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@@ -185,85 +185,91 @@ class ShipPilot(PhysicsWalker.PhysicsWalker):
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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("ship 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=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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-
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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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- 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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-
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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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-
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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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+ if not hasattr(self,'actorNode'):
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+
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+ # Connect to Physics Manager:
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+ self.actorNode=ActorNode("ship 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=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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+
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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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+ 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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+
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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.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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-
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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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-
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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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-
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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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+ 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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+ self.setupSphere(self.wallBitmask|self.floorBitmask, self.avatarRadius)
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+
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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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