from panda3d.core import NodePath
from panda3d.physics import *
[docs]class FallTest(NodePath):
[docs] def __init__(self):
NodePath.__init__(self, "FallTest")
[docs] def setup(self):
# Connect to Physics Manager:
self.actorNode = ActorNode("FallTestActorNode")
#self.actorNode.getPhysicsObject().setOriented(1)
#self.actorNode.getPhysical(0).setViscosity(0.1)
actorNodePath = self.attachNewNode(self.actorNode)
#self.setPos(avatarNodePath, Vec3(0))
#self.setHpr(avatarNodePath, Vec3(0))
avatarNodePath = base.loader.loadModel("models/misc/smiley")
assert not avatarNodePath.isEmpty()
camLL = base.render.find("**/camLL")
camLL.reparentTo(avatarNodePath)
camLL.setPosHpr(0, -10, 0, 0, 0, 0)
avatarNodePath.reparentTo(actorNodePath)
#avatarNodePath.setPos(Vec3(0))
#avatarNodePath.setHpr(Vec3(0))
#avatarNodePath.assign(physicsActor)
#self.phys = PhysicsManager()
self.phys = base.physicsMgr
if 1:
fn=ForceNode("FallTest gravity")
fnp=NodePath(fn)
fnp.reparentTo(self)
fnp.reparentTo(base.render)
gravity=LinearVectorForce(0.0, 0.0, -.5)
fn.addForce(gravity)
self.phys.addLinearForce(gravity)
self.gravity = gravity
if 0:
fn=ForceNode("FallTest viscosity")
fnp=NodePath(fn)
fnp.reparentTo(self)
fnp.reparentTo(base.render)
self.avatarViscosity=LinearFrictionForce(0.0, 1.0, 0)
#self.avatarViscosity.setCoef(0.9)
fn.addForce(self.avatarViscosity)
self.phys.addLinearForce(self.avatarViscosity)
if 0:
self.phys.attachLinearIntegrator(LinearEulerIntegrator())
if 0:
self.phys.attachAngularIntegrator(AngularEulerIntegrator())
#self.phys.attachPhysicalNode(self.node())
self.phys.attachPhysicalNode(self.actorNode)
if 0:
self.momentumForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("FallTest momentum")
fnp=NodePath(fn)
fnp.reparentTo(base.render)
fn.addForce(self.momentumForce)
self.phys.addLinearForce(self.momentumForce)
if 0:
self.acForce=LinearVectorForce(0.0, 0.0, 0.0)
fn=ForceNode("FallTest avatarControls")
fnp=NodePath(fn)
fnp.reparentTo(base.render)
fn.addForce(self.acForce)
self.phys.addLinearForce(self.acForce)
#self.phys.removeLinearForce(self.acForce)
#fnp.remove()
#avatarNodePath.reparentTo(base.render)
self.avatarNodePath = avatarNodePath
#self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
#self.actorNode.updateTransform()
if __name__ == "__main__":
from direct.directbase.ThreeUpStart import *
test=FallTest()
test.reparentTo(base.render)
test.setup()
base.camera.setY(-10.0)
base.run()