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https://github.com/panda3d/panda3d.git
synced 2025-10-03 18:31:55 -04:00
"using new ShipFloorCollide for avatars on a ship"
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de7e08b8ee
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@ -93,6 +93,9 @@ class ControlManager:
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controls.setCollisionsActive(0)
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self.controls[name] = controls
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def get(self, name):
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return self.controls.get(name)
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def remove(self, name):
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"""
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name is any key that was used to refer to the
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@ -245,3 +248,4 @@ class ControlManager:
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onScreenDebug.add("InputState slideLeft", "%d"%(inputState.isSet("slideLeft")))
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onScreenDebug.add("InputState slideRight", "%d"%(inputState.isSet("slideRight")))
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return Task.cont
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@ -280,6 +280,13 @@ class GravityWalker(DirectObject.DirectObject):
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def setFloorBitMask(self, bitMask):
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self.floorBitmask = bitMask
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def swapFloorBitMask(self, oldMask, newMask):
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self.floorBitmask = self.floorBitmask &~ oldMask
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self.floorBitmask |= newMask
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if self.cRayNodePath and not self.cRayNodePath.isEmpty():
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self.cRayNodePath.node().setFromCollideMask(self.floorBitmask)
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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@ -64,6 +64,13 @@ class NonPhysicsWalker(DirectObject.DirectObject):
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def setFloorBitMask(self, bitMask):
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self.cRayBitMask = bitMask
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def swapFloorBitMask(self, oldMask, newMask):
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self.cRayBitMask = self.cRayBitMask &~ oldMask
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self.cRayBitMask |= newMask
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if self.cRayNodePath and not self.cRayNodePath.isEmpty():
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self.cRayNodePath.node().setFromCollideMask(self.cRayBitMask)
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def initializeCollisions(self, collisionTraverser, avatarNodePath,
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avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
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"""
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@ -56,6 +56,13 @@ class ShipPilot(PhysicsWalker):
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def setWallBitMask(self, bitMask):
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self.wallBitmask = bitMask
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def swapWallBitMask(self, oldMask, newMask):
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self.wallBitmask = self.wallBitmask &~ oldMask
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self.wallBitmask |= newMask
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if self.cSphereNodePath and not self.cSphereNodePath.isEmpty():
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self.cSphereNodePath.node().setFromCollideMask(self.wallBitmask)
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def setFloorBitMask(self, bitMask):
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self.floorBitmask = bitMask
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@ -102,33 +109,40 @@ class ShipPilot(PhysicsWalker):
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self.pusher = PhysicsCollisionHandler()
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self.pusher.setInPattern("enter%in")
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self.pusher.setOutPattern("exit%in")
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cSphereNode = CollisionNode('SP.cSphereNode')
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# Front sphere:
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sRadius = abs((self.portPos - self.starboardPos)[0] / 2.0)
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cBowSphere = CollisionSphere(
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0.0, self.bowPos[1]+sRadius, 0.0, sRadius)
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cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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cBowSphereNode.addSolid(cBowSphere)
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self.cBowSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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cBowSphereNode)
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# self.cBowSphereNodePath.show()
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cSphereNode.addSolid(cBowSphere)
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# cBowSphereNode = CollisionNode('SP.cBowSphereNode')
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# cBowSphereNode.addSolid(cBowSphere)
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# self.cBowSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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# cBowSphereNode)
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self.pusher.addCollider(
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self.cBowSphereNodePath, self.shipNodePath)
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self.pusher.setHorizontal(True)
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# self.pusher.addCollider(
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# self.cBowSphereNodePath, self.shipNodePath)
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# Back sphere:
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cSternSphere = CollisionSphere(
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0.0, self.sternPos[1]-sRadius, 0.0, sRadius)
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cSternSphereNode = CollisionNode('SP.cSternSphereNode')
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cSternSphereNode.addSolid(cSternSphere)
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self.cSternSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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cSternSphereNode)
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# self.cSternSphereNodePath.show()
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cSphereNode.addSolid(cSternSphere)
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# cSternSphereNode.addSolid(cSternSphere)
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# self.cSternSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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# cSternSphereNode)
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# self.pusher.addCollider(
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# self.cSternSphereNodePath, self.shipNodePath)
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self.pusher.addCollider(
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self.cSternSphereNodePath, self.shipNodePath)
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self.cSphereNodePath = self.ship.getInteractCollisionRoot().attachNewNode(
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cSphereNode)
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self.pusher.addCollider(
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self.cSphereNodePath, self.shipNodePath)
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self.pusher.setHorizontal(True)
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# hide other things on my ship that these spheres might collide
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# with and which I dont need anyways...
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shipCollWall = self.shipNodePath.find("**/collision_hull")
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@ -144,26 +158,38 @@ class ShipPilot(PhysicsWalker):
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self.collisionsActive = active
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shipCollWall = self.shipNodePath.find("**/collision_hull;+s")
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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().setIntoCollideMask(BitMask32.allOff())
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self.cSternSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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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.cSternSphereNodePath, self.pusher)
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# self.cBowSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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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().setIntoCollideMask(BitMask32.allOff())
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self.cSphereNodePath.node().setFromCollideMask(self.wallBitmask | self.floorBitmask)
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self.cSphereNodePath.node().setIntoCollideMask(BitMask32.allOff())
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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.cSphereNodePath, self.pusher)
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shipCollWall.stash()
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else:
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self.cTrav.removeCollider(self.cBowSphereNodePath)
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self.cTrav.removeCollider(self.cSternSphereNodePath)
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# self.cTrav.removeCollider(self.cBowSphereNodePath)
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# self.cTrav.removeCollider(self.cSternSphereNodePath)
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self.cTrav.removeCollider(self.cSphereNodePath)
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shipCollWall.unstash()
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# Now that we have disabled collisions, make one more pass
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# right now to ensure we aren't standing in a wall.
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self.oneTimeCollide()
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def deleteCollisions(self):
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import pdb;pdb.set_trace()
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assert self.debugPrint("deleteCollisions()")
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del self.cTrav
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"""
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if hasattr(self, "cBowSphereNodePath"):
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self.cBowSphereNodePath.removeNode()
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del self.cBowSphereNodePath
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if hasattr(self, "cSternSphereNodePath"):
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self.cSternSphereNodePath.removeNode()
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del self.cSternSphereNodePath
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"""
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if hasattr(self, "cSphereNodePath"):
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self.cSphereNodePath.removeNode()
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del self.cSphereNodePath
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@ -186,8 +212,9 @@ class ShipPilot(PhysicsWalker):
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assert self.debugPrint("takedownPhysics()")
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def setTag(self, key, value):
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self.cSternSphereNodePath.setTag(key, value)
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self.cBowSphereNodePath.setTag(key, value)
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# self.cSternSphereNodePath.setTag(key, value)
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# self.cBowSphereNodePath.setTag(key, value)
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self.cSphereNodePath.setTag(key, value)
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def setAvatarPhysicsIndicator(self, indicator):
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"""
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