Created
May 29, 2014 10:55
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Generates the collision shape of a model in Panda3D
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import itertools | |
from panda3d.core import NodePath | |
from panda3d.core import TransformState | |
from panda3d.core import Vec3 | |
from panda3d.bullet import BulletBoxShape | |
from panda3d.bullet import BulletConeShape | |
from panda3d.bullet import BulletConvexHullShape | |
from panda3d.bullet import BulletCylinderShape | |
from panda3d.bullet import BulletSphereShape | |
from panda3d.bullet import BulletTriangleMesh | |
from panda3d.bullet import BulletTriangleMeshShape | |
class Entity(): | |
@staticmethod | |
def calcSize(model): | |
entityModel = loader.loadModel(model) | |
return Entity.calcNodeSize(entityModel) | |
@staticmethod | |
def calcNodeSize(node): | |
bottomLeft, topRight = node.getTightBounds() | |
width = topRight.x - bottomLeft.x | |
depth = topRight.y - bottomLeft.y | |
height = topRight.z - bottomLeft.z | |
return Vec3(width, depth, height) | |
@staticmethod | |
def calcTransform(nodePath, root): | |
bottomLeft, topRight = nodePath.getTightBounds() | |
shapeOrigin = (bottomLeft + topRight)/2 | |
originOffset = shapeOrigin - nodePath.getPos() | |
if root is None: | |
# We only needed to calculate the shape offset | |
return TransformState.makePos(originOffset) | |
else: | |
# Combine the shape offset with nodePath's transform to the root node | |
transform = nodePath.getTransform(root) | |
return transform.setPos(transform.getPos() + originOffset) | |
@staticmethod | |
def calcCollisionShape(shape, model): | |
if shape == "geometry": | |
return Entity.calcCollisionGeometryShapes(model) | |
modelNode = loader.loadModel(model).find('**/+GeomNode') | |
return Entity.calcNodeCollisionShape(shape, modelNode, None) | |
@staticmethod | |
def calcNodeCollisionShape(shape, nodePath, root): | |
width, depth, height = Entity.calcNodeSize(nodePath) | |
transform = Entity.calcTransform(nodePath, root) | |
if shape == "box": | |
return [(BulletBoxShape(Vec3(width/2, depth/2, height/2)), transform)] | |
elif shape == "sphere": | |
return [(BulletSphereShape(width/2), transform)] | |
elif shape == "cylinder": | |
return [(BulletCylinderShape(width/2, height, 2), transform)] | |
elif shape == "cone": | |
return [(BulletConeShape(width/2, height), transform)] | |
elif shape == "hull": | |
geom = nodePath.node().getGeom(0) | |
hull = BulletConvexHullShape() | |
hull.addGeom(geom) | |
return [(hull, TransformState.makeIdentity())] | |
elif shape == "mesh": | |
geom = nodePath.node().getGeom(0) | |
mesh = BulletTriangleMesh() | |
mesh.addGeom(geom) | |
return [(BulletTriangleMeshShape(mesh, dynamic=False), TransformState.makeIdentity())] | |
else: | |
raise AttributeError('Collision type ' + str(shape) + ' does not exist!') | |
@staticmethod | |
def calcCollisionGeometryShapes(model): | |
root = loader.loadModel(model) | |
shapes = [] | |
# Find any collider geometry and transform it into a collision shape | |
for shape in ["box", "sphere", "cylinder", "cone", "hull", "mesh"]: | |
for child in root.findAllMatches('**/collision_{0}_*'.format(shape)): | |
shapes = itertools.chain(shapes, Entity.calcNodeCollisionShape(shape, NodePath(child), root)) | |
child.removeNode() | |
return shapes |
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