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https://github.com/panda3d/panda3d.git
synced 2025-10-05 03:15:07 -04:00
fixed collison bitmask issues
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2399409e8f
commit
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@ -107,7 +107,7 @@ class ShipPilot(PhysicsWalker):
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0.0, self.bowPos[1], 0.0, sRadius)
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0.0, self.bowPos[1], 0.0, sRadius)
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cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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cBowSphereNode.addSolid(cBowSphere)
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cBowSphereNode.addSolid(cBowSphere)
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self.cBowSphereNodePath = self.shipNodePath.attachNewNode(
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self.cBowSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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cBowSphereNode)
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cBowSphereNode)
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# self.cBowSphereNodePath.show()
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# self.cBowSphereNodePath.show()
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@ -119,7 +119,7 @@ class ShipPilot(PhysicsWalker):
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0.0, self.sternPos[1], 0.0, sRadius)
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0.0, self.sternPos[1], 0.0, sRadius)
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cSternSphereNode = CollisionNode('SP.cSternSphereNode')
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cSternSphereNode = CollisionNode('SP.cSternSphereNode')
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cSternSphereNode.addSolid(cSternSphere)
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cSternSphereNode.addSolid(cSternSphere)
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self.cSternSphereNodePath = self.shipNodePath.attachNewNode(
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self.cSternSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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cSternSphereNode)
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cSternSphereNode)
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# self.cSternSphereNodePath.show()
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# self.cSternSphereNodePath.show()
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@ -142,9 +142,9 @@ class ShipPilot(PhysicsWalker):
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shipCollWall = self.shipNodePath.find("**/collision_hull;+s")
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shipCollWall = self.shipNodePath.find("**/collision_hull;+s")
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if active:
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if active:
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self.cBowSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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self.cBowSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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self.cBowSphereNodePath.node().setFromCollideMask(BitMask32.allOff())
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self.cBowSphereNodePath.node().setIntoCollideMask(BitMask32.allOff())
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self.cSternSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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self.cSternSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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self.cSternSphereNodePath.node().setFromCollideMask(BitMask32.allOff())
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self.cSternSphereNodePath.node().setIntoCollideMask(BitMask32.allOff())
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self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
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self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
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shipCollWall.stash()
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shipCollWall.stash()
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@ -183,9 +183,8 @@ class ShipPilot(PhysicsWalker):
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assert self.debugPrint("takedownPhysics()")
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assert self.debugPrint("takedownPhysics()")
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def setTag(self, key, value):
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def setTag(self, key, value):
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if not hasattr(self, "collisionTags"):
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self.cSternSphereNodePath.setTag(key, value)
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self.collisionTags = {}
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self.cBowSphereNodePath.setTag(key, value)
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self.collisionTags[key] = value
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def setAvatarPhysicsIndicator(self, indicator):
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def setAvatarPhysicsIndicator(self, indicator):
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"""
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"""
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@ -304,7 +303,7 @@ class ShipPilot(PhysicsWalker):
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def handleAvatarControls(self, task):
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def handleAvatarControls(self, task):
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"""
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"""
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Check on the arrow keys and update the avatar.
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Check on the arrow keys and update the "avatar" (ship).
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"""
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"""
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if __debug__:
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if __debug__:
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if self.wantDebugIndicator:
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if self.wantDebugIndicator:
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@ -312,10 +311,9 @@ class ShipPilot(PhysicsWalker):
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base.localAvatar.getPos().pPrintValues(),))
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base.localAvatar.getPos().pPrintValues(),))
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onScreenDebug.append("localAvatar hpr = %s\n"%(
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onScreenDebug.append("localAvatar hpr = %s\n"%(
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base.localAvatar.getHpr().pPrintValues(),))
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base.localAvatar.getHpr().pPrintValues(),))
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#assert self.debugPrint("handleAvatarControls(task=%s)"%(task,))
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# assert self.debugPrint("handleAvatarControls(task=%s)"%(task,))
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physObject = self.actorNode.getPhysicsObject()
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physObject = self.actorNode.getPhysicsObject()
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contact = self.actorNode.getContactVector()
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contact = self.actorNode.getContactVector()
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# get the button states:
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# get the button states:
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forward = inputState.isSet("forward")
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forward = inputState.isSet("forward")
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reverse = inputState.isSet("reverse")
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reverse = inputState.isSet("reverse")
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@ -509,6 +507,9 @@ class ShipPilot(PhysicsWalker):
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speed /= self.ship.maxSp
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speed /= self.ship.maxSp
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## physObject.setVelocity(speed)
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## physObject.setVelocity(speed)
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# print self.ship.getZ()
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# self.ship.setZ(0)
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#rotMat=Mat3.rotateMatNormaxis(self.shipNodePath.getH(), Vec3.up())
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#rotMat=Mat3.rotateMatNormaxis(self.shipNodePath.getH(), Vec3.up())
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#speed=rotMat.xform(speed)
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#speed=rotMat.xform(speed)
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# The momentumForce makes it feel like we are sliding on ice -- Joe
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# The momentumForce makes it feel like we are sliding on ice -- Joe
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