Hi everybody
I am a user of Bullet with Panda3D.
I’d like to ask how to use “Group Masks” described in
panda3d.org/manual/index.ph … nguage=cxx
According to the instruction in “Group Masks”,
I set setGroupCollisionFlag() in line 150-155 described below
such as
self.world.setGroupCollisionFlag(mask0, mask0, True)
However, the warning message
":bullet(warning): filter algorithm is not ‘groups-mask’ "
appeared at excection.
So, I guess that setGroupCollisionFlag() is not activate, is it right ?
# -*- coding: utf-8 -*-
#from pandac.PandaModules import loadPrcFileData
#loadPrcFileData('', 'load-display tinydisplay')
#
# This code is from
# Panda3d -> manual -> 36. Physics -> 3 Using Bullet with Panda3d
# -> 19. Bullet sample -> 04_Filterling.py
# https://www.panda3d.org/manual/index.php/Bullet_Samples
import sys
import direct.directbase.DirectStart
from direct.showbase.DirectObject import DirectObject
from direct.showbase.InputStateGlobal import inputState
from panda3d.core import AmbientLight
from panda3d.core import DirectionalLight
from panda3d.core import Vec3
from panda3d.core import Vec4
from panda3d.core import Point3
from panda3d.core import TransformState
from panda3d.core import BitMask32
from panda3d.bullet import BulletWorld
from panda3d.bullet import BulletPlaneShape
from panda3d.bullet import BulletBoxShape
from panda3d.bullet import BulletRigidBodyNode
from panda3d.bullet import BulletDebugNode
class Game(DirectObject):
def __init__(self):
base.setBackgroundColor(0.1, 0.1, 0.8, 1)
base.setFrameRateMeter(True)
base.cam.setPos(0, -20, 4)
base.cam.lookAt(0, 0, 0)
# Light
alight = AmbientLight('ambientLight')
alight.setColor(Vec4(0.5, 0.5, 0.5, 1))
alightNP = render.attachNewNode(alight)
dlight = DirectionalLight('directionalLight')
dlight.setDirection(Vec3(1, 1, -1))
dlight.setColor(Vec4(0.7, 0.7, 0.7, 1))
dlightNP = render.attachNewNode(dlight)
render.clearLight()
render.setLight(alightNP)
render.setLight(dlightNP)
# Input
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')
# Task
taskMgr.add(self.update, 'updateWorld')
# Physics
self.setup()
# _____HANDLER_____
def doExit(self):
self.cleanup()
sys.exit(1)
def doReset(self):
self.cleanup()
self.setup()
def toggleWireframe(self):
base.toggleWireframe()
def toggleTexture(self):
base.toggleTexture()
def toggleDebug(self):
if self.debugNP.isHidden():
self.debugNP.show()
else:
self.debugNP.hide()
def doScreenshot(self):
base.screenshot('Bullet')
# ____TASK___
def processInput(self, dt):
force = Vec3(0, 0, 0)
torque = Vec3(0, 0, 0)
if inputState.isSet('forward'): force.setY( 1.0)
if inputState.isSet('reverse'): force.setY(-1.0)
if inputState.isSet('left'): force.setX(-1.0)
if inputState.isSet('right'): force.setX( 1.0)
if inputState.isSet('turnLeft'): torque.setZ( 1.0)
if inputState.isSet('turnRight'): torque.setZ(-1.0)
force *= 30.0
torque *= 10.0
self.boxNP.node().setActive(True)
self.boxNP.node().applyCentralForce(force)
self.boxNP.node().applyTorque(torque)
def update(self, task):
dt = globalClock.getDt()
self.processInput(dt)
self.world.doPhysics(dt)
return task.cont
def cleanup(self):
self.world = None
self.worldNP.removeNode()
def setup(self):
self.worldNP = render.attachNewNode('World')
# World
self.debugNP = self.worldNP.attachNewNode(BulletDebugNode('Debug'))
self.debugNP.show()
self.world = BulletWorld()
self.world.setGravity(Vec3(0, 0, -9.81))
self.world.setDebugNode(self.debugNP.node())
# Group Collision Flag
mask0 = 0
mask1 = 1
mask2 = 2
self.world.setGroupCollisionFlag(mask0, mask0, True)
self.world.setGroupCollisionFlag(mask0, mask1, True)
self.world.setGroupCollisionFlag(mask0, mask2, True)
self.world.setGroupCollisionFlag(mask1, mask1, True)
self.world.setGroupCollisionFlag(mask1, mask2, True)
self.world.setGroupCollisionFlag(mask2, mask2, True)
# Ground
shape = BulletPlaneShape(Vec3(0, 0, 1), -1)
mask = BitMask32(0x0f)
print 'ground: ', mask
np = self.worldNP.attachNewNode(BulletRigidBodyNode('Ground'))
np.node().addShape(shape)
np.setPos(0, 0, -1)
# np.setCollideMask(mask)
np.setCollideMask(mask0)
self.world.attachRigidBody(np.node())
# Box 1
shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
mask = BitMask32(0x3)
print 'box-1: ', mask
np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box-1'))
np.node().setMass(1.0)
np.node().addShape(shape)
np.setPos(-6, 0, 4)
# np.setCollideMask(mask)
np.setCollideMask(mask1)
self.world.attachRigidBody(np.node())
# Box 2
shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
mask = BitMask32.bit(0)
print 'box-2: ', mask
np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box-2'))
np.node().setMass(1.0)
np.node().addShape(shape)
np.setPos(-2, 0, 4)
# np.setCollideMask(mask)
np.setCollideMask(mask2)
self.world.attachRigidBody(np.node())
# Box 3
shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
mask = BitMask32.bit(2)
print 'box-3: ', mask
np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box-3'))
np.node().setMass(1.0)
np.node().addShape(shape)
np.setPos(2, 0, 4)
# np.setCollideMask(mask)
np.setCollideMask(mask1)
self.world.attachRigidBody(np.node())
# Box 4
shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
mask = BitMask32(0x3)
print 'box-4: ', mask
np = self.worldNP.attachNewNode(BulletRigidBodyNode('Box-4'))
np.node().setMass(1.0)
np.node().addShape(shape)
np.setPos(6, 0, 4)
np.setCollideMask(mask2)
self.world.attachRigidBody(np.node())
self.boxNP = np
visualNP = loader.loadModel('models/box.egg')
visualNP.reparentTo(self.boxNP)
game = Game()
run()
Regards