forked from BlenderDumbass/DanisRace
192 lines
5.9 KiB
Python
192 lines
5.9 KiB
Python
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# #############################
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# Vehicle Physics Demo
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# #############################
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# This file is part of the book:
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# "Game Development with Blender"
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# by Dalai Felinto and Mike Pan
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#
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# Published by "CENGAGE Learning" in 2013
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#
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# You are free to use-it, modify it and redistribute
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# as long as you keep the original credits when pertinent.
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#
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# File tested with Blender 2.66
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#
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# Copyright - February 2013
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# This work is licensed under the Creative Commons
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# Attribution-Share Alike 3.0 Unported License
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# #############################
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## First, we import all the python module
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from bge import constraints
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from bge import logic
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from bge import events
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from bge import render
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import math
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## Set specific vehicle characteristics ##
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wheelRadius = 0.5
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wheelBaseWide = 1.0
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wheelFrontOffset = 0.7
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wheelBackOffset = -1.8
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AttachHeightLocal = 0.2
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suspensionLength = 0.8
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influence = 0.02
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stiffness = 20.0
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damping = 2.0
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compression = 4.0
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friction = 10.0
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Stability = 0.05
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## This is called from the car object
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## is run once at the start of the game
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def carInit():
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## setup aliases for Blender API access ##
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cont = logic.getCurrentController()
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logic.scene = logic.getCurrentScene()
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logic.car = cont.owner
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## setup general vehicle characteristics ##
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wheelAttachDirLocal = [0,0,-1]
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wheelAxleLocal = [-1,0,0]
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## setup vehicle physics ##
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vehicle = constraints.createConstraint(logic.car.getPhysicsId(), 0, constraints.VEHICLE_CONSTRAINT)
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logic.car["cid"] = vehicle.getConstraintId()
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vehicle = constraints.getVehicleConstraint(logic.car["cid"])
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## initialize temporary variables ##
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logic.car["dS"] = 0.0
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## attached wheel based on actuator name ##
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wheel0 = logic.scene.objects["Wheel0"]
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wheelAttachPosLocal = [wheelBaseWide ,wheelFrontOffset, AttachHeightLocal]
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vehicle.addWheel(wheel0,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionLength,wheelRadius,1)
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wheel1 = logic.scene.objects["Wheel1"]
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wheelAttachPosLocal = [-wheelBaseWide ,wheelFrontOffset, AttachHeightLocal]
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vehicle.addWheel(wheel1,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionLength,wheelRadius,1)
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wheel2 = logic.scene.objects["Wheel2"]
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wheelAttachPosLocal = [wheelBaseWide ,wheelBackOffset, AttachHeightLocal]
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vehicle.addWheel(wheel2,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionLength,wheelRadius,0)
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wheel3 = logic.scene.objects["Wheel3"]
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wheelAttachPosLocal = [-wheelBaseWide ,wheelBackOffset, AttachHeightLocal]
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vehicle.addWheel(wheel3,wheelAttachPosLocal,wheelAttachDirLocal,wheelAxleLocal,suspensionLength,wheelRadius,0)
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## set vehicle roll tendency ##
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vehicle.setRollInfluence(influence,0)
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vehicle.setRollInfluence(influence,1)
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vehicle.setRollInfluence(influence,2)
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vehicle.setRollInfluence(influence,3)
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## set vehicle suspension hardness ##
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vehicle.setSuspensionStiffness(stiffness,0)
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vehicle.setSuspensionStiffness(stiffness,1)
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vehicle.setSuspensionStiffness(stiffness,2)
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vehicle.setSuspensionStiffness(stiffness,3)
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## set vehicle suspension dampness ##
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vehicle.setSuspensionDamping(damping,0)
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vehicle.setSuspensionDamping(damping,1)
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vehicle.setSuspensionDamping(damping,2)
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vehicle.setSuspensionDamping(damping,3)
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## set vehicle suspension compression ratio ##
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vehicle.setSuspensionCompression(compression,0)
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vehicle.setSuspensionCompression(compression,1)
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vehicle.setSuspensionCompression(compression,2)
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vehicle.setSuspensionCompression(compression,3)
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## set vehicle tire friction ##
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vehicle.setTyreFriction(friction,0)
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vehicle.setTyreFriction(friction,1)
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vehicle.setTyreFriction(friction,2)
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vehicle.setTyreFriction(friction,3)
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## called from main car object
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## is run once at the start of the game
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def carHandler():
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vehicle = constraints.getVehicleConstraint(logic.car["cid"])
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## calculate speed by using the back wheel rotation speed ##
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S = vehicle.getWheelRotation(2)+vehicle.getWheelRotation(3)
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logic.car["speed"] = (S - logic.car["dS"])*10.0
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## apply engine force ##
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vehicle.applyEngineForce(logic.car["force"],0)
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vehicle.applyEngineForce(logic.car["force"],1)
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vehicle.applyEngineForce(logic.car["force"],2)
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vehicle.applyEngineForce(logic.car["force"],3)
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## calculate steering with varying sensitivity ##
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if math.fabs(logic.car["speed"])<15.0: s = 2.0
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elif math.fabs(logic.car["speed"])<28.0: s=1.5
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elif math.fabs(logic.car["speed"])<40.0: s=1.0
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else: s=0.5
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## steer front wheels
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vehicle.setSteeringValue(logic.car["steer"]*s,0)
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vehicle.setSteeringValue(logic.car["steer"]*s,1)
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## slowly ease off gas and center steering ##
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logic.car["steer"] *= 0.6
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logic.car["force"] *= 0.9
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## align car to Z axis to prevent flipping ##
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logic.car.alignAxisToVect([0.0,0.0,1.0], 2, Stability)
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## store old values ##
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logic.car["dS"] = S
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## called from main car object
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def keyHandler():
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cont = logic.getCurrentController()
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keys = cont.sensors["key"].events
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for key in keys:
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## up arrow
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if key[0] == events.UPARROWKEY:
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logic.car["force"] = -15.0
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## down arrow
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elif key[0] == events.DOWNARROWKEY:
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logic.car["force"] = 10.0
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## right arrow
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elif key[0] == events.RIGHTARROWKEY:
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logic.car["steer"] -= 0.05
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## left arrow
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elif key[0] == events.LEFTARROWKEY:
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logic.car["steer"] += 0.05
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## Reverse
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elif key[0] == events.RKEY:
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if key[1] == 1:
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# re-orient car
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if logic.car["jump"] > 2.0:
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pos = logic.car.worldPosition
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logic.car.position = (pos[0], pos[1], pos[2]+3.0)
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logic.car.alignAxisToVect([0.0,0.0,1.0], 2, 1.0)
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logic.car.setLinearVelocity([0.0,0.0,0.0],1)
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logic.car.setAngularVelocity([0.0,0.0,0.0],1)
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logic.car["jump"] = 0
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## Spacebar
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elif key[0] == events.SPACEKEY:
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# hackish Brake
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if logic.car["speed"] > 2.0:
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logic.car["force"] = 15.0
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if logic.car["speed"] < -2.0:
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logic.car["force"] = -15.0
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## called from shadow lamp
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def shadow():
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cont = logic.getCurrentController()
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ownpos = [-5.0,0.0,8.0]
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pos = logic.car.worldPosition
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cont.owner.worldPosition = [pos[0]+ownpos[0], pos[1]+ownpos[1], pos[2]+ownpos[2]]
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