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airfoil.py
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airfoil.py
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##//
##// Copyright 2011 Paul White
##//
##// This file is part of py-airfoil.
##//
##// This is free software: you can redistribute it and/or modify
##// it under the terms of the GNU General Public License as published by
##// the Free Software Foundation, either version 3 of the License, or
##// (at your option) any later version.
##
##// This is distributed in the hope that it will be useful,
##// but WITHOUT ANY WARRANTY; without even the implied warranty of
##// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
##// GNU General Public License for more details.
##//
##// You should have received a copy of the GNU General Public License
##// along with FtpServerMobile. If not, see <http://www.gnu.org/licenses/>.
##//
from euclid import *
import glob
import manage
import mesh
import time
from util import *
from math import *
#import pdb
import threading
from traceback import print_exc
from wrapper import *
##[3]Spitfire Mk.XIV
##
##Weight: 3,850 kg
##Wing area: 22.48 m^2
##Wing span: 11.23 m
##Wing AR: 5.61
##Wing Clmax: 1.36
##Cd0: 0.0229
##
##Engine power: 2,235 HP
# constants
rho = 1.29 # kg/m^3 density of air
accelDueToGravity = 9.8 # m/s/s
Y_FORCED=3.0
class Obj(object):
in_flight=0
def __init__(self, pos, attitude, vel, cterrain=None):
self._pos = pos
self._attitude=attitude
self._lastClock = time.time()
self._velocity = vel
self.__elevRot=Quaternion.new_rotate_axis(0, Vector3(0.0, 0.0, 1.0))
self.__MAX_ACROBATIC_AIRSPEED_THRESHOLD = 60 # the speed at which our flaps etc. start having maximum effect
self.__hasHitGround = False
self._centreOfGravity = Vector3(0.2, 0.0, 0.0)
self._is_real=False
self._scales = [0.0, 0.0, 0.0]
self._mesh = None
self._cterrain = cterrain
self._angularVelocity = Quaternion.new_rotate_axis(0, Vector3(0.0, 0.0, 1.0))
def getPos(self):
return self._pos
def getAttitude(self):
return self._attitude
def getVelocity(self):
return self._velocity
def setPos(self, pos):
self._pos=pos
return self
def setAttitude(self, att):
self._attitude=att
return self
def setVelocity(self, vel):
self._velocity=vel
return self
def _getTimeDiff(self):
# Determine time since last frame
now = time.time()
previousClock = self._lastClock
self._lastClock = now
return self._lastClock - previousClock
def _getVectors(self):
zenithVector = (self._attitude * Vector3(0.0, 1.0, 0.0)).normalized()
noseVector = (self._attitude * Vector3(1.0, 0.0, 0.0)).normalized()
return (zenithVector, noseVector)
#kw this will return a contant for ballistic flight
def _getElevRot(self):
return self.__elevRot
def _rotateByAngularVel(self, timeDiff):
(angle,axis)=self._angularVelocity.get_angle_axis()
# We shall scale the application of the angular velocity to the rotation of the object
# by the actual velocity of the object:
# Calculate a scale between 0 and 1.0:
maxs = 60.0
scale = self._velocity.magnitude()/maxs
if scale > 1.0:
scale = 1.0
# Apply the rotation, scale by the time, and the scale factor from above
self._attitude = self._attitude * (Quaternion.new_rotate_axis(angle*timeDiff*scale,axis))
# Reduce the angular velocity by a factor so that the object doesn't rotate forever.
self._angularVelocity = Quaternion.new_rotate_axis(angle*0.99,axis)
def __updateInternalMoment(self, timeDiff):
# This will model the rotation about a vector parrallel to the ground plane caused by an
# internal weight imbalance in the aircraft. Example, the engine at the front of the plane
# might cause the front of the plane to tilt down. A rotation occurs because the lifting
# force provided by the wings does not necessarily occur at the centre of gravity.
if not self.__hasHitGround:
# Rotate centre of gravity vector according to attitude
cog = self._attitude * self._centreOfGravity
# Find the axis of rotation
rotAxis = Vector3(0.0,1.0,0.0).cross(cog)
# Project the normalised cog vector onto the ground plane and determine 2d distance from
# origin and use as to scale the max amount of rotation. Max rotation therefore occurs when
# nose is pointing at horizon.
cogNormalised = cog.normalized()
rotRatio = math.hypot(cogNormalised.x, cogNormalised.z)
angularChange = rotRatio * math.pi * 33.0 / 500.0 * timeDiff
internalRotation = Quaternion.new_rotate_axis(angularChange, rotAxis.normalized())
self._attitude = internalRotation * self._attitude
def _getSpeedRatio(self):
# Return the current speed as a ratio of the max speed
# Currently we'll approximate this. Ideally we would calculate the max
# speed based upon the max thrust and steady state air resistance at that thrust.
vel = self._velocity.magnitude()
if vel > self.__MAX_ACROBATIC_AIRSPEED_THRESHOLD:
return 1.0
else:
return vel/self.__MAX_ACROBATIC_AIRSPEED_THRESHOLD
def __updatePitch(self, timeDiff):
elevNorm = (self._attitude * self._getElevRot()) * Vector3(0.0, 1.0, 0.0)
dot = self._velocity.normalized().dot(elevNorm)
angularChange = dot * (math.pi/3.0) * self._getSpeedRatio() * timeDiff
self._attitude = self._attitude * Quaternion.new_rotate_axis( angularChange, Z_UNIT)
#print 'updatePitch: '+str(self._attitude)
def _updateRoll(self, timeDiff):
pass
def getWeightForce(self):
return self._mass * accelDueToGravity
def getDragForce(self, angleOfAttack, timeDiff, drag=0.0):
vel = self._velocity
vMag = vel.magnitude()
drags = []
drags.append(drag)
# Calculate attitude rotation due to air resistance
# There is no rotation if there is no wind...
if vMag > 0.0:
# Scale the effect of air resistance on each surface: top, side, front
totalScale = sum(self._scales)
normals = [Vector3(0.0, 1.0, 0.0), #plane through wings
Vector3(0.0, 0.0, 1.0), #plane through fuselage (vertically)
Vector3(1.0, 0.0, 0.0)] #plane perp. to nose vector
# Run through each of the planes, and calculate the contributory component
for scale, norm in zip(self._scales, normals):
# Rotate the normal according to attitude
norm = self._attitude * norm
# Use dot product to figure how much effect each plane has
dot = norm.dot(vel.normalized())
# Scale the drag based on the relative resistance of the associated surface
scaledDot = dot * scale
componentDrag = scaledDot * vMag
#componentDrag = scaledDot * vMag * vMag
drags.append(math.fabs(componentDrag))
drag += math.fabs(componentDrag)
angularChange = math.pi * scaledDot * 0.33 * timeDiff
rotAxis = norm.cross(vel)
componentRotation = Quaternion.new_rotate_axis(-angularChange, rotAxis.normalized())
self._attitude = componentRotation * self._attitude
drags.append(drag)
global prettyfloat
#self.log(str(map(prettyfloat, drags)))
#print 'getDragForce. vMag: '+str(vMag)+' drag: '+str(drag)
#print 'getDragForce: '+str(self._attitude)
return drag
def _updateVelFromGrav(self, timeDiff):
#Weight, acts T to ground plane
dv = self.getWeightForce() * timeDiff / self._mass
gravityVector = Vector3(0.0, -1.0, 0.0) * dv
self._velocity += gravityVector
def _getLiftArgs(self, zenithVector, noseVector):
velocityNormalized = self._velocity.normalized()
angleOfAttack = math.acos(limitToMaxValue(velocityNormalized.dot(noseVector), 1.0))
zenithAngle = math.acos(limitToMaxValue(velocityNormalized.dot(zenithVector), 1.0))
if zenithAngle < math.pi/2.0:
# Ensure AOA can go negative
# TODO: what happens if plane goes backwards (eg. during stall?)
angleOfAttack = -angleOfAttack
return (velocityNormalized, angleOfAttack, zenithAngle)
def _updateVelFromEnv(self, timeDiff, zenithVector, noseVector):
velocityNormalized, angleOfAttack, zenithAngle=self._getLiftArgs(zenithVector, noseVector)
self._updateVelFromGrav(timeDiff)
#Drag, acts || to Velocity vector
dv = self.getDragForce(angleOfAttack, timeDiff) * timeDiff / self._mass
dragVector = velocityNormalized * dv * -1.0
self._velocity += dragVector
def _updateFromEnv(self, timeDiff, zenithVector, noseVector):
# Calculate rotations
self.__updatePitch(timeDiff)
self._updateRoll(timeDiff)
self.__updateInternalMoment(timeDiff)
self._updateVelFromEnv(timeDiff, zenithVector, noseVector)
self._rotateByAngularVel(timeDiff)
# Finally correct any cumulative errors in attitude
self._attitude.normalize()
def _hitGround(self):
self.__hasHitGround = True
# Point the craft along the ground plane
self._attitude = Quaternion.new_rotate_axis(self.getWindHeading(), Y_UNIT)
def _reactToCollision(self):
plane= (c_float * 3)()
# Determine the Vector representing the plane of the face we collided with
self._cterrain.getPlaneVectorAtPos(c_float(self._pos.x),c_float(self._pos.z),plane);
pplane=Vector3(plane[0],plane[1],plane[2])
# Calculate a ratio to reduce the velocity of the object. This is dependent on the
# angle between the plane-normal and the velocity vector of the object.
ratio = 1.0 - abs(self._velocity.normalized().dot(pplane))
self.initiateBounce(pplane)
self._velocity *= ratio
# Calculate another ratio which depends on the angle between the nosevector and the plane-normal
(nose,zen) = self._getVectors()
ratio = abs(nose.dot(pplane))
# Calculate the angular velocity - a rotation applied to the object which is dependent
# on the magnitude of the velocity and the ratio calculated above. Ensure the angle remains between
# 0 and 2PI.
angle = getEffectiveAngle(self._velocity.magnitude()*ratio/10.0)
# Calculate the axis of rotation
axis=pplane.cross(self._velocity).normalize()
axis = self._attitude.conjugated() * axis
axis = Quaternion.new_rotate_axis(math.pi/2*0, Y_UNIT) * axis
# Update the angular velocity
self._angularVelocity=self._angularVelocity*Quaternion.new_rotate_axis(angle,axis)
def _die(self):
print 'ooh the pain'
def _genDelta(self, timeDiff):
return self._velocity * timeDiff
def _updatePos(self, timeDiff):
self._pos += self._genDelta(timeDiff)
#if self._collisionDetect():
# self._reactToCollision()
# self._pos = self._pos + Y_UNIT
# while self._collisionDetect():
# self._pos = self._pos + Y_UNIT
def update(self):
timeDiff=self._getTimeDiff()
(zenithVector, noseVector)=self._getVectors()
self._updateFromEnv(timeDiff, zenithVector, noseVector)
self._updatePos(timeDiff)
mesh.updateCollider(ident, self.getPos(), self.getAttitude())
def getWindHeading(self):
return math.pi * 2 - getAngleForXY(self._velocity.x, self._velocity.z)
def initiateBounce(self, planeVector):
self._velocity=self._velocity.reflect(planeVector.normalize())
class Airfoil(Obj):
#_FIRING_PERIOD is in seconds
_FIRING_PERIOD=0.2
MAX_THRUST=25000.0
def reset(self):
self.__init__()
def __init__(self, pos = Vector3(0,0,0),
attitude = Quaternion(w=0.0, x=0.0, y=0.0, z=0.0),
vel = Vector3(0, 0, 0),
thrust = 0,
cterrain = None):
Obj.__init__(self, pos, attitude, vel, cterrain)
self.__thrust = thrust
#self._scales = [40.0, 20.0, 2.0]
self._scales = [0.62, 0.32, 0.03]
self.max_level_vel=195.0*(self.MAX_THRUST/20000.0)
self.__print_line = ""
# Roll
self.__aileronRatio = 0.0
self.__pendingAileronAdjustment = 0.0
self.__rollAngularVelocity = 0.0 #rad/sec
# Pitch
self.__elevatorRatio = 0.0
self.__pendingElevatorAdjustment = 0.0
self.__pitchAngularVelocity = 0.0 #rad/sec
# Constants
self.__MAX_PITCH_ANGULAR_ACCEL = math.pi /4.0# rad / s / s
self.__MAX_ROLL_ANGULAR_ACCEL = math.pi /2.0 # rad / s / s
self.printLiftCoeffTable()
self.__elevatorTrimRatio = 0.2
self.__elevatorEqualisationRatio = 0.01
self.__aileronEqualisationRatio = 0.01
self._mass = 3850.0 # kg3850
self._S = 22.48 # wing planform area
#self._mass = 0.1 # 100g -- a guess
#self._S = 0.0016 # meters squared? also a guess
def __repr__(self):
return str(self.getId())
@property
def thrust(self):
return self.__thrust
@thrust.setter
def thrust(self, value):
self.__thrust=value
def getDragForce(self, angleOfAttack, timeDiff):
vMag = self._velocity.magnitude()
# Calculate 'induced' drag, caused by the lifting effect of the airfoil
drag = math.fabs(Airfoil.getDragCoeff(angleOfAttack) * 0.5 * rho * vMag * vMag * self._S)
return Obj.getDragForce(self, angleOfAttack, timeDiff, drag)
def getLiftForce(self, angleOfAttack, vel):
return Airfoil.getLiftCoeff(angleOfAttack) * 0.5 * rho * vel * vel * self._S
def _updateVelFromLift(self, timeDiff, windUnitVector, angleOfAttack):
wingUnitVector = self._attitude * Vector3(0.0, 0.0, 1.0)
liftUnitVector = wingUnitVector.cross(windUnitVector).normalize()
dv = self.getLiftForce( angleOfAttack, self._velocity.magnitude() ) * timeDiff / self._mass
liftVector = liftUnitVector * dv
self._velocity += liftVector
def _updateVelFromEnv(self, timeDiff, zenithVector, noseVector):
velocityNormalized, angleOfAttack, zenithAngle=self._getLiftArgs(zenithVector, noseVector)
self._updateVelFromGrav(timeDiff)
#Lift, acts T to both Velocity vector AND the wing vector
self._updateVelFromLift(timeDiff, velocityNormalized, angleOfAttack)
#Drag, acts || to Velocity vector
dv = self.getDragForce(angleOfAttack, timeDiff) * timeDiff / self._mass
dragVector = velocityNormalized * dv * -1.0
#print "_updateVelFromEnv. vel: "+str(self._velocity)+' drag: '+str(dragVector)+' time: '+str(timeDiff)+' mass: '+str(self._mass)
self._velocity += dragVector
#kw this will return a contant for ballistic flight
def _getElevRot(self):
self.__elevatorRatio += self.__pendingElevatorAdjustment #accumulate the new pitch ratio
# The angular change shall depend on the angle between the Elevator's normal
# and the velocity vector.
MAX_ELEV_ANGLE = math.pi / 4.0
return Quaternion.new_rotate_axis(-self.__elevatorRatio * MAX_ELEV_ANGLE, Vector3(0.0, 0.0, 1.0))
def _updateRoll(self, timeDiff):
#kw this part in airfoil only
self.__aileronRatio += self.__pendingAileronAdjustment #accumulate the new roll ratio
#kw this part in both
if self.__aileronRatio == 0.0:
# When ailerons are at 0 set the angular velocity to 0 also. This is
# to get rid of any accumulated error in the angularVelocity.
self.__rollAngularVelocity = 0.0
else:
angularVelocityDelta = self.__pendingAileronAdjustment * self.__MAX_ROLL_ANGULAR_ACCEL * self._getSpeedRatio()
self.__rollAngularVelocity += angularVelocityDelta #accumulate the new angular velocity
# Adjust the crafts roll
angularChange = self.__rollAngularVelocity * timeDiff
self._attitude = self._attitude * Quaternion.new_rotate_axis( angularChange, X_UNIT)
def getElevatorRatio(self):
return self.__elevatorRatio
def getAileronRatio(self):
return self.__aileronRatio
def setElevatorTrimRatio(self, newValue):
maxTrimRatio = 1.0
if newValue > maxTrimRatio:
self.__elevatorTrimRatio = maxTrimRatio
elif newValue < -maxTrimRatio:
self.__elevatorTrimRatio = -maxTrimRatio
else:
self.__elevatorTrimRatio = newValue
return
def adjustRoll(self, adj):
#+/- 1.0
self.__pendingAileronAdjustment += adj
if self.__aileronRatio + self.__pendingAileronAdjustment > 1.0:
self.__pendingAileronAdjustment = 1.0 - self.__aileronRatio
if self.__aileronRatio + self.__pendingAileronAdjustment < -1.0:
self.__pendingAileronAdjustment = -1.0 - self.__aileronRatio
def adjustPitch(self, adj):
#+/- 1.0
self.__pendingElevatorAdjustment += adj
if self.__elevatorRatio + self.__pendingElevatorAdjustment > 1.0:
self.__pendingElevatorAdjustment = 1.0 - self.__elevatorRatio
if self.__elevatorRatio + self.__pendingElevatorAdjustment < -1.0:
self.__pendingElevatorAdjustment = -1.0 - self.__elevatorRatio
@staticmethod
def getLiftCoeff( angleOfAttack):
# http://en.wikipedia.org/wiki/Lift_coefficient
aoaDegrees = angleOfAttack / math.pi * 180.0
coeffOfLift = 0.0
if aoaDegrees < -10: # used to be -5
coeffOfLift = 0.0
elif aoaDegrees > 45: # used to be 25
coeffOfLift = 0.0
elif aoaDegrees < 17:
coeffOfLift = (aoaDegrees * 0.1) + 0.5
else:
coeffOfLift = (aoaDegrees *-0.1) + 3.5
return coeffOfLift
def printLiftCoeffTable(self):
for i in range(-25,25):
angle = i/180.0*math.pi
@staticmethod
def getDragCoeff(angleOfAttack):
AR = 5.61 # http://www.ww2aircraft.net/forum/aviation/bf-109-vs-spitfire-vs-fw-190-vs-p-51-a-13369.html
e = 0.5 # efficiency factor (0 < x < 1), 1.0 for elipse
liftCoeff = Airfoil.getLiftCoeff(angleOfAttack)
inducedDragCoeff = (liftCoeff * liftCoeff) / (math.pi * AR * e)
Cd0 = 0.0229 # coefficient of drag at zero lift
return inducedDragCoeff + Cd0
def changeThrust(self, delta):
self.__thrust += delta
if self.__thrust > self.__class__.MAX_THRUST:
self.__thrust = self.__class__.MAX_THRUST
if self.__thrust < 0.0:
self.__thrust = 0.0
def getAirSpeed(self):
return self._velocity.magnitude()
def draw(self, view_type):
side = 50.0
pos = self.getPos()
att = self.getAttitude()
vlist = [Vector3(0,0,0),
Vector3(-side/2.0, -side/2.0*0, 0),
Vector3(-side/2.0, side/2.0, 0),
Vector3(0, 0, 0),
Vector3(-side/2.0, 0, -side),
Vector3(-side/2.0, 0, side)]
glDisable(GL_CULL_FACE)
glTranslatef(pos.x,pos.y, pos.z)
glBegin(GL_TRIANGLES)
glColor4f(1.0, 0.0, 0.0, 1.0)
for i in vlist[:3]:
j = att * i
glVertex3f(j.x, j.y, j.z)
glColor4f(0.0, 0.0, 1.0, 1.0)
for i in vlist[3:6]:
j = att * i
glVertex3f(j.x, j.y, j.z)
glColor4f(1.0, 0.0, 1.0, 1.0)
glVertex3f(self._velocity.x, self._velocity.y, self._velocity.z)
j = (att * vlist[1]) /8.0
glVertex3f(j.x, j.y, j.z)
j = (att * vlist[2]) /8.0
glVertex3f(j.x, j.y, j.z)
glColor4f(1.0, 1.0, 1.0, 1.0)
glVertex3f(self._velocity.x, self._velocity.y, self._velocity.z)
j = (att * vlist[4]) /8.0
glVertex3f(j.x, j.y, j.z)
j = (att * vlist[5]) /8.0
glVertex3f(j.x, j.y, j.z)
glEnd()
cog = (self._attitude * self._centreOfGravity).normalize()
rotAxis = Vector3(0.0,1.0,0.0).cross(cog).normalize() * 100
glColor4f(1.0, 0.0, 0.0, 1.0)
glBegin(GL_LINES)
glVertex3f(rotAxis.x, rotAxis.y, rotAxis.z)
glVertex3f(-rotAxis.x, -rotAxis.y, -rotAxis.z)
glVertex3f(0,0,0)
glVertex3f(0,-100,0)
glEnd()
def _updateElevator(self):
if self.__elevatorRatio >= (self.__elevatorTrimRatio + self.__elevatorEqualisationRatio):
self.adjustPitch(-self.__elevatorEqualisationRatio)
elif self.__elevatorRatio <= (self.__elevatorTrimRatio - self.__elevatorEqualisationRatio):
self.adjustPitch(self.__elevatorEqualisationRatio)
else:
self.__elevatorRatio = self.__elevatorTrimRatio
def _updateAileron(self):
if self.__aileronRatio >= self.__aileronEqualisationRatio:
self.adjustRoll(-self.__aileronEqualisationRatio)
elif self.__aileronRatio <= -self.__aileronEqualisationRatio:
self.adjustRoll(self.__aileronEqualisationRatio)
else:
self.__aileronRatio = 0.0
def __getVelThrustDelta(self, timeDiff, noseVector):
#Thrust, acts || to nose vector
dv = self.thrust * timeDiff / self._mass #dv, the change in velocity due to thrust
#print 'thrust noseVector: '+str(noseVector)+' time: '+str(timeDiff)+' delta: '+str(noseVector * dv)+' dv: '+str(dv)
return noseVector * dv
def _updateVelFromControls(self, timeDiff, noseVector):
# Automatically bring elevators back to trim value if no user adjustment was made
if self.__pendingElevatorAdjustment == 0.0:
self._updateElevator()
# Automatically bring ailerons back to 0 if no adjustment was made
if self.__pendingAileronAdjustment == 0.0:
self._updateAileron()
self._velocity+=self.__getVelThrustDelta(timeDiff, noseVector)
def update(self):
#if self.getId()[0]%2==1:
# return
timeDiff=self._getTimeDiff()
(zenithVector, noseVector)=self._getVectors()
self._updateVelFromControls(timeDiff, noseVector)
self._updateFromEnv(timeDiff, zenithVector, noseVector)
self.__pendingElevatorAdjustment = 0.0 #reset the pending pitch adjustemnt
self.__pendingAileronAdjustment = 0.0 #reset the pending roll adjustment
self._updatePos(timeDiff)
mesh.updateCollider(self.getId(), self._pos, self._attitude)
self.printDetails()
def log(self, line):
self.__print_line += "[" + line + "]"
def printDetails(self):
if self.__print_line != "":
print self.__print_line
self.__print_line = ""
def getHeading(self):
#Initial heading of 1st plane is moving up the z axis, no change in x.
#This should be North ie heading 0 or 2PI
noseVector = self._attitude * (-X_UNIT)
return getAngleForXY(noseVector.x, -noseVector.z)
def collisionForType(self, ident):
return mesh.collidedCollider(ident, self.getId())
#if object3dLib.checkCollisionCol(otherModCols, self._modCols,
# byref(otherCollisionCnt), otherCollisions,
# byref(self._num_collisions), self._collisions):
# import pdb; pdb.set_trace()
# return True
#else:
# return False
def _colCheck(self, b):
#num_cols=object3dLib.checkCollision(self._modCols, self._collisions)
#c=checkColForBot(b)
return b.collisionForType(getId())
#def _resetResponses(self):
# pass
def checkCols(self, bots, indestructible_types):
#print 'check start bots: '+str(bots)
if self.TYP in indestructible_types:
return
self._resetResponses()
for b in bots:
if b.TYP in indestructible_types:
self._colCheck(b)
else:
myId=self.getId()
botId=b.getId()
if myId[0]==botId[0]:
#print 'about not to check mine: '+str(myId)+" his "+str(botId)
if myId[1]>botId[1]:
self._colCheck(b)
else:
pass
#print 'not checking'
else:
#print 'other guy: '+str(myId)+" his "+str(botId)
self._colCheck(b)
#print 'using modCols for '+str(self.getId())
#print 'checkCollision for terrain '+str(type(self._num_collisions))
model=mesh.getCollisionModel(self.getId())
if self._cterrain!=None and model is not None:
if self._cterrain.checkCollision(model.colliders, byref(model.num_collisions), model.results):
self._forced_y_delta=+Y_FORCED
self._reactToCollision()
def _initCols(self):
mesh.initCollider(self.TYP, self.getId())
self._forced_y_delta=0.0
self._locked=False
def _resetResponses(self):
self._forced_y_delta=0.0
def _collisionRespond(self, bot):
bPos=bot.getPos()
if self._pos.y<bPos.y:
self._forced_y_delta=-Y_FORCED
else:
self._forced_y_delta=+Y_FORCED
def _genDelta(self, timeDiff):
delta=self._velocity * timeDiff
if self._forced_y_delta!=0.0:
if self._forced_y_delta<0.0:
if delta.y>self._forced_y_delta:
delta.y=self._forced_y_delta
else:
if delta.y<self._forced_y_delta:
delta.y=self._forced_y_delta
return delta