From 82a8cc00cf1ed27f372ec8f0575ce24699fe0c71 Mon Sep 17 00:00:00 2001 From: Samir Naik Date: Wed, 29 Sep 2004 17:46:06 +0000 Subject: [PATCH] move bowSphere forward and sternSphere back --- direct/src/controls/ShipPilot.py | 21 ++++++++++----------- 1 file changed, 10 insertions(+), 11 deletions(-) diff --git a/direct/src/controls/ShipPilot.py b/direct/src/controls/ShipPilot.py index 8dd8f44f13..624572a4fe 100755 --- a/direct/src/controls/ShipPilot.py +++ b/direct/src/controls/ShipPilot.py @@ -172,25 +172,25 @@ class ShipPilot(PhysicsWalker.PhysicsWalker): else: # Middle sphere: self.avatarRadius = avatarRadius - self.cSphere = CollisionSphere(0.0, -5.0, 0.0, avatarRadius) - cSphereNode = CollisionNode('SP.cSphereNode') - cSphereNode.addSolid(self.cSphere) - self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode) + #self.cSphere = CollisionSphere(0.0, -5.0, 0.0, avatarRadius) + #cSphereNode = CollisionNode('SP.cSphereNode') + #cSphereNode.addSolid(self.cSphere) + #self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode) self.cSphereBitMask = bitmask - cSphereNode.setFromCollideMask(self.cSphereBitMask) - cSphereNode.setIntoCollideMask(BitMask32.allOff()) + #cSphereNode.setFromCollideMask(self.cSphereBitMask) + #cSphereNode.setIntoCollideMask(BitMask32.allOff()) # set up collision mechanism self.pusher = PhysicsCollisionHandler() self.pusher.setInPattern("enter%in") self.pusher.setOutPattern("exit%in") - self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath) + #self.pusher.addCollider(self.cSphereNodePath, self.avatarNodePath) if 1: # Front sphere: - self.cBowSphere = CollisionSphere(0.0, 20.0, 0.0, avatarRadius) + self.cBowSphere = CollisionSphere(0.0, 30.0, 0.0, avatarRadius) cBowSphereNode = CollisionNode('SP.cBowSphereNode') cBowSphereNode.addSolid(self.cBowSphere) self.cBowSphereNodePath = self.avatarNodePath.attachNewNode(cBowSphereNode) @@ -350,7 +350,6 @@ class ShipPilot(PhysicsWalker.PhysicsWalker): """ assert(self.debugPrint("initializeCollisions()")) self.cTrav = collisionTraverser - self.floorOffset = floorOffset = 7.0 self.avatarRadius = avatarRadius self.floorOffset = floorOffset self.reach = reach @@ -441,7 +440,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker): if self.collisionsActive != active: self.collisionsActive = active if active: - self.cTrav.addCollider(self.cSphereNodePath, self.pusher) + #self.cTrav.addCollider(self.cSphereNodePath, self.pusher) self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher) self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher) if self.useHeightRay: @@ -450,7 +449,7 @@ class ShipPilot(PhysicsWalker.PhysicsWalker): else: self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue) else: - self.cTrav.removeCollider(self.cSphereNodePath) + #self.cTrav.removeCollider(self.cSphereNodePath) self.cTrav.removeCollider(self.cBowSphereNodePath) self.cTrav.removeCollider(self.cSternSphereNodePath) if self.useHeightRay: