using local keel force

This commit is contained in:
Dave Schuyler 2006-02-18 02:13:56 +00:00
parent f7a3d5803a
commit 08b52fea19

View File

@ -332,7 +332,7 @@ class ShipPilot2(PhysicsWalker):
self.phys.addLinearForce(buoyancy)
self.buoyancyStarboard = buoyancy
if 0:
if 1:
fn=ForceNode("ship keel")
fnp=NodePath(fn)
fnp.reparentTo(avatarNodePath)
@ -862,7 +862,7 @@ class ShipPilot2(PhysicsWalker):
q2=physObject.getOrientation()
q1.normalize()
q2.normalize()
assert q1.isSameDirection(q2) or q1.getHpr() == q2.getHpr()
assert q1.isSameDirection(q2) or (q1.getHpr() == q2.getHpr())
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
moveToGround = Vec3.zero()
@ -886,7 +886,7 @@ class ShipPilot2(PhysicsWalker):
q2=physObject.getOrientation()
q1.normalize()
q2.normalize()
assert q1.isSameDirection(q2) or q1.getHpr() == q2.getHpr()
assert q1.isSameDirection(q2) or (q1.getHpr() == q2.getHpr())
assert self.avatarNodePath.getPos().almostEqual(physObject.getPosition(), 0.0001)
# Check to see if we're moving at all: