remove/cleanup old phys in setupPhys

This commit is contained in:
Samir Naik 2004-08-20 02:23:13 +00:00
parent c17748953a
commit 054c10a367

View File

@ -205,69 +205,80 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
self.actorNode.getPhysicsObject().setOriented(1)
self.actorNode.getPhysical(0).setViscosity(0.1)
if not hasattr(self, "phys"):
self.phys=PhysicsManager.PhysicsManager()
fn=ForceNode("ship gravity")
if hasattr(self, "phys"):
del self.phys
for i in self.nodes:
i.removeNode()
self.nodes = []
self.phys=PhysicsManager.PhysicsManager()
fn=ForceNode("ship gravity")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
self.nodes.append(fnp)
gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
fn.addForce(gravity)
self.phys.addLinearForce(gravity)
self.gravity = gravity
fn=ForceNode("ship keel")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
self.nodes.append(fnp)
self.keel=AngularVectorForce(0.0, 0.0, 80.0)
fn.addForce(self.keel)
self.phys.addAngularForce(self.keel)
fn=ForceNode("ship priorParent")
fnp=NodePath(fn)
fnp.reparentTo(render)
self.nodes.append(fnp)
priorParent=LinearVectorForce(0.0, 0.0, 0.0)
fn.addForce(priorParent)
self.phys.addLinearForce(priorParent)
self.priorParentNp = fnp
self.priorParent = priorParent
if 1:
fn=ForceNode("ship viscosity")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
fn.addForce(gravity)
self.phys.addLinearForce(gravity)
self.gravity = gravity
self.nodes.append(fnp)
self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
#self.avatarViscosity.setCoef(0.9)
fn.addForce(self.avatarViscosity)
self.phys.addLinearForce(self.avatarViscosity)
fn=ForceNode("ship keel")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
self.keel=AngularVectorForce(0.0, 0.0, 80.0)
fn.addForce(self.keel)
self.phys.addAngularForce(self.keel)
self.phys.attachLinearIntegrator(LinearEulerIntegrator())
#*#self.phys.attachAngularIntegrator(AngularEulerIntegrator())
self.phys.attachPhysicalnode(physicsActor.node())
self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("ship momentum")
fnp=NodePath(fn)
fnp.reparentTo(render)
self.nodes.append(fnp)
fn.addForce(self.momentumForce)
self.phys.addLinearForce(self.momentumForce)
fn=ForceNode("ship priorParent")
fnp=NodePath(fn)
fnp.reparentTo(render)
priorParent=LinearVectorForce(0.0, 0.0, 0.0)
fn.addForce(priorParent)
self.phys.addLinearForce(priorParent)
self.priorParentNp = fnp
self.priorParent = priorParent
if 1:
fn=ForceNode("ship viscosity")
fnp=NodePath(fn)
#fnp.reparentTo(physicsActor)
fnp.reparentTo(render)
self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
#self.avatarViscosity.setCoef(0.9)
fn.addForce(self.avatarViscosity)
self.phys.addLinearForce(self.avatarViscosity)
self.phys.attachLinearIntegrator(LinearEulerIntegrator())
#*#self.phys.attachAngularIntegrator(AngularEulerIntegrator())
self.phys.attachPhysicalnode(physicsActor.node())
self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("ship momentum")
fnp=NodePath(fn)
fnp.reparentTo(render)
fn.addForce(self.momentumForce)
self.phys.addLinearForce(self.momentumForce)
self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("ship avatarControls")
fnp=NodePath(fn)
fnp.reparentTo(render)
self.nodes.append(fnp)
fn.addForce(self.acForce)
self.phys.addLinearForce(self.acForce)
#self.phys.removeLinearForce(self.acForce)
#fnp.remove()
if 0 or self.useHeightRay:
#self.setupRay(self.floorBitmask, self.avatarRadius)
self.setupRay(self.floorBitmask, 0.0)
self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("ship avatarControls")
fnp=NodePath(fn)
fnp.reparentTo(render)
fn.addForce(self.acForce)
self.phys.addLinearForce(self.acForce)
#self.phys.removeLinearForce(self.acForce)
#fnp.remove()
if 0 or self.useHeightRay:
#self.setupRay(self.floorBitmask, self.avatarRadius)
self.setupRay(self.floorBitmask, 0.0)
#avatarNodePath.reparentTo(render)
self.avatarNodePath = avatarNodePath
@ -720,7 +731,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
self.__vel=Vec3(
Vec3.forward() * distance +
Vec3.right() * slideDistance)
# rotMat is the rotation matrix corresponding to
# our previous heading.
rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())