def __setupGravity(self):
        base.particlesEnabled = True
        base.enableParticles()
        
        gravityFN=ForceNode('world-forces')
        gravityFNP=render.attachNewNode(gravityFN)
        gravityForce=LinearVectorForce(0,0,-6) #gravity acceleration ft/s^2
        gravityFN.addForce(gravityForce)

        base.physicsMgr.addLinearForce(gravityForce)
    def __setupGravity(self):
        base.particlesEnabled = True
        base.enableParticles()

        gravityFN = ForceNode('world-forces')
        gravityFNP = render.attachNewNode(gravityFN)
        gravityForce = LinearVectorForce(0, 0,
                                         -6)  #gravity acceleration ft/s^2
        gravityFN.addForce(gravityForce)

        base.physicsMgr.addLinearForce(gravityForce)
Esempio n. 3
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 def perturb(self, force, time=1000, backToColor=None):
       print "perturbing %s, %s"%(force, time)
       node1 = self._node1
       node2 = self._node2
       actor1 = self._actor1
       actor2 = self._actor2
       self._timeOut = globalClock.getLongTime() + time/1000
       force2 = node2.getRelativeVector( node1, force)
       force2 = Vec3( -1*force2.x, -1*force2.y, -1*force2.z)
       
       forceN1 = ForceNode('Impulse1')
       lvf1 = LinearVectorForce( force )
       lvf1.setMassDependent(1)
       forceN1.addForce(lvf1)
       node1.attachNewNode(forceN1)
       actor1.getPhysical(0).addLinearForce(lvf1)
       forceN2 = ForceNode("Impulse2")
       lvf2 = LinearVectorForce( force2)
       lvf2.setMassDependent(1)
       forceN2.addForce(lvf2)
       node2.attachNewNode(forceN2)
       actor2.getPhysical(0).addLinearForce(lvf2)
       self._impulse1 = lvf1
       self._impulse2 = lvf2
       if backToColor:
             self._backToColor = backToColor
Esempio n. 4
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    def __init__(self, name=None):
        """__init__(self)"""

        if (name == None):
            self.name = 'ForceGroup-%d' % ForceGroup.id
            ForceGroup.id += 1
        else:
            self.name = name

        self.node = ForceNode.ForceNode(self.name)
        self.nodePath = NodePath(self.node)
        self.fEnabled = 0

        self.particleEffect = None