fixed collison bitmask issues

This commit is contained in:
Josh Wilson 2007-01-27 04:42:41 +00:00
parent 2399409e8f
commit d25dbb573b

View File

@ -107,7 +107,7 @@ class ShipPilot(PhysicsWalker):
0.0, self.bowPos[1], 0.0, sRadius)
cBowSphereNode = CollisionNode('SP.cBowSphereNode')
cBowSphereNode.addSolid(cBowSphere)
self.cBowSphereNodePath = self.shipNodePath.attachNewNode(
self.cBowSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
cBowSphereNode)
# self.cBowSphereNodePath.show()
@ -119,7 +119,7 @@ class ShipPilot(PhysicsWalker):
0.0, self.sternPos[1], 0.0, sRadius)
cSternSphereNode = CollisionNode('SP.cSternSphereNode')
cSternSphereNode.addSolid(cSternSphere)
self.cSternSphereNodePath = self.shipNodePath.attachNewNode(
self.cSternSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
cSternSphereNode)
# self.cSternSphereNodePath.show()
@ -142,9 +142,9 @@ class ShipPilot(PhysicsWalker):
shipCollWall = self.shipNodePath.find("**/collision_hull;+s")
if active:
self.cBowSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
self.cBowSphereNodePath.node().setFromCollideMask(BitMask32.allOff())
self.cBowSphereNodePath.node().setIntoCollideMask(BitMask32.allOff())
self.cSternSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
self.cSternSphereNodePath.node().setFromCollideMask(BitMask32.allOff())
self.cSternSphereNodePath.node().setIntoCollideMask(BitMask32.allOff())
self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
shipCollWall.stash()
@ -183,9 +183,8 @@ class ShipPilot(PhysicsWalker):
assert self.debugPrint("takedownPhysics()")
def setTag(self, key, value):
if not hasattr(self, "collisionTags"):
self.collisionTags = {}
self.collisionTags[key] = value
self.cSternSphereNodePath.setTag(key, value)
self.cBowSphereNodePath.setTag(key, value)
def setAvatarPhysicsIndicator(self, indicator):
"""
@ -304,7 +303,7 @@ class ShipPilot(PhysicsWalker):
def handleAvatarControls(self, task):
"""
Check on the arrow keys and update the avatar.
Check on the arrow keys and update the "avatar" (ship).
"""
if __debug__:
if self.wantDebugIndicator:
@ -315,7 +314,6 @@ class ShipPilot(PhysicsWalker):
# assert self.debugPrint("handleAvatarControls(task=%s)"%(task,))
physObject = self.actorNode.getPhysicsObject()
contact = self.actorNode.getContactVector()
# get the button states:
forward = inputState.isSet("forward")
reverse = inputState.isSet("reverse")
@ -509,6 +507,9 @@ class ShipPilot(PhysicsWalker):
speed /= self.ship.maxSp
## physObject.setVelocity(speed)
# print self.ship.getZ()
# self.ship.setZ(0)
#rotMat=Mat3.rotateMatNormaxis(self.shipNodePath.getH(), Vec3.up())
#speed=rotMat.xform(speed)
# The momentumForce makes it feel like we are sliding on ice -- Joe