mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 21:22:27 -06:00
86 lines
2.9 KiB
Python
86 lines
2.9 KiB
Python
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class FallTest(NodePath):
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def __init__(self):
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NodePath.__init__(self, "FallTest")
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def setup(self):
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# Connect to Physics Manager:
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self.actorNode=ActorNode("FallTestActorNode")
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#self.actorNode.getPhysicsObject().setOriented(1)
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#self.actorNode.getPhysical(0).setViscosity(0.1)
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actorNodePath=self.attachNewNode(self.actorNode)
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#self.setPos(avatarNodePath, Vec3(0))
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#self.setHpr(avatarNodePath, Vec3(0))
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avatarNodePath=loader.loadModel("models/misc/smiley")
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assert not avatarNodePath.isEmpty()
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camLL=render.find("**/camLL")
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camLL.reparentTo(avatarNodePath)
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camLL.setPosHpr(0, -10, 0, 0, 0, 0)
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avatarNodePath.reparentTo(actorNodePath)
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#avatarNodePath.setPos(Vec3(0))
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#avatarNodePath.setHpr(Vec3(0))
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#avatarNodePath.assign(physicsActor)
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#self.phys=PhysicsManager()
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self.phys=base.physicsMgr
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if 1:
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fn=ForceNode("FallTest gravity")
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fnp=NodePath(fn)
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fnp.reparentTo(self)
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fnp.reparentTo(render)
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gravity=LinearVectorForce(0.0, 0.0, -.5)
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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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if 0:
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fn=ForceNode("FallTest viscosity")
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fnp=NodePath(fn)
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fnp.reparentTo(self)
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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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if 0:
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self.phys.attachLinearIntegrator(LinearEulerIntegrator())
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if 0:
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self.phys.attachAngularIntegrator(AngularEulerIntegrator())
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#self.phys.attachPhysicalNode(self.node())
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self.phys.attachPhysicalNode(self.actorNode)
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if 0:
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self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("FallTest 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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if 0:
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self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("FallTest 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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#avatarNodePath.reparentTo(render)
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self.avatarNodePath = avatarNodePath
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#self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
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#self.actorNode.updateTransform()
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if __name__ == "__main__":
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from direct.directbase.ThreeUpStart import *
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test=FallTest()
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test.reparentTo(render)
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test.setup()
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camera.setY(-10.0)
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run()
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