Bonjour, j’essaye dans panda3D de créer un terrain avec une physique. Je voudrais que des cubes tombe sur le terrain. Je crée mon terrain avec ShaderTerrainMesh et j’utilise le moteur physique ODE
Mon probleme c’est que mes cubes tombe bien mais traverse le terrain, il ne rentre pas en collision avec Si quelqu’un avait la solution
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 | from direct.showbase.ShowBase import ShowBase from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data from panda3d.core import SamplerState from panda3d.ode import OdeWorld, OdeSimpleSpace, OdeJointGroup from panda3d.ode import OdeBody, OdeMass, OdeBoxGeom, OdePlaneGeom from panda3d.core import BitMask32, CardMaker, Vec4, Quat from random import randint, random from panda3d.core import Vec3, load_prc_file_data, ShaderTerrainMesh from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data from direct.actor.Actor import Actor from panda3d.core import NodePath, CardMaker, SamplerState class ShaderTerrainDemo(ShowBase): def __init__(self): # Load some configuration variables, its important for this to happen # before the ShowBase is initialized load_prc_file_data("", """ textures-power-2 none gl-coordinate-system default window-title Panda3D ShaderTerrainMesh Demo """) # Initialize the showbase ShowBase.__init__(self) # Increase camera FOV as well as the far plane self.camLens.set_fov(90) self.camLens.set_near_far(0.1, 50000) # Construct the terrain self.terrain_node = ShaderTerrainMesh() # Set a heightfield, the heightfield should be a 16-bit png and # have a quadratic size of a power of two. self.terrain_node.heightfield = self.loader.loadTexture("heightfield.png") # Set the target triangle width. For a value of 10.0 for example, # the terrain will attempt to make every triangle 10 pixels wide on screen. self.terrain_node.target_triangle_width = 10.0 # Generate the terrain self.terrain_node.generate() # Attach the terrain to the main scene and set its scale. With no scale # set, the terrain ranges from (0, 0, 0) to (1, 1, 1) self.terrain = self.render.attach_new_node(self.terrain_node) self.terrain.set_scale(1024, 1024, 100) self.terrain.set_pos(-512, -512, -70.0) # Set a shader on the terrain. The ShaderTerrainMesh only works with # an applied shader. You can use the shaders used here in your own application terrain_shader = Shader.load(Shader.SL_GLSL, "terrain.vert.glsl", "terrain.frag.glsl") self.terrain.set_shader(terrain_shader) self.terrain.set_shader_input("camera", self.camera) # Shortcut to view the wireframe mesh self.accept("f3", self.toggleWireframe) # Set some texture on the terrain grass_tex = self.loader.loadTexture("textures/grass.png") grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear) grass_tex.set_anisotropic_degree(16) self.terrain.set_texture(grass_tex) # Load a skybox - you can safely ignore this code skybox = self.loader.loadModel("models/skybox.bam") skybox.reparent_to(self.render) skybox.set_scale(20000) skybox_texture = self.loader.loadTexture("textures/skybox.jpg") skybox_texture.set_minfilter(SamplerState.FT_linear) skybox_texture.set_magfilter(SamplerState.FT_linear) skybox_texture.set_wrap_u(SamplerState.WM_repeat) skybox_texture.set_wrap_v(SamplerState.WM_mirror) skybox_texture.set_anisotropic_degree(16) skybox.set_texture(skybox_texture) skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl", "skybox.frag.glsl") skybox.set_shader(skybox_shader) # 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, 150, 0.0, 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 box box = loader.loadModel("box") # Make sure its center is at 0, 0, 0 like OdeBoxGeom box.setPos(-.5, -.5, -.5) box.flattenLight() # Apply transform box.setTextureOff() dancer = Actor("dancer.egg.pz") geomnode = dancer.find('**/-GeomNode').node() geomnode.setIntoCollideMask(BitMask32.bit(1)) dancer.setPos(0,0,0) chorusline = NodePath('chorusline') boxes = [] for i in range(5): placeholder = chorusline.attachNewNode("Dancer-Placeholder") placeholder.setPos(i*5,-.5, -.5) dancer.instanceTo(placeholder) boxBody = OdeBody(world) M = OdeMass() M.setBox(50, 1, 1, 1) boxBody.setMass(M) boxBody.setPosition(dancer.getPos(render)) boxBody.setQuaternion(dancer.getQuat(render)) # Create a BoxGeom boxGeom = OdeBoxGeom(space, 1, 1, 1) boxGeom.setCollideBits(BitMask32(0x00000002)) boxGeom.setCategoryBits(BitMask32(0x00000001)) boxGeom.setBody(boxBody) boxes.append((dancer, boxBody)) for i in range(3): placeholder = render.attachNewNode("Line-Placeholder") placeholder.setPos(-.5,i*10,-.5) chorusline.instanceTo(placeholder) # Add a random amount of boxes for i in range(randint(15, 30)): # Setup the geometry boxNP = box.copyTo(render) boxNP.setPos(randint(-10, 10), randint(-10, 10), 10 + random()) boxNP.setColor(random(), random(), random(), 1) boxNP.setHpr(randint(-45, 45), randint(-45, 45), randint(-45, 45)) # Create the body and set the mass boxBody = OdeBody(world) M = OdeMass() M.setBox(50, 1, 1, 1) boxBody.setMass(M) boxBody.setPosition(boxNP.getPos(render)) boxBody.setQuaternion(boxNP.getQuat(render)) # Create a BoxGeom boxGeom = OdeBoxGeom(space, 1, 1, 1) boxGeom.setCollideBits(BitMask32(0x00000002)) boxGeom.setCategoryBits(BitMask32(0x00000001)) boxGeom.setBody(boxBody) boxes.append((boxNP, boxBody)) #self.terrain.setPos(0, 0, 0); self.terrain.lookAt(0, 0, -1) self.terrain.setCollideMask(BitMask32.bit(0)) # Set the camera position base.camera.setPos(40, 40, 20) base.camera.lookAt(0, 0, 0) # The task for our simulation def simulationTask(task): space.autoCollide() # Setup the contact joints # Step the simulation and set the new positions world.quickStep(globalClock.getDt()) for np, body in boxes: np.setPosQuat(render, body.getPosition(), Quat(body.getQuaternion())) contactgroup.empty() # Clear the contact joints return task.cont # Wait a split second, then start the simulation taskMgr.doMethodLater(0.5, simulationTask, "Physics Simulation") ShaderTerrainDemo().run() |
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