comment out unneeded events, adjust comments, minor cleanup
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3d45ead3eb
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@ -180,8 +180,8 @@ class GravityWalker(DirectObject.DirectObject):
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# set up floor collision mechanism
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self.lifter = CollisionHandlerGravity()
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self.lifter.setGravity(32.174 * 2.0)
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self.lifter.setInPattern("enterRay-%in")
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self.lifter.setOutPattern("exitRay-%in")
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#self.lifter.setInPattern("enterRay-%in")
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#self.lifter.setOutPattern("exitRay-%in")
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self.lifter.setOffset(floorOffset)
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# Limit our rate-of-fall with the lifter.
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@ -196,11 +196,12 @@ class GravityWalker(DirectObject.DirectObject):
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"""
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Set up the collision sphere
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"""
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# This is a sphere on the ground to detect barrier collisions
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# This is a sphere on the ground to detect collisions with
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# walls, but not the floor.
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self.avatarRadius = avatarRadius
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self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius, avatarRadius)
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cSphere = CollisionSphere(0.0, 0.0, avatarRadius, avatarRadius)
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cSphereNode = CollisionNode('GW.cWallSphereNode')
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cSphereNode.addSolid(self.cSphere)
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(bitmask)
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@ -208,8 +209,8 @@ class GravityWalker(DirectObject.DirectObject):
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# set up collision mechanism
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handler = CollisionHandlerPusher()
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handler.setInPattern("pusher_enter%in")
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handler.setOutPattern("pusher_exit%in")
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#handler.setInPattern("pusher_enter%in")
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#handler.setOutPattern("pusher_exit%in")
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handler.addCollider(cSphereNodePath, self.avatarNodePath)
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self.pusher = handler
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@ -219,11 +220,14 @@ class GravityWalker(DirectObject.DirectObject):
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"""
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Set up the collision sphere
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"""
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# This is a sphere on the ground to detect barrier collisions
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# This is a sphere a little larger than the wall sphere to
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# trigger events.
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self.avatarRadius = avatarRadius
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self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius-0.1, avatarRadius*1.04)
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cSphere = CollisionSphere(0.0, 0.0, avatarRadius-0.1, avatarRadius*1.04)
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# Mark it intangible just to emphasize its non-physical purpose.
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cSphere.setTangible(0)
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cSphereNode = CollisionNode('GW.cEventSphereNode')
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cSphereNode.addSolid(self.cSphere)
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(bitmask)
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@ -241,11 +245,12 @@ class GravityWalker(DirectObject.DirectObject):
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"""
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Set up the collision sphere
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"""
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# This is a sphere on the ground to detect barrier collisions
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# This is a tiny sphere concentric with the wallSphere to keep
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# us from slipping through floors.
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self.avatarRadius = avatarRadius
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self.cSphere = CollisionSphere(0.0, 0.0, avatarRadius, 0.01)
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cSphere = CollisionSphere(0.0, 0.0, avatarRadius, 0.01)
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cSphereNode = CollisionNode('GW.cFloorSphereNode')
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cSphereNode.addSolid(self.cSphere)
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cSphereNode.addSolid(cSphere)
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cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
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cSphereNode.setFromCollideMask(bitmask)
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@ -253,8 +258,8 @@ class GravityWalker(DirectObject.DirectObject):
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# set up collision mechanism
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handler = CollisionHandlerPusher()
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handler.setInPattern("pusherFloor_enter%in")
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handler.setOutPattern("pusherFloor_exit%in")
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#handler.setInPattern("pusherFloor_enter%in")
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#handler.setOutPattern("pusherFloor_exit%in")
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handler.addCollider(cSphereNodePath, self.avatarNodePath)
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self.pusherFloor = handler
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@ -298,7 +303,6 @@ class GravityWalker(DirectObject.DirectObject):
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assert(self.debugPrint("deleteCollisions()"))
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del self.cTrav
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del self.cSphere
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self.cWallSphereNodePath.removeNode()
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del self.cWallSphereNodePath
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# self.cFloorSphereNodePath.removeNode()
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