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!rb_dynamic_collision_events.py
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import harfang as hg
def create_physic_cube_ex(scene, size, mtx, model_ref, materials, rb_type=None, mass=0):
rb_type = rb_type if rb_type is not None else hg.RBT_Dynamic
mass = mass if mass is not None else 0
node = hg.CreateObject(scene, mtx, model_ref, materials)
node.SetName("Physic Cube")
rb = scene.CreateRigidBody()
rb.SetType(rb_type)
node.SetRigidBody(rb)
# Create custom cube collision
col = scene.CreateCollision()
col.SetType(hg.CT_Cube)
col.SetSize(size)
col.SetMass(mass)
# Set cube as collision shape
node.SetCollision(0, col)
return node, rb
hg.AddAssetsFolder("assets_compiled")
# Main window
hg.InputInit()
hg.WindowSystemInit()
res_x, res_y = 1280, 720
win = hg.RenderInit("Physics Test", res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X)
pipeline = hg.CreateForwardPipeline()
res = hg.PipelineResources()
# Physics debug
vtx_line_layout = hg.VertexLayoutPosFloatColorUInt8()
line_shader = hg.LoadProgramFromAssets("shaders/pos_rgb")
# Create material
pbr_shader = hg.LoadPipelineProgramRefFromAssets("core/shader/pbr.hps", res, hg.GetForwardPipelineInfo())
mat_grey = hg.CreateMaterial(
pbr_shader,
"uBaseOpacityColor",
hg.Vec4(1, 1, 1),
"uOcclusionRoughnessMetalnessColor",
hg.Vec4(1, 0.5, 0.05),
)
# Create models
vtx_layout = hg.VertexLayoutPosFloatNormUInt8()
# Cube
cube_size = hg.Vec3(1, 1, 1)
cube_ref = res.AddModel("cube", hg.CreateCubeModel(vtx_layout, cube_size.x, cube_size.y, cube_size.z))
# Ground
ground_size = hg.Vec3(15, 0.05, 15)
ground_ref = res.AddModel("ground", hg.CreateCubeModel(vtx_layout, ground_size.x, ground_size.y, ground_size.z))
# Setup the scene
scene = hg.Scene()
cam_mat = hg.TransformationMat4(hg.Vec3(-2, 6, -8.5), hg.Vec3(hg.Deg(15), 0, 0))
cam = hg.CreateCamera(scene, cam_mat, 0.01, 1000, hg.Deg(35))
view_matrix = hg.InverseFast(cam_mat)
c = cam.GetCamera()
projection_matrix = hg.ComputePerspectiveProjectionMatrix(
c.GetZNear(), c.GetZFar(), hg.FovToZoomFactor(c.GetFov()), hg.Vec2(res_x / res_y, 1)
)
scene.SetCurrentCamera(cam)
lgt = hg.CreateLinearLight(
scene,
hg.TransformationMat4(hg.Vec3(0, 0, 0), hg.Vec3(hg.Deg(30), hg.Deg(30), 0)),
hg.Color(1, 1, 1),
hg.Color(1, 1, 1),
10,
hg.LST_Map,
0.00025,
hg.Vec4(10, 15, 20, 25),
)
cube_node, cube_rb = create_physic_cube_ex(
scene, cube_size, hg.TranslationMat4(hg.Vec3(-6, 5.0, 2.5)), cube_ref, [mat_grey], hg.RBT_Dynamic, 1.0
)
floor, rb_floor = create_physic_cube_ex(
scene, ground_size, hg.TranslationMat4(hg.Vec3(-2, -0.005, 0)), ground_ref, [mat_grey], hg.RBT_Static, 0
)
rb_floor.SetRestitution(1)
# Scene physics
physics = hg.SceneBullet3Physics()
physics.SceneCreatePhysicsFromAssets(scene)
physics_step = hg.time_from_sec_f(1 / 60)
dt_frame_step = hg.time_from_sec_f(1 / 60)
clocks = hg.SceneClocks()
# Description
print(">>> Description:\n>>> Drop a cube and print out the amount of collisions.")
# Main loop
keyboard = hg.Keyboard()
physics.NodeStartTrackingCollisionEvents(cube_node)
while not keyboard.Down(hg.K_Escape) and hg.IsWindowOpen(win):
keyboard.Update()
physics.NodeWake(cube_node)
view_id = 0
hg.SceneUpdateSystems(scene, clocks, dt_frame_step, physics, physics_step, 3)
view_id, pass_id = hg.SubmitSceneToPipeline(
view_id, scene, hg.IntRect(0, 0, res_x, res_y), True, pipeline, res
)
paircontacts = physics.CollectCollisionEvents(scene)
nodes_in_contact = hg.GetNodePairContacts(cube_node, floor, paircontacts)
print(f"nodes_in_contact: {nodes_in_contact.size()}")
# Debug physics display
hg.SetViewClear(view_id, 0, 0, 1.0, 0)
hg.SetViewRect(view_id, 0, 0, res_x, res_y)
hg.SetViewTransform(view_id, view_matrix, projection_matrix)
rs = hg.ComputeRenderState(hg.BM_Opaque, hg.DT_Disabled, hg.FC_Disabled)
physics.RenderCollision(view_id, vtx_line_layout, line_shader, rs, 0)
hg.Frame()
hg.UpdateWindow(win)
scene.Clear()
scene.GarbageCollect()
hg.RenderShutdown()
hg.DestroyWindow(win)
hg.WindowSystemShutdown()
hg.InputShutdown()