comment out unneeded events, adjust comments, minor cleanup

This commit is contained in:
David Rose 2003-12-17 21:19:31 +00:00
parent 3d45ead3eb
commit fa3df4a74c
1 changed files with 20 additions and 16 deletions

View File

@ -180,8 +180,8 @@ class GravityWalker(DirectObject.DirectObject):
# set up floor collision mechanism
self.lifter = CollisionHandlerGravity()
self.lifter.setGravity(32.174 * 2.0)
self.lifter.setInPattern("enterRay-%in")
self.lifter.setOutPattern("exitRay-%in")
#self.lifter.setInPattern("enterRay-%in")
#self.lifter.setOutPattern("exitRay-%in")
self.lifter.setOffset(floorOffset)
# Limit our rate-of-fall with the lifter.
@ -196,11 +196,12 @@ class GravityWalker(DirectObject.DirectObject):
"""
Set up the collision sphere
"""
# This is a sphere on the ground to detect barrier collisions
# This is a sphere on the ground to detect collisions with
# walls, but not the floor.
self.avatarRadius = avatarRadius
self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius, avatarRadius)
cSphere = CollisionSphere(0.0, 0.0, avatarRadius, avatarRadius)
cSphereNode = CollisionNode('GW.cWallSphereNode')
cSphereNode.addSolid(self.cSphere)
cSphereNode.addSolid(cSphere)
cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
cSphereNode.setFromCollideMask(bitmask)
@ -208,8 +209,8 @@ class GravityWalker(DirectObject.DirectObject):
# set up collision mechanism
handler = CollisionHandlerPusher()
handler.setInPattern("pusher_enter%in")
handler.setOutPattern("pusher_exit%in")
#handler.setInPattern("pusher_enter%in")
#handler.setOutPattern("pusher_exit%in")
handler.addCollider(cSphereNodePath, self.avatarNodePath)
self.pusher = handler
@ -219,11 +220,14 @@ class GravityWalker(DirectObject.DirectObject):
"""
Set up the collision sphere
"""
# This is a sphere on the ground to detect barrier collisions
# This is a sphere a little larger than the wall sphere to
# trigger events.
self.avatarRadius = avatarRadius
self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius-0.1, avatarRadius*1.04)
cSphere = CollisionSphere(0.0, 0.0, avatarRadius-0.1, avatarRadius*1.04)
# Mark it intangible just to emphasize its non-physical purpose.
cSphere.setTangible(0)
cSphereNode = CollisionNode('GW.cEventSphereNode')
cSphereNode.addSolid(self.cSphere)
cSphereNode.addSolid(cSphere)
cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
cSphereNode.setFromCollideMask(bitmask)
@ -241,11 +245,12 @@ class GravityWalker(DirectObject.DirectObject):
"""
Set up the collision sphere
"""
# This is a sphere on the ground to detect barrier collisions
# This is a tiny sphere concentric with the wallSphere to keep
# us from slipping through floors.
self.avatarRadius = avatarRadius
self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius, 0.01)
cSphere = CollisionSphere(0.0, 0.0, avatarRadius, 0.01)
cSphereNode = CollisionNode('GW.cFloorSphereNode')
cSphereNode.addSolid(self.cSphere)
cSphereNode.addSolid(cSphere)
cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
cSphereNode.setFromCollideMask(bitmask)
@ -253,8 +258,8 @@ class GravityWalker(DirectObject.DirectObject):
# set up collision mechanism
handler = CollisionHandlerPusher()
handler.setInPattern("pusherFloor_enter%in")
handler.setOutPattern("pusherFloor_exit%in")
#handler.setInPattern("pusherFloor_enter%in")
#handler.setOutPattern("pusherFloor_exit%in")
handler.addCollider(cSphereNodePath, self.avatarNodePath)
self.pusherFloor = handler
@ -298,7 +303,6 @@ class GravityWalker(DirectObject.DirectObject):
assert(self.debugPrint("deleteCollisions()"))
del self.cTrav
del self.cSphere
self.cWallSphereNodePath.removeNode()
del self.cWallSphereNodePath
# self.cFloorSphereNodePath.removeNode()