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https://github.com/panda3d/panda3d.git
synced 2025-10-01 01:07:51 -04:00
remove/cleanup old phys in setupPhys
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c17748953a
commit
054c10a367
@ -205,69 +205,80 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.actorNode.getPhysicsObject().setOriented(1)
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self.actorNode.getPhysical(0).setViscosity(0.1)
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if not hasattr(self, "phys"):
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self.phys=PhysicsManager.PhysicsManager()
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fn=ForceNode("ship gravity")
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if hasattr(self, "phys"):
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del self.phys
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for i in self.nodes:
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i.removeNode()
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self.nodes = []
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self.phys=PhysicsManager.PhysicsManager()
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fn=ForceNode("ship gravity")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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self.nodes.append(fnp)
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gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
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fn.addForce(gravity)
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self.phys.addLinearForce(gravity)
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self.gravity = gravity
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fn=ForceNode("ship keel")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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self.nodes.append(fnp)
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self.keel=AngularVectorForce(0.0, 0.0, 80.0)
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fn.addForce(self.keel)
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self.phys.addAngularForce(self.keel)
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fn=ForceNode("ship priorParent")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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self.nodes.append(fnp)
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priorParent=LinearVectorForce(0.0, 0.0, 0.0)
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fn.addForce(priorParent)
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self.phys.addLinearForce(priorParent)
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self.priorParentNp = fnp
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self.priorParent = priorParent
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if 1:
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fn=ForceNode("ship viscosity")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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gravity=LinearVectorForce(0.0, 0.0, self.__gravity)
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fn.addForce(gravity)
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self.phys.addLinearForce(gravity)
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self.gravity = gravity
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self.nodes.append(fnp)
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self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
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#self.avatarViscosity.setCoef(0.9)
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fn.addForce(self.avatarViscosity)
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self.phys.addLinearForce(self.avatarViscosity)
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fn=ForceNode("ship keel")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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self.keel=AngularVectorForce(0.0, 0.0, 80.0)
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fn.addForce(self.keel)
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self.phys.addAngularForce(self.keel)
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self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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#*#self.phys.attachAngularIntegrator(AngularEulerIntegrator())
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self.phys.attachPhysicalnode(physicsActor.node())
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self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("ship momentum")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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self.nodes.append(fnp)
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fn.addForce(self.momentumForce)
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self.phys.addLinearForce(self.momentumForce)
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fn=ForceNode("ship priorParent")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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priorParent=LinearVectorForce(0.0, 0.0, 0.0)
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fn.addForce(priorParent)
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self.phys.addLinearForce(priorParent)
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self.priorParentNp = fnp
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self.priorParent = priorParent
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if 1:
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fn=ForceNode("ship viscosity")
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fnp=NodePath(fn)
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#fnp.reparentTo(physicsActor)
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fnp.reparentTo(render)
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self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
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#self.avatarViscosity.setCoef(0.9)
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fn.addForce(self.avatarViscosity)
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self.phys.addLinearForce(self.avatarViscosity)
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self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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#*#self.phys.attachAngularIntegrator(AngularEulerIntegrator())
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self.phys.attachPhysicalnode(physicsActor.node())
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self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("ship momentum")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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fn.addForce(self.momentumForce)
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self.phys.addLinearForce(self.momentumForce)
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self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("ship avatarControls")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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self.nodes.append(fnp)
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fn.addForce(self.acForce)
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self.phys.addLinearForce(self.acForce)
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#self.phys.removeLinearForce(self.acForce)
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#fnp.remove()
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if 0 or self.useHeightRay:
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#self.setupRay(self.floorBitmask, self.avatarRadius)
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self.setupRay(self.floorBitmask, 0.0)
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self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("ship avatarControls")
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fnp=NodePath(fn)
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fnp.reparentTo(render)
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fn.addForce(self.acForce)
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self.phys.addLinearForce(self.acForce)
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#self.phys.removeLinearForce(self.acForce)
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#fnp.remove()
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if 0 or self.useHeightRay:
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#self.setupRay(self.floorBitmask, self.avatarRadius)
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self.setupRay(self.floorBitmask, 0.0)
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#avatarNodePath.reparentTo(render)
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self.avatarNodePath = avatarNodePath
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@ -720,7 +731,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.__vel=Vec3(
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Vec3.forward() * distance +
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Vec3.right() * slideDistance)
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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