBits(self.allTiresMask)
        self.westWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.westWall, self.fenceSurfaceType)
        self.space.setCollideId(self.westWall, self.wallCollideId)
        self.eastWall = OdePlaneGeom(self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0]))
        self.eastWall.setCollideBits(self.allTiresMask)
        self.eastWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType)
        self.space.setCollideId(self.eastWall, self.wallCollideId)
        self.southWall = OdePlaneGeom(self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1]))
        self.southWall.setCollideBits(self.allTiresMask)
        self.southWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.southWall, self.fenceSurfaceType)
        self.space.setCollideId(self.southWall, self.wallCollideId)
        self.northWall = OdePlaneGeom(self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1]))
        self.northWall.setCollideBits(self.allTiresMask)
        self.northWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.northWall, self.fenceSurfaceType)
        self.space.setCollideId(self.northWall, self.wallCollideId)
        self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0))
        self.floorTemp.setCollideBits(self.allTiresMask)
        self.floorTemp.setCategoryBits(self.floorMask)
        self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType)
        self.space.setCollideId(self.floorTemp, self.floorCollideId)
        self.space.setAutoCollideWorld(self.world)
        self.space.setAutoCollideJointGroup(self.contactgroup)
        self.totalPhysicsSteps = 0

    def createTire(self, tireIndex):
        if tireIndex < 0 or tireIndex >= len(self.tireMasks):
            self.notify.error('invalid tireIndex %s' % tireIndex)
        self.notify.debug('create tireindex %s' % tireIndex)
        zOffset = 0
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0], IceGameGlobals.StartingPositions[tireIndex][1], IceGameGlobals.StartingPositions[tireIndex][2])
        body.setAutoDisableDefaults()
        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])
        self.massList.append(mass)
        self.geomList.append(geom)
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)
        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')
        if self.canRender:
            testTire = render.attachNewNode('tire holder %d' % tireIndex)
            smileyModel = NodePath()
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)
            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            tireModel = loader.loadModel('phase_4/models/minigames/ice_game_tire')
            tireHeight = 1
            tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
            tireModel.reparentTo(testTire)
            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return (testTire, body, geom)

    def placeBodies(self):
        for pair in self.odePandaRelationList:
            pandaNodePathGeom = pair[0]
            odeBody = pair[1]
            if pandaNodePathGeom:
                pandaNodePathGeom.setPos(odeBody.getPosition())
                pandaNodePathGeom.setQuat(Quat(odeBody.getQuaternion()[0], odeBody.getQuaternion()[1], odeBody.getQuaternion()[2], odeBody.getQuaternion()[3]))
                pandaNodePathGeom.setP(0)
                pandaNodePathGeom.setR(0)
                newQuat = pandaNodePathGeom.getQuat()
                odeBody.setQuaternion(newQuat)

    def postStep(self):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.postStep(self)
        self.placeBodies()
        self.totalPhysicsSteps += 1

    def createObstacle(self, pos, obstacleIndex, cubicObstacle):
        if cubicObstacle:
            return self.createCubicObstacle(pos, obstacleIndex)
        else:
            return self.createCircularObstacle(pos, obstacleIndex)

    def createCircularObstacle(self, pos, obstacleIndex):
        self.notify.debug('create obstacleindex %s' % obstacleIndex)
        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        geom.setCollideBits(self.allTiresMask)
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)
        tireModel = loader.loadModel('phase_4/models/minigames/ice_game_tirestack')
        tireHeight = 1
        tireModel.setPos(pos)
        tireModel.reparentTo(render)
        geom.setPosition(tireModel.getPos())
        tireModel.setZ(0)
        return tireModel

    def createCubicObstacle(self, pos, obstacleIndex):
        self.notify.debug('create obstacleindex %s' % obstacleIndex)
        sideLength = IceGameGlobals.TireRadius * 2
        geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength)
        geom.setCollideBits(self.allTiresMask)
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)
        tireModel = loader.loadModel('phase_4/models/minigames/ice_game_crate')
        tireModel.setPos(pos)
        tireModel.reparentTo(render)
        geom.setPosition(tireModel.getPos())
        tireModel.setZ(0)
        return tireModel
 def setupSimulation(self):
     DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(
         self)
     self.world.setGravity(0, 0, -32.174)
     self.world.setAutoDisableFlag(1)
     self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet)
     self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity())
     self.world.setAutoDisableSteps(10)
     self.world.setCfm(1e-05 * MetersToFeet)
     self.world.initSurfaceTable(3)
     self.world.setSurfaceEntry(0, 1, 0.2, 0, 0, 0, 0, 0, 0.1)
     self.world.setSurfaceEntry(0, 0, 0.1, 0.9, 0.1, 0, 0, 0, 0)
     self.world.setSurfaceEntry(0, 2, 0.9, 0.9, 0.1, 0, 0, 0, 0)
     self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0))
     self.floor.setCollideBits(self.allTiresMask)
     self.floor.setCategoryBits(self.floorMask)
     self.westWall = OdePlaneGeom(
         self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0]))
     self.westWall.setCollideBits(self.allTiresMask)
     self.westWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.westWall, self.fenceSurfaceType)
     self.space.setCollideId(self.westWall, self.wallCollideId)
     self.eastWall = OdePlaneGeom(
         self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0]))
     self.eastWall.setCollideBits(self.allTiresMask)
     self.eastWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType)
     self.space.setCollideId(self.eastWall, self.wallCollideId)
     self.southWall = OdePlaneGeom(
         self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1]))
     self.southWall.setCollideBits(self.allTiresMask)
     self.southWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.southWall, self.fenceSurfaceType)
     self.space.setCollideId(self.southWall, self.wallCollideId)
     self.northWall = OdePlaneGeom(
         self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1]))
     self.northWall.setCollideBits(self.allTiresMask)
     self.northWall.setCategoryBits(self.wallMask)
     self.space.setSurfaceType(self.northWall, self.fenceSurfaceType)
     self.space.setCollideId(self.northWall, self.wallCollideId)
     self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0))
     self.floorTemp.setCollideBits(self.allTiresMask)
     self.floorTemp.setCategoryBits(self.floorMask)
     self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType)
     self.space.setCollideId(self.floorTemp, self.floorCollideId)
     self.space.setAutoCollideWorld(self.world)
     self.space.setAutoCollideJointGroup(self.contactgroup)
     self.totalPhysicsSteps = 0
class DistributedIceWorld(
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld):
    notify = DirectNotifyGlobal.directNotify.newCategory(
        'DistributedMinigamePhysicsWorld')
    floorCollideId = 1
    floorMask = BitMask32(floorCollideId)
    wallCollideId = 1 << 1
    wallMask = BitMask32(wallCollideId)
    obstacleCollideId = 1 << 2
    obstacleMask = BitMask32(obstacleCollideId)
    tireCollideIds = [1 << 8, 1 << 9, 1 << 10, 1 << 11]
    tire0Mask = BitMask32(tireCollideIds[0])
    tire1Mask = BitMask32(tireCollideIds[1])
    tire2Mask = BitMask32(tireCollideIds[2])
    tire3Mask = BitMask32(tireCollideIds[3])
    allTiresMask = tire0Mask | tire1Mask | tire2Mask | tire3Mask
    tireMasks = (tire0Mask, tire1Mask, tire2Mask, tire3Mask)
    tireDensity = 1
    tireSurfaceType = 0
    iceSurfaceType = 1
    fenceSurfaceType = 2

    def __init__(self, cr):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.__init__(
            self, cr)

    def delete(self):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.delete(
            self)
        if hasattr(self, 'floor'):
            self.floor = None
        return

    def setupSimulation(self):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(
            self)
        self.world.setGravity(0, 0, -32.174)
        self.world.setAutoDisableFlag(1)
        self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet)
        self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity())
        self.world.setAutoDisableSteps(10)
        self.world.setCfm(1e-05 * MetersToFeet)
        self.world.initSurfaceTable(3)
        self.world.setSurfaceEntry(0, 1, 0.2, 0, 0, 0, 0, 0, 0.1)
        self.world.setSurfaceEntry(0, 0, 0.1, 0.9, 0.1, 0, 0, 0, 0)
        self.world.setSurfaceEntry(0, 2, 0.9, 0.9, 0.1, 0, 0, 0, 0)
        self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0))
        self.floor.setCollideBits(self.allTiresMask)
        self.floor.setCategoryBits(self.floorMask)
        self.westWall = OdePlaneGeom(
            self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0]))
        self.westWall.setCollideBits(self.allTiresMask)
        self.westWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.westWall, self.fenceSurfaceType)
        self.space.setCollideId(self.westWall, self.wallCollideId)
        self.eastWall = OdePlaneGeom(
            self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0]))
        self.eastWall.setCollideBits(self.allTiresMask)
        self.eastWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType)
        self.space.setCollideId(self.eastWall, self.wallCollideId)
        self.southWall = OdePlaneGeom(
            self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1]))
        self.southWall.setCollideBits(self.allTiresMask)
        self.southWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.southWall, self.fenceSurfaceType)
        self.space.setCollideId(self.southWall, self.wallCollideId)
        self.northWall = OdePlaneGeom(
            self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1]))
        self.northWall.setCollideBits(self.allTiresMask)
        self.northWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.northWall, self.fenceSurfaceType)
        self.space.setCollideId(self.northWall, self.wallCollideId)
        self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0))
        self.floorTemp.setCollideBits(self.allTiresMask)
        self.floorTemp.setCategoryBits(self.floorMask)
        self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType)
        self.space.setCollideId(self.floorTemp, self.floorCollideId)
        self.space.setAutoCollideWorld(self.world)
        self.space.setAutoCollideJointGroup(self.contactgroup)
        self.totalPhysicsSteps = 0

    def createTire(self, tireIndex):
        if tireIndex < 0 or tireIndex >= len(self.tireMasks):
            self.notify.error('invalid tireIndex %s' % tireIndex)
        self.notify.debug('create tireindex %s' % tireIndex)
        zOffset = 0
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0],
                         IceGameGlobals.StartingPositions[tireIndex][1],
                         IceGameGlobals.StartingPositions[tireIndex][2])
        body.setAutoDisableDefaults()
        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])
        self.massList.append(mass)
        self.geomList.append(geom)
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask
                            | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)
        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')
        if self.canRender:
            testTire = render.attachNewNode('tire holder %d' % tireIndex)
            smileyModel = NodePath()
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)
            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            tireModel = loader.loadModel(
                'phase_4/models/minigames/ice_game_tire')
            tireHeight = 1
            tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
            tireModel.reparentTo(testTire)
            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return testTire, body, geom

    def placeBodies(self):
        for pair in self.odePandaRelationList:
            pandaNodePathGeom = pair[0]
            odeBody = pair[1]
            if pandaNodePathGeom:
                pandaNodePathGeom.setPos(odeBody.getPosition())
                pandaNodePathGeom.setQuat(
                    Quat(odeBody.getQuaternion()[0],
                         odeBody.getQuaternion()[1],
                         odeBody.getQuaternion()[2],
                         odeBody.getQuaternion()[3]))
                pandaNodePathGeom.setP(0)
                pandaNodePathGeom.setR(0)
                newQuat = pandaNodePathGeom.getQuat()
                odeBody.setQuaternion(newQuat)

    def postStep(self):
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.postStep(
            self)
        self.placeBodies()
        self.totalPhysicsSteps += 1

    def createObstacle(self, pos, obstacleIndex, cubicObstacle):
        if cubicObstacle:
            return self.createCubicObstacle(pos, obstacleIndex)
        else:
            return self.createCircularObstacle(pos, obstacleIndex)

    def createCircularObstacle(self, pos, obstacleIndex):
        self.notify.debug('create obstacleindex %s' % obstacleIndex)
        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        geom.setCollideBits(self.allTiresMask)
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)
        tireModel = loader.loadModel(
            'phase_4/models/minigames/ice_game_tirestack')
        tireHeight = 1
        tireModel.setPos(pos)
        tireModel.reparentTo(render)
        geom.setPosition(tireModel.getPos())
        tireModel.setZ(0)
        return tireModel

    def createCubicObstacle(self, pos, obstacleIndex):
        self.notify.debug('create obstacleindex %s' % obstacleIndex)
        sideLength = IceGameGlobals.TireRadius * 2
        geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength)
        geom.setCollideBits(self.allTiresMask)
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)
        tireModel = loader.loadModel('phase_4/models/minigames/ice_game_crate')
        tireModel.setPos(pos)
        tireModel.reparentTo(render)
        geom.setPosition(tireModel.getPos())
        tireModel.setZ(0)
        return tireModel
Пример #6
0
    def setupSimulation(self):
        """Setup the ice game specific parameters."""
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(
            self)
        # toontown uses feet, 1 meter = 3.2808399 feet
        # for this game lets express mass in kilograms
        # so gravity at 9.8 meters per seconds squared becomes
        self.world.setGravity(0, 0, -32.174)

        # ODE's default is meter, kilograms, seconds, let's change the defaults
        # do we need to change global ERP value,
        # that controls how much error correction is performed in each time step
        # default is 0.2
        self.world.setAutoDisableFlag(1)  # lets try auto disable
        self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet)
        # skipping AutoDisableAngularThreshold as that is radians per second
        # self.world.setAutoDisableAngularThreshold(0.01)
        # don't consider rotation for auto disable
        self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity())
        self.world.setAutoDisableSteps(10)

        # Set and the global CFM (constraint force mixing) value.
        # Typical values are in the range 10-9 -- 1.
        # The default is 10-5 if single precision is being used
        self.world.setCfm(1E-5 * MetersToFeet)

        # Our surfaces
        # 0 = tire
        # 1 = ice
        # 2 = fence
        self.world.initSurfaceTable(3)  # 3 types of surfaces

        # PN_uint8 pos1, PN_uint8 pos2,  - surface0, surface1
        #            dReal mu, - 0 frictionless, 1 infinite friction
        #            dReal bounce, # Restitution parameter 0 not bouncy, 1 max bouncy
        #            dReal bounce_vel, #The minimum incoming velocity necessary for bounce.
        #                              Incoming velocities below this will
        #                              effectively have a bounce parameter of 0.
        #            dReal soft_erp, # Contact normal "softness" parameter.
        #            dReal soft_cfm, # Contact normal "softness" paramete
        #            dReal slip,     # The coefficients of force-dependent-slip (FDS)
        #            dReal dampen)   # dampening constant

        # the most usual collision, tire against ice
        self.world.setSurfaceEntry(
            0,
            1,
            0.2,  # near frictionless
            0,  # not bouncy
            0,  # bounce_vel
            0,  # soft_erp
            0,  # soft_cfm
            0,  # slip
            0.1,  # dampen
        )
        # tire against tire
        self.world.setSurfaceEntry(
            0,
            0,
            0.1,  # friction
            0.9,  # bounciness
            0.1,  # bounce_vel
            0,  # soft_erp
            0,  # soft_cfm
            0,  # slip
            0,  # dampen
        )

        # tire against fence
        self.world.setSurfaceEntry(
            0,
            2,
            0.9,  # friction
            0.9,  # bounciness
            0.1,  # bounce_vel
            0,  # soft_erp
            0,  # soft_cfm
            0,  # slip
            0,  # dampen
        )

        # Create a plane geom which prevent the objects from falling forever
        self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0))
        self.floor.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.floor.setCategoryBits(self.floorMask)

        # normal pointing towards +x axis
        self.westWall = OdePlaneGeom(
            self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0]))
        self.westWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.westWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.westWall, self.fenceSurfaceType)
        self.space.setCollideId(self.westWall, self.wallCollideId)

        # normal pointing towards -x axis
        self.eastWall = OdePlaneGeom(
            self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0]))
        self.eastWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.eastWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType)
        self.space.setCollideId(self.eastWall, self.wallCollideId)

        # normal pointing toward the +y axis
        self.southWall = OdePlaneGeom(
            self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1]))
        self.southWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.southWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.southWall, self.fenceSurfaceType)
        self.space.setCollideId(self.southWall, self.wallCollideId)

        # normal pointing toward the -y axis
        self.northWall = OdePlaneGeom(
            self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1]))
        self.northWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.northWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.northWall, self.fenceSurfaceType)
        self.space.setCollideId(self.northWall, self.wallCollideId)

        # a temporary floor at z=0, until we implement ice with holes
        self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0))
        self.floorTemp.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.floorTemp.setCategoryBits(self.floorMask)
        self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType)
        self.space.setCollideId(self.floorTemp, self.floorCollideId)

        self.space.setAutoCollideWorld(self.world)
        self.space.setAutoCollideJointGroup(self.contactgroup)

        self.totalPhysicsSteps = 0
Пример #7
0
class DistributedIceWorld(
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld):
    """Base class client minigame physics.
    
    Should not have any hardcoded info which is specific to a given game.
    """
    notify = DirectNotifyGlobal.directNotify.newCategory(
        "DistributedMinigamePhysicsWorld")

    # ODE Collision bits
    # 0 - floor
    # 1 - fence
    # 2
    # 3
    # 4
    # 5
    # 6
    # 7
    # 8 - tire 0
    # 9 - tire 1
    # 10 - tire 2
    # 11 - tire 3
    floorCollideId = 1
    floorMask = BitMask32(floorCollideId)
    wallCollideId = 1 << 1
    wallMask = BitMask32(wallCollideId)
    obstacleCollideId = 1 << 2
    obstacleMask = BitMask32(obstacleCollideId)

    tireCollideIds = [1 << 8, 1 << 9, 1 << 10, 1 << 11]
    tire0Mask = BitMask32(tireCollideIds[0])
    tire1Mask = BitMask32(tireCollideIds[1])
    tire2Mask = BitMask32(tireCollideIds[2])
    tire3Mask = BitMask32(tireCollideIds[3])

    allTiresMask = tire0Mask | tire1Mask | tire2Mask | tire3Mask
    tireMasks = (tire0Mask, tire1Mask, tire2Mask, tire3Mask)

    tireDensity = 1  # 1 kg per foot cubed

    tireSurfaceType = 0
    iceSurfaceType = 1
    fenceSurfaceType = 2

    #tireCollideId = 1 << 12

    def __init__(self, cr):
        """Create the Ice world."""
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.__init__(
            self, cr)

    def delete(self):
        """Remove ourself from the world."""
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.delete(
            self)
        if hasattr(self, 'floor'):
            # the floor seems to be destroyed automatically in ODE 0.9
            # at least I see the number of constructors and destructors match up
            # self.floor.destroy() # we get a c++ crash now if we call this
            self.floor = None

    def setupSimulation(self):
        """Setup the ice game specific parameters."""
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.setupSimulation(
            self)
        # toontown uses feet, 1 meter = 3.2808399 feet
        # for this game lets express mass in kilograms
        # so gravity at 9.8 meters per seconds squared becomes
        self.world.setGravity(0, 0, -32.174)

        # ODE's default is meter, kilograms, seconds, let's change the defaults
        # do we need to change global ERP value,
        # that controls how much error correction is performed in each time step
        # default is 0.2
        self.world.setAutoDisableFlag(1)  # lets try auto disable
        self.world.setAutoDisableLinearThreshold(0.5 * MetersToFeet)
        # skipping AutoDisableAngularThreshold as that is radians per second
        # self.world.setAutoDisableAngularThreshold(0.01)
        # don't consider rotation for auto disable
        self.world.setAutoDisableAngularThreshold(OdeUtil.getInfinity())
        self.world.setAutoDisableSteps(10)

        # Set and the global CFM (constraint force mixing) value.
        # Typical values are in the range 10-9 -- 1.
        # The default is 10-5 if single precision is being used
        self.world.setCfm(1E-5 * MetersToFeet)

        # Our surfaces
        # 0 = tire
        # 1 = ice
        # 2 = fence
        self.world.initSurfaceTable(3)  # 3 types of surfaces

        # PN_uint8 pos1, PN_uint8 pos2,  - surface0, surface1
        #            dReal mu, - 0 frictionless, 1 infinite friction
        #            dReal bounce, # Restitution parameter 0 not bouncy, 1 max bouncy
        #            dReal bounce_vel, #The minimum incoming velocity necessary for bounce.
        #                              Incoming velocities below this will
        #                              effectively have a bounce parameter of 0.
        #            dReal soft_erp, # Contact normal "softness" parameter.
        #            dReal soft_cfm, # Contact normal "softness" paramete
        #            dReal slip,     # The coefficients of force-dependent-slip (FDS)
        #            dReal dampen)   # dampening constant

        # the most usual collision, tire against ice
        self.world.setSurfaceEntry(
            0,
            1,
            0.2,  # near frictionless
            0,  # not bouncy
            0,  # bounce_vel
            0,  # soft_erp
            0,  # soft_cfm
            0,  # slip
            0.1,  # dampen
        )
        # tire against tire
        self.world.setSurfaceEntry(
            0,
            0,
            0.1,  # friction
            0.9,  # bounciness
            0.1,  # bounce_vel
            0,  # soft_erp
            0,  # soft_cfm
            0,  # slip
            0,  # dampen
        )

        # tire against fence
        self.world.setSurfaceEntry(
            0,
            2,
            0.9,  # friction
            0.9,  # bounciness
            0.1,  # bounce_vel
            0,  # soft_erp
            0,  # soft_cfm
            0,  # slip
            0,  # dampen
        )

        # Create a plane geom which prevent the objects from falling forever
        self.floor = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, -20.0))
        self.floor.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.floor.setCategoryBits(self.floorMask)

        # normal pointing towards +x axis
        self.westWall = OdePlaneGeom(
            self.space, Vec4(1.0, 0.0, 0.0, IceGameGlobals.MinWall[0]))
        self.westWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.westWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.westWall, self.fenceSurfaceType)
        self.space.setCollideId(self.westWall, self.wallCollideId)

        # normal pointing towards -x axis
        self.eastWall = OdePlaneGeom(
            self.space, Vec4(-1.0, 0.0, 0.0, -IceGameGlobals.MaxWall[0]))
        self.eastWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.eastWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.eastWall, self.fenceSurfaceType)
        self.space.setCollideId(self.eastWall, self.wallCollideId)

        # normal pointing toward the +y axis
        self.southWall = OdePlaneGeom(
            self.space, Vec4(0.0, 1.0, 0.0, IceGameGlobals.MinWall[1]))
        self.southWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.southWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.southWall, self.fenceSurfaceType)
        self.space.setCollideId(self.southWall, self.wallCollideId)

        # normal pointing toward the -y axis
        self.northWall = OdePlaneGeom(
            self.space, Vec4(0.0, -1.0, 0.0, -IceGameGlobals.MaxWall[1]))
        self.northWall.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.northWall.setCategoryBits(self.wallMask)
        self.space.setSurfaceType(self.northWall, self.fenceSurfaceType)
        self.space.setCollideId(self.northWall, self.wallCollideId)

        # a temporary floor at z=0, until we implement ice with holes
        self.floorTemp = OdePlaneGeom(self.space, Vec4(0.0, 0.0, 1.0, 0.0))
        self.floorTemp.setCollideBits(
            self.allTiresMask)  # we only collide against tires
        self.floorTemp.setCategoryBits(self.floorMask)
        self.space.setSurfaceType(self.floorTemp, self.iceSurfaceType)
        self.space.setCollideId(self.floorTemp, self.floorCollideId)

        self.space.setAutoCollideWorld(self.world)
        self.space.setAutoCollideJointGroup(self.contactgroup)

        self.totalPhysicsSteps = 0

    def createTire(self, tireIndex):
        """Create one physics tire. Returns a (nodePath, OdeBody, OdeGeom) tuple"""
        if (tireIndex < 0) or (tireIndex >= len(self.tireMasks)):
            self.notify.error('invalid tireIndex %s' % tireIndex)
        self.notify.debug("create tireindex %s" % (tireIndex))
        zOffset = 0
        # for now the tires are spheres
        body = OdeBody(self.world)
        mass = OdeMass()
        mass.setSphere(self.tireDensity, IceGameGlobals.TireRadius)
        body.setMass(mass)
        body.setPosition(IceGameGlobals.StartingPositions[tireIndex][0],
                         IceGameGlobals.StartingPositions[tireIndex][1],
                         IceGameGlobals.StartingPositions[tireIndex][2])
        #body.setAutoDisableFlag(1)
        #body.setAutoDisableLinearThreshold(1.01 * MetersToFeet)
        # skipping AutoDisableAngularThreshold as that is radians per second
        #body.setAutoDisableAngularThreshold(0.1)
        body.setAutoDisableDefaults()

        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        self.space.setSurfaceType(geom, self.tireSurfaceType)
        self.space.setCollideId(geom, self.tireCollideIds[tireIndex])

        self.massList.append(mass)
        self.geomList.append(geom)

        # a tire collides against other tires, the wall and the floor
        geom.setCollideBits(self.allTiresMask | self.wallMask | self.floorMask
                            | self.obstacleMask)
        geom.setCategoryBits(self.tireMasks[tireIndex])
        geom.setBody(body)

        if self.notify.getDebug():
            self.notify.debug('tire geom id')
            geom.write()
            self.notify.debug(' -')

        if self.canRender:
            testTire = render.attachNewNode("tire holder %d" % tireIndex)
            smileyModel = NodePath(
            )  # loader.loadModel('models/misc/smiley') # smiley!
            if not smileyModel.isEmpty():
                smileyModel.setScale(IceGameGlobals.TireRadius)
                smileyModel.reparentTo(testTire)
                smileyModel.setAlphaScale(0.5)
                smileyModel.setTransparency(1)
            testTire.setPos(IceGameGlobals.StartingPositions[tireIndex])
            #debugAxis = loader.loadModel('models/misc/xyzAxis')
            if 0:  #not debugAxis.isEmpty():
                debugAxis.reparentTo(testTire)
                debugAxis.setScale(IceGameGlobals.TireRadius / 10.0)
                debugAxis2 = loader.loadModel('models/misc/xyzAxis')
                debugAxis2.reparentTo(testTire)
                debugAxis2.setScale(-IceGameGlobals.TireRadius / 10.0)
            # lets create a black tire
            #tireModel = loader.loadModel('phase_3/models/misc/sphere')
            tireModel = loader.loadModel(
                "phase_4/models/minigames/ice_game_tire")
            # assuming it has a radius of 1
            tireHeight = 1
            #tireModel.setScale(IceGameGlobals.TireRadius, IceGameGlobals.TireRadius, 1)
            #tireModel.setZ( 0 - IceGameGlobals.TireRadius + (tireHeight /2.0))
            #tireModel.setColor(0,0,0)
            tireModel.setZ(-IceGameGlobals.TireRadius + 0.01)
            tireModel.reparentTo(testTire)
            #tireModel.setAlphaScale(0.5)
            #tireModel.setTransparency(1)

            self.odePandaRelationList.append((testTire, body))
        else:
            testTire = None
            self.bodyList.append((None, body))
        return testTire, body, geom

    def placeBodies(self):
        """Make the nodePaths match up to the physics bodies."""
        # lets see if a sphere can simulate a tire by just taking out P and R
        for pair in self.odePandaRelationList:
            pandaNodePathGeom = pair[0]
            odeBody = pair[1]
            if pandaNodePathGeom:
                pandaNodePathGeom.setPos(odeBody.getPosition())
                # rotation = (odeBody.getRotation() * (180.0/math.pi))
                pandaNodePathGeom.setQuat(
                    Quat(odeBody.getQuaternion()[0],
                         odeBody.getQuaternion()[1],
                         odeBody.getQuaternion()[2],
                         odeBody.getQuaternion()[3]))
                pandaNodePathGeom.setP(0)
                pandaNodePathGeom.setR(0)
                newQuat = pandaNodePathGeom.getQuat()
                odeBody.setQuaternion(newQuat)

    def postStep(self):
        """Called after one physics step."""
        # since we change the bodie's rotation, make sure that it's called
        # every step so that it is deterministic and syncs correctly
        DistributedMinigamePhysicsWorld.DistributedMinigamePhysicsWorld.postStep(
            self)
        self.placeBodies()
        self.totalPhysicsSteps += 1

    def createObstacle(self, pos, obstacleIndex, cubicObstacle):
        """Create one physics obstacle. Returns a nodePath """
        if cubicObstacle:
            return self.createCubicObstacle(pos, obstacleIndex)
        else:
            return self.createCircularObstacle(pos, obstacleIndex)

    def createCircularObstacle(self, pos, obstacleIndex):
        """Create one physics obstacle. Returns a nodePath"""
        self.notify.debug("create obstacleindex %s" % (obstacleIndex))

        geom = OdeSphereGeom(self.space, IceGameGlobals.TireRadius)
        geom.setCollideBits(self.allTiresMask)  # we only collide against tires
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)

        #tireModel = loader.loadModel('phase_3/models/misc/sphere')
        tireModel = loader.loadModel(
            "phase_4/models/minigames/ice_game_tirestack")

        # assuming it has a radius of 1
        tireHeight = 1
        #tireModel.setScale(IceGameGlobals.TireRadius, IceGameGlobals.TireRadius,  IceGameGlobals.TireRadius)
        #tireModel.setZ( 0 - IceGameGlobals.TireRadius + (tireHeight /2.0))
        #tireModel.setZ(IceGameGlobals.TireRadius)
        tireModel.setPos(pos)
        #tireModel.setColor(0.5,0.5,0.5)
        tireModel.reparentTo(render)
        geom.setPosition(tireModel.getPos())

        # the real assets are set at Z zero
        tireModel.setZ(0)
        return tireModel

    def createCubicObstacle(self, pos, obstacleIndex):
        """Create one physics obstacle. Returns a nodePath"""
        self.notify.debug("create obstacleindex %s" % (obstacleIndex))
        sideLength = IceGameGlobals.TireRadius * 2
        geom = OdeBoxGeom(self.space, sideLength, sideLength, sideLength)
        geom.setCollideBits(self.allTiresMask)  # we only collide against tires
        geom.setCategoryBits(self.obstacleMask)
        self.space.setCollideId(geom, self.obstacleCollideId)

        #tireModel = render.attachNewNode('cubicObstacle-%d'% obstacleIndex)
        #BuildGeometry.addBoxGeom(tireModel, sideLength, sideLength, sideLength)
        #tireModel.setPos(pos)
        #tireModel.setColor(0.5,0.5,0.5)

        tireModel = loader.loadModel("phase_4/models/minigames/ice_game_crate")
        tireModel.setPos(pos)
        tireModel.reparentTo(render)

        geom.setPosition(tireModel.getPos())

        # the real assets are set at Z zero
        tireModel.setZ(0)
        return tireModel
Пример #8
0
  # Create a ballGeom
  ballGeom = OdeSphereGeom(space, 1)
  ballGeom.setCollideBits(BitMask32(0x00000001))
  ballGeom.setCategoryBits(BitMask32(0x00000001))
  ballGeom.setBody(ballBody)
  # Create the sound
  ballSound = loader.loadSfx("audio/sfx/GUI_rollover.wav")
  balls.append((ballNP, ballGeom, ballSound))

# Add a plane to collide with
cm = CardMaker("ground")
cm.setFrame(-20, 20, -20, 20)
cm.setUvRange((0, 1), (1, 0))
ground = render.attachNewNode(cm.generate())
ground.setPos(0, 0, 0); ground.lookAt(0, 0, -1)
groundGeom = OdePlaneGeom(space, (0, 0, 1, 0))
groundGeom.setCollideBits(BitMask32(0x00000001))
groundGeom.setCategoryBits(BitMask32(0x00000001))

# Add a texture to the ground
groundImage = PNMImage(512, 512)
groundImage.fill(1, 1, 1)
groundBrush = PNMBrush.makeSpot((0, 0, 0, 1), 8, True)
groundPainter = PNMPainter(groundImage)
groundPainter.setPen(groundBrush)
groundTexture = Texture("ground")
ground.setTexture(groundTexture)
groundImgChanged = False

# Set the camera position
base.disableMouse()