set avatar each use
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@ -68,17 +68,28 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.avatarControlForwardSpeed=forward
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self.avatarControlJumpForce=0.0
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self.avatarControlReverseSpeed=reverse
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self.avatarControlRotateSpeed=0.3*rotate
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self.avatarControlRotateSpeed=rotate
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def getSpeeds(self):
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#assert(self.debugPrint("getSpeeds()"))
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return (self.__speed, self.__rotationSpeed)
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def setShip(self, ship):
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def setAvatar(self, ship):
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self.ship = ship
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if ship is not None:
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#self.setupShip()
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self.avatarNodePath = self.setupPhysics(ship)
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self.setupPhysics(ship)
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#*# Debug:
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if not hasattr(ship, "acceleration"):
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self.ship.acceleration = 60
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self.ship.maxSpeed = 100
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self.ship.reverseAcceleration = 10
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self.ship.maxReverseSpeed = 20
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self.ship.turnRate = 30
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self.ship.maxTurn = 30
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self.ship.anchorDrag = .9
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self.ship.hullDrag = .9
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def setupRay(self, floorBitmask, floorOffset):
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# This is a ray cast from your head down to detect floor polygons
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@ -171,16 +182,23 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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def setupPhysics(self, avatarNodePath):
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assert(self.debugPrint("setupPhysics()"))
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if avatarNodePath is None:
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return
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assert not avatarNodePath.isEmpty()
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# Connect to Physics Manager:
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self.actorNode=ActorNode("physicsActor")
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self.actorNode.getPhysicsObject().setOriented(1)
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self.actorNode.getPhysical(0).setViscosity(0.1)
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physicsActor=NodePath(self.actorNode)
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physicsActor=render.attachNewNode(self.actorNode)
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physicsActor.setPos(avatarNodePath, Vec3(0))
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physicsActor.setHpr(avatarNodePath, Vec3(0))
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avatarNodePath.reparentTo(physicsActor)
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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.PhysicsManager()
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fn=ForceNode("gravity")
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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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@ -189,7 +207,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.phys.addLinearForce(gravity)
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self.gravity = gravity
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fn=ForceNode("priorParent")
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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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@ -198,8 +216,8 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.priorParentNp = fnp
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self.priorParent = priorParent
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if 0:
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fn=ForceNode("viscosity")
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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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@ -212,16 +230,28 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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self.phys.attachPhysicalnode(physicsActor.node())
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self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
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fn=ForceNode("avatarControls")
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fn=ForceNode("ship vatarControls")
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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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return avatarNodePath
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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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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assert not avatarNodePath.isEmpty()
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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.setupSphere(self.wallBitmask|self.floorBitmask, self.avatarRadius)
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self.setCollisionsActive(1)
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def initializeCollisions(self, collisionTraverser,
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wallBitmask, floorBitmask,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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@ -229,18 +259,14 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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"""
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assert(self.debugPrint("initializeCollisions()"))
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assert not avatarNodePath.isEmpty()
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self.cTrav = collisionTraverser
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self.floorOffset = floorOffset = 7.0
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self.avatarNodePath = self.setupPhysics(avatarNodePath)
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if 0 or self.useHeightRay:
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#self.setupRay(floorBitmask, avatarRadius)
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self.setupRay(floorBitmask, 0.0)
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self.setupSphere(wallBitmask|floorBitmask, avatarRadius)
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self.setCollisionsActive(1)
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self.wallBitmask = wallBitmask
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self.floorBitmask = floorBitmask
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self.avatarRadius = avatarRadius
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self.floorOffset = floorOffset
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self.reach = reach
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def setAirborneHeightFunc(self, getAirborneHeight):
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self.getAirborneHeight = getAirborneHeight
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