"""
ShipPilot.py is for avatars pilotting ships (or more accurately, a ship
as the avatar).

A control such as this one provides:
    - creation of the collision nodes
    - handling the keyboard and mouse input for avatar movement
    - moving the avatar

it does not:
    - play sounds
    - play animations

although it does send messeges that allow a listener to play sounds or
animations based on control events.
"""

from direct.directnotify.DirectNotifyGlobal import directNotify
from direct.controls.ControlManager import CollisionHandlerRayStart
from direct.showbase.InputStateGlobal import inputState
from direct.task.Task import Task
from pandac.PandaModules import *
import math

from PhysicsWalker import PhysicsWalker

class ShipPilot2(PhysicsWalker):
    notify = directNotify.newCategory("PhysicsWalker")
    wantDebugIndicator = base.config.GetBool(
        'want-avatar-physics-indicator', 0)

    useBowSternSpheres = 1
    useOneSphere = 0
    useDSSolid = 0
    useLifter = 0
    useHeightRay = 0

    # special methods
    def __init__(self, gravity = -32.1740, standableGround=0.707,
            hardLandingForce=16.0):
        assert self.debugPrint(
            "PhysicsWalker(gravity=%s, standableGround=%s)"%(
            gravity, standableGround))
        PhysicsWalker.__init__(
            self, gravity, standableGround, hardLandingForce)
        self.__gravity=gravity
        self.__standableGround=standableGround
        self.__hardLandingForce=hardLandingForce

        self.needToDeltaPos = 0
        self.physVelocityIndicator=None
        self.avatarControlForwardSpeed=0
        self.avatarControlJumpForce=0
        self.avatarControlReverseSpeed=0
        self.avatarControlRotateSpeed=0
        self.__oldAirborneHeight=None
        self.getAirborneHeight=None
        self.__oldContact=None
        self.__oldPosDelta=Vec3(0)
        self.__oldDt=0
        self.__speed=0.0
        self.__rotationSpeed=0.0
        self.__slideSpeed=0.0
        self.__vel=Vec3(0.0)
        self.collisionsActive = 0
        self.currentTurning = 0.0

        self.isAirborne = 0
        self.highMark = 0
        self.ship = None

    def setWalkSpeed(self, forward, jump, reverse, rotate):
        assert self.debugPrint("setWalkSpeed()")
        self.avatarControlForwardSpeed=forward
        self.avatarControlJumpForce=0.0
        self.avatarControlReverseSpeed=reverse
        self.avatarControlRotateSpeed=rotate

    def getSpeeds(self):
        #assert self.debugPrint("getSpeeds()")
        return (self.__speed, self.__rotationSpeed)

    def setAvatar(self, ship):
        if ship is None:
            base.controlForce.clearPhysicsObject()
            self.takedownPhysics()
            self.ship = None
        else:
            base.controlForce.setPhysicsObject(ship.node().getPhysicsObject())
            #self.setupShip()
            self.setupPhysics(ship)
            self.ship = ship
            
            """
            #*# Debug:
            if not hasattr(ship, "acceleration"):
                self.ship.acceleration = 60
                self.ship.maxSpeed = 14
                self.ship.reverseAcceleration = 30
                self.ship.maxReverseSpeed = 2
                self.ship.turnRate = 3
                self.ship.maxTurn = 30
                self.ship.anchorDrag = .9
                self.ship.hullDrag = .9
            """
            
    def setupRay(self, floorBitmask, floorOffset):
        # This is a ray cast from your head down to detect floor polygons
        # A toon is about 4.0 feet high, so start it there
        self.cRay = CollisionRay(
            0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
        cRayNode = CollisionNode('PW.cRayNode')
        cRayNode.addSolid(self.cRay)
        self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
        self.cRayBitMask = floorBitmask
        cRayNode.setFromCollideMask(self.cRayBitMask)
        cRayNode.setIntoCollideMask(BitMask32.allOff())

        if 0 or self.useLifter:
            # set up floor collision mechanism
            self.lifter = CollisionHandlerFloor()
            self.lifter.setInPattern("enter%in")
            self.lifter.setOutPattern("exit%in")
            self.lifter.setOffset(floorOffset)

            # Limit our rate-of-fall with the lifter.
            # If this is too low, we actually "fall" off steep stairs
            # and float above them as we go down. I increased this
            # from 8.0 to 16.0 to prevent this
            #self.lifter.setMaxVelocity(16.0)

            #self.bobNodePath = self.avatarNodePath.attachNewNode("bob")
            #self.lifter.addCollider(self.cRayNodePath, self.cRayNodePath)
            self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)
        else: # useCollisionHandlerQueue
            self.cRayQueue = CollisionHandlerQueue()
            self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)

    def determineHeight(self):
        """
        returns the height of the avatar above the ground.
        If there is no floor below the avatar, 0.0 is returned.
        aka get airborne height.
        """
        if self.useLifter:
            height = self.avatarNodePath.getPos(self.cRayNodePath)
            # If the shadow where not pointed strait down, we would need to
            # get magnitude of the vector.  Since it is strait down, we'll
            # just get the z:
            #spammy --> assert self.debugPrint(
            #spammy -->     "getAirborneHeight() returning %s"%(height.getZ(),))
            assert onScreenDebug.add("height", height.getZ())
            return height.getZ() - self.floorOffset
        else: # useCollisionHandlerQueue
            """
            returns the height of the avatar above the ground.
            If there is no floor below the avatar, 0.0 is returned.
            aka get airborne height.
            """
            height = 0.0
            #*#self.cRayTrav.traverse(render)
            if self.cRayQueue.getNumEntries() != 0:
                # ...we have a floor.
                # Choose the highest of the possibly several floors we're over:
                self.cRayQueue.sortEntries()
                floorPoint = self.cRayQueue.getEntry(0).getFromIntersectionPoint()
                height = -floorPoint.getZ()
            self.cRayQueue.clearEntries()
            if __debug__:
                onScreenDebug.add("height", height)
            return height

    def setupSphere(self, bitmask, avatarRadius):
        """
        Set up the collision sphere
        """
        # This is a sphere on the ground to detect barrier collisions
        if 0:
            self.avatarRadius = avatarRadius
            self.cSphere = CollisionTube(
                Point3(0.0, 0.0, 0.0), Point3(0.0, 40.0, 0.0), avatarRadius)
            cSphereNode = CollisionNode('SP.cSphereNode')
            cSphereNode.addSolid(self.cSphere)
            self.cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
            self.cSphereBitMask = bitmask
        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.cSphereBitMask = bitmask

        #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)

        if self.useBowSternSpheres:
            # Front sphere:
            self.cBowSphere = CollisionSphere(
                0.0, self.frontSphereOffset, -5.0, avatarRadius)
            cBowSphereNode = CollisionNode('SP.cBowSphereNode')
            cBowSphereNode.addSolid(self.cBowSphere)
            self.cBowSphereNodePath = self.avatarNodePath.attachNewNode(
                cBowSphereNode)
            #self.cBowSphereNodePath.show()

            cBowSphereNode.setFromCollideMask(self.cSphereBitMask)
            cBowSphereNode.setIntoCollideMask(BitMask32.allOff())

            self.cBowSphereNode = cBowSphereNode

            self.pusher.addCollider(
                self.cBowSphereNodePath, self.avatarNodePath)

            # Back sphere:
            self.cSternSphere = CollisionSphere(
                0.0, self.backSphereOffset, -5.0, avatarRadius)
            cSternSphereNode = CollisionNode('SP.cSternSphereNode')
            cSternSphereNode.addSolid(self.cSternSphere)
            self.cSternSphereNodePath = self.avatarNodePath.attachNewNode(
                cSternSphereNode)
            #self.cSternSphereNodePath.show()
            self.cSternSphereBitMask = bitmask

            cSternSphereNode.setFromCollideMask(self.cSphereBitMask)
            cSternSphereNode.setIntoCollideMask(BitMask32.allOff())

            self.pusher.addCollider(
                self.cSternSphereNodePath, self.avatarNodePath)

            # hide other things on my ship that these spheres might collide
            # with and which I dont need anyways...
            shipCollWall = self.avatarNodePath.transNode.find("**/collision_hull")
            if not shipCollWall.isEmpty():
                shipCollWall.stash()
        elif self.useOneSphere:
            # Front sphere:
            self.cSphere = CollisionSphere(0.0, 0.0, -5.0, avatarRadius)
            cSphereNode = CollisionNode('SP.cSphereNode')
            cSphereNode.addSolid(self.cSphere)
            self.cSphereNodePath = self.avatarNodePath.attachNewNode(
                cSphereNode)
            if 1:
                self.cSphereNodePath.show()
                self.cSphereNodePath.showBounds()

            cSphereNode.setFromCollideMask(self.cSphereBitMask)
            cSphereNode.setIntoCollideMask(BitMask32.allOff())

            self.cSphereNode = cSphereNode

            self.pusher.addCollider(
                self.cSphereNodePath, self.avatarNodePath)

            # hide other things on my ship that these spheres might collide
            # with and which I dont need anyways...
            shipCollWall = self.avatarNodePath.transNode.find("**/collision_hull")
            if not shipCollWall.isEmpty():
                shipCollWall.stash()
        elif self.useDSSolid:
            # DSSolid:
            self.cHull = CollisionDSSolid(
                Point3(-160, 0, 0), 200, Point3(160, 0, 0), 200,
                Plane(Vec3(0, 0, 1), Point3(0, 0, 50)),
                Plane(Vec3(0, -1, 0), Point3(0, -90, 0)))
            cHullNode = CollisionNode('SP.cHullNode')
            cHullNode.addSolid(self.cHull)
            self.cHullNodePath = self.avatarNodePath.attachNewNode(
                cHullNode)
            self.cHullNodePath.show()

            cHullNode.setFromCollideMask(bitmask)
            cHullNode.setIntoCollideMask(BitMask32.allOff())

            self.cHullNode = cHullNode

            self.pusher.addCollider(
                self.cHullNodePath, self.avatarNodePath)            

            # hide other things on my ship that these spheres might collide
            # with and which I dont need anyways...
            shipCollWall = self.avatarNodePath.transNode.find("**/collision_hull")
            if not shipCollWall.isEmpty():
                shipCollWall.stash()

    def takedownPhysics(self):
        assert self.debugPrint("takedownPhysics()")
        if 0:
            if hasattr(self, "phys"):
                for i in self.nodes:
                    i.removeNode()
                del self.phys
            if self.ship != None:
                self.ship.worldVelocity = Vec3.zero()

    def setupPhysics(self, avatarNodePath):
        assert self.debugPrint("setupPhysics()")
        if avatarNodePath is None:
            return
        assert not avatarNodePath.isEmpty()

        self.takedownPhysics()
        self.nodes = []
        self.actorNode = avatarNodePath.node()

        if 0:
            fn=ForceNode("ship priorParent")
            fnp=NodePath(fn)
            fnp.reparentTo(render)
            self.nodes.append(fnp)
            priorParent=LinearVectorForce(0.0, 0.0, 0.0)
            fn.addForce(priorParent)
            self.phys.addLinearForce(priorParent)
            self.priorParentNp = fnp
            self.priorParent = priorParent

        self.avatarNodePath = avatarNodePath
        #self.actorNode.getPhysicsObject().resetPosition(self.avatarNodePath.getPos())
        #self.actorNode.updateTransform()
        self.setupSphere(self.wallBitmask|self.floorBitmask, self.avatarRadius)


        assert not avatarNodePath.isEmpty()

        self.setCollisionsActive(1)

    def setWallBitMask(self, bitMask):
        self.wallBitmask = bitMask

    def setFloorBitMask(self, bitMask):
        self.floorBitmask = bitMask

    def initializeCollisions(self, collisionTraverser,
            avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0,
            width = 30.0, length = 105.0, height = 45.0):
        """
        width is feet from port to starboard.
        length is feet from aft to bow.
        height is feet from bildge to deck (i.e. not including mast height).

        Set up the avatar collisions
        """
        assert self.debugPrint("initializeCollisions()")
        self.cTrav = collisionTraverser
        self.avatarRadius = avatarRadius
        self.floorOffset = floorOffset
        self.reach = reach
        if self.useBowSternSpheres:
            self.frontSphereOffset = length * 0.3
            self.backSphereOffset = -length * 0.7
        self.width = width
        self.length = length
        self.height = height

    def deleteCollisions(self):
        assert self.debugPrint("deleteCollisions()")
        del self.cTrav

        if self.useHeightRay:
            del self.cRayQueue
            self.cRayNodePath.removeNode()
            del self.cRayNodePath

        if hasattr(self, "cSphere"):
            del self.cSphere
            self.cSphereNodePath.removeNode()
            del self.cSphereNodePath

            del self.pusher

        self.getAirborneHeight = None

    def setTag(self, key, value):
        if not hasattr(self, "collisionTags"):
            self.collisionTags = {}
        self.collisionTags[key] = value

    def setAirborneHeightFunc(self, getAirborneHeight):
        self.getAirborneHeight = getAirborneHeight

    def setAvatarPhysicsIndicator(self, indicator):
        """
        indicator is a NodePath
        """
        assert self.debugPrint("setAvatarPhysicsIndicator()")
        self.cSphereNodePath.show()
        if indicator:
            # Indicator Node:
            change=render.attachNewNode("change")
            #change.setPos(Vec3(1.0, 1.0, 1.0))
            #change.setHpr(0.0, 0.0, 0.0)
            change.setScale(0.1)
            #change.setColor(Vec4(1.0, 1.0, 1.0, 1.0))
            indicator.reparentTo(change)

            indicatorNode=render.attachNewNode("physVelocityIndicator")
            #indicatorNode.setScale(0.1)
            #indicatorNode.setP(90.0)
            indicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
            indicatorNode.setColor(0.0, 0.0, 1.0, 1.0)
            change.reparentTo(indicatorNode)

            self.physVelocityIndicator=indicatorNode
            # Contact Node:
            contactIndicatorNode=render.attachNewNode("physContactIndicator")
            contactIndicatorNode.setScale(0.25)
            contactIndicatorNode.setP(90.0)
            contactIndicatorNode.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
            contactIndicatorNode.setColor(1.0, 0.0, 0.0, 1.0)
            indicator.instanceTo(contactIndicatorNode)
            self.physContactIndicator=contactIndicatorNode
        else:
            print "failed load of physics indicator"

    def avatarPhysicsIndicator(self, task):
        #assert self.debugPrint("avatarPhysicsIndicator()")
        # Velocity:
        self.physVelocityIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 6.0)
        physObject=self.actorNode.getPhysicsObject()
        a=physObject.getVelocity()
        self.physVelocityIndicator.setScale(math.sqrt(a.length()))
        a+=self.physVelocityIndicator.getPos()
        self.physVelocityIndicator.lookAt(Point3(a))
        # Contact:
        contact=self.actorNode.getContactVector()
        if contact==Vec3.zero():
            self.physContactIndicator.hide()
        else:
            self.physContactIndicator.show()
            self.physContactIndicator.setPos(self.avatarNodePath, 0.0, 0.0, 5.0)
            #contact=self.actorNode.getContactVector()
            point=Point3(contact+self.physContactIndicator.getPos())
            self.physContactIndicator.lookAt(point)
        return Task.cont

    def setCollisionsActive(self, active = 1):
        assert self.debugPrint("collisionsActive(active=%s)"%(active,))
        if self.collisionsActive != active:
            self.collisionsActive = active
            if active:
                if self.useBowSternSpheres:
                    self.cTrav.addCollider(self.cBowSphereNodePath, self.pusher)
                    self.cTrav.addCollider(self.cSternSphereNodePath, self.pusher)
                elif self.useOneSphere:
                    self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
                elif self.useDSSolid:
                    self.cTrav.addCollider(self.cHullNodePath, self.pusher)
                if self.useHeightRay:
                    if self.useLifter:
                        self.cTrav.addCollider(self.cRayNodePath, self.lifter)
                    else:
                        self.cTrav.addCollider(self.cRayNodePath, self.cRayQueue)
            else:
                if self.useBowSternSpheres:
                    self.cTrav.removeCollider(self.cBowSphereNodePath)
                    self.cTrav.removeCollider(self.cSternSphereNodePath)
                elif self.useOneSphere:
                    self.cTrav.removeCollider(self.cSphereNodePath)
                elif self.useDSSolid:
                    self.cTrav.removeCollider(self.cHullNodePath)
                if self.useHeightRay:
                    self.cTrav.removeCollider(self.cRayNodePath)
                # Now that we have disabled collisions, make one more pass
                # right now to ensure we aren't standing in a wall.
                self.oneTimeCollide()

    def getCollisionsActive(self):
        assert self.debugPrint(
            "getCollisionsActive() returning=%s"%(self.collisionsActive,))
        return self.collisionsActive

    def placeOnFloor(self):
        """
        Make a reasonable effort to place the avatar on the ground.
        For example, this is useful when switching away from the
        current walker.
        """
        self.oneTimeCollide()
        self.avatarNodePath.setZ(
            self.avatarNodePath.getZ()-self.getAirborneHeight())

    def oneTimeCollide(self):
        """
        Makes one quick collision pass for the avatar, for instance as
        a one-time straighten-things-up operation after collisions
        have been disabled.
        """
        assert self.debugPrint("oneTimeCollide()")
        tempCTrav = CollisionTraverser("oneTimeCollide")
        if self.useHeightRay:
            if self.useLifter:
                tempCTrav.addCollider(self.cRayNodePath, self.lifter)
            else:
                tempCTrav.addCollider(self.cRayNodePath, self.cRayQueue)
        tempCTrav.traverse(render)

    def addBlastForce(self, vector):
        pass

    def displayDebugInfo(self):
        """
        For debug use.
        """
        onScreenDebug.add("w controls", "ShipPilot")

        onScreenDebug.add("w ship", self.ship)
        onScreenDebug.add("w isAirborne", self.isAirborne)
        onScreenDebug.add("posDelta1",
            self.avatarNodePath.getPosDelta(render).pPrintValues())

        physObject=self.actorNode.getPhysicsObject()
        if 0:
            onScreenDebug.add("w posDelta3",
                render.getRelativeVector(
                    self.avatarNodePath,
                    self.avatarNodePath.getPosDelta(render)).pPrintValues())
        if 0:
            onScreenDebug.add("w priorParent",
                self.priorParent.getLocalVector().pPrintValues())

            onScreenDebug.add("w physObject pos",
                physObject.getPosition().pPrintValues())
            onScreenDebug.add("w physObject hpr",
                physObject.getOrientation().getHpr().pPrintValues())
            onScreenDebug.add("w physObject orien",
                physObject.getOrientation().pPrintValues())
        if 1:
            physObject = physObject.getVelocity()
            onScreenDebug.add("w physObject vec",
                physObject.pPrintValues())
            onScreenDebug.add("w physObject len",
                "% 10.4f"%physObject.length())

            onScreenDebug.add("orientation",
                self.actorNode.getPhysicsObject().getOrientation().pPrintValues())

        if 0:
            momentumForce = self.momentumForce.getLocalVector()
            onScreenDebug.add("w momentumForce vec",
                momentumForce.pPrintValues())
            onScreenDebug.add("w momentumForce len",
                "% 10.4f"%momentumForce.length())

        ## if 1:
            ## keel = self.keel.getLocalVector()
            ## onScreenDebug.add("w keel vec",
            ##    keel.pPrintValues())
        if 0:
            onScreenDebug.add("posDelta4",
                self.priorParentNp.getRelativeVector(
                    render,
                    self.avatarNodePath.getPosDelta(render)).pPrintValues())
        if 0:
            onScreenDebug.add("w priorParent",
                self.priorParent.getLocalVector().pPrintValues())
        if 0:
            onScreenDebug.add("w priorParent po",
                self.priorParent.getVector(physObject).pPrintValues())

        if 1:
            onScreenDebug.add("w contact",
                self.actorNode.getContactVector().pPrintValues())
            #onScreenDebug.add("airborneHeight", "% 10.4f"%(
            #    self.getAirborneHeight(),))

    def handleAvatarControls(self, task):
        """
        Check on the arrow keys and update the avatar.
        """
        if __debug__:
            if self.wantDebugIndicator:
                onScreenDebug.append("localAvatar pos = %s\n"%(
                    base.localAvatar.getPos().pPrintValues(),))
                onScreenDebug.append("localAvatar hpr = %s\n"%(
                    base.localAvatar.getHpr().pPrintValues(),))
        #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")
        turnLeft = inputState.isSet("slideLeft") or inputState.isSet("turnLeft")
        turnRight = inputState.isSet("slideRight") or inputState.isSet("turnRight")
        slide = inputState.isSet("slide")
        slideLeft = 0
        slideRight = 0
        jump = inputState.isSet("jump")
        # Determine what the speeds are based on the buttons:

        # Check for Auto-Sailing
        if self.ship.getIsAutoSailing():
            forward = 1
            reverse = 0

        # How far did we move based on the amount of time elapsed?
        dt=ClockObject.getGlobalClock().getDt()
        
        # this was causing the boat to get stuck moving forward or back
        if 0:
            if not hasattr(self, "sailsDeployed"):
                self.sailsDeployed = 0.0
            if forward and reverse:
                # Way anchor:
                self.__speed = 0.0
                physObject.setVelocity(Vec3.zero())
            elif forward:
                self.sailsDeployed += 0.25
                if self.sailsDeployed > 1.0:
                    self.sailsDeployed = 1.0
            elif reverse:
                self.sailsDeployed -= 0.25
                if self.sailsDeployed < -1.0:
                    self.sailsDeployed = -1.0
            self.__speed = self.ship.acceleration * self.sailsDeployed
        else:
            self.__speed=(forward and self.ship.acceleration) or \
                (reverse and -self.ship.reverseAcceleration)
            #self.__speed=(forward and min(dt*(self.__speed + self.ship.acceleration), self.ship.maxSpeed) or
            #        reverse and min(dt*(self.__speed - self.ship.reverseAcceleration), self.ship.maxReverseSpeed))
            
        avatarSlideSpeed=self.ship.acceleration*0.5
        #self.__slideSpeed=slide and (
        #        (turnLeft and -avatarSlideSpeed) or
        #        (turnRight and avatarSlideSpeed))
        self.__slideSpeed=(forward or reverse) and (
                (slideLeft and -avatarSlideSpeed) or
                (slideRight and avatarSlideSpeed))
        self.__rotationSpeed=not slide and (
                (turnLeft and self.ship.turnRate) or
                (turnRight and -self.ship.turnRate))
        
        # Enable debug turbo mode
        maxSpeed = self.ship.maxSpeed
        if __debug__:
            debugRunning = inputState.isSet("debugRunning")
            if debugRunning or base.localAvatar.getTurbo():
                self.__speed*=4.0
                self.__slideSpeed*=4.0
                self.__rotationSpeed*=1.25
                maxSpeed = self.ship.maxSpeed * 4.0

        #self.__speed*=4.0
        #self.__slideSpeed*=4.0
        #self.__rotationSpeed*=1.25
        #maxSpeed = self.ship.maxSpeed * 4.0
                
        #*#
        self.currentTurning += self.__rotationSpeed
        if self.currentTurning > self.ship.maxTurn:
            self.currentTurning = self.ship.maxTurn
        elif self.currentTurning < -self.ship.maxTurn:
            self.currentTurning = -self.ship.maxTurn
        if turnLeft or turnRight:
            mult = .9
        elif forward or reverse:
            mult = .82
        else:
            mult = .8
        self.currentTurning *= mult
        if self.currentTurning < 0.001 and self.currentTurning > -0.001:
            self.currentTurning = 0.0
        self.__rotationSpeed = self.currentTurning


        if self.wantDebugIndicator:
            self.displayDebugInfo()

        if self.needToDeltaPos:
            self.setPriorParentVector()
            self.needToDeltaPos = 0

        airborneHeight=self.getAirborneHeight()
        if airborneHeight > self.highMark:
            self.highMark = airborneHeight
            if __debug__:
                onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
        #if airborneHeight < 0.1: #contact!=Vec3.zero():
        if 1:
            if (airborneHeight > self.avatarRadius*0.5
                    or physObject.getVelocity().getZ() > 0.0
                    ): # Check stair angles before changing this.
                # The avatar is airborne (maybe a lot or a tiny amount).
                self.isAirborne = 1
            else:
                # The avatar is very close to the ground (close
                # enough to be considered on the ground).
                if self.isAirborne and physObject.getVelocity().getZ() <= 0.0:
                    # the avatar has landed.
                    contactLength = contact.length()
                    if contactLength>self.__hardLandingForce:
                        messenger.send("shipJumpHardLand")
                    else:
                        messenger.send("shipJumpLand")
                    #self.priorParent.setVector(Vec3.zero())
                    self.isAirborne = 0
                elif jump:
                    #self.__jumpButton=0
                    messenger.send("shipJumpStart")
                    if 0:
                        # Jump away from walls and with with the slope normal.
                        jumpVec=Vec3(contact+Vec3.up())
                        #jumpVec=Vec3(rotAvatarToPhys.xform(jumpVec))
                        jumpVec.normalize()
                    else:
                        # Jump straight up, even if next to a wall.
                        jumpVec=Vec3.up()
                    jumpVec*=self.avatarControlJumpForce
                    physObject.addImpulse(Vec3(jumpVec))
                    self.isAirborne = 1 # Avoid double impulse before fully airborne.
                else:
                    self.isAirborne = 0
            if __debug__:
                onScreenDebug.add("isAirborne", "%d"%(self.isAirborne,))
        else:
            if contact!=Vec3.zero():
                # The avatar has touched something (but might
                # not be on the ground).
                contactLength = contact.length()
                contact.normalize()
                angle=contact.dot(Vec3.up())
                if angle>self.__standableGround:
                    # ...avatar is on standable ground.
                    if self.__oldContact==Vec3.zero():
                    #if self.__oldAirborneHeight > 0.1: #self.__oldContact==Vec3.zero():
                        # ...avatar was airborne.
                        self.jumpCount-=1
                        if contactLength>self.__hardLandingForce:
                            messenger.send("jumpHardLand")
                        else:
                            messenger.send("jumpLand")
                    elif jump:
                        self.jumpCount+=1
                        #self.__jumpButton=0
                        messenger.send("jumpStart")
                        jump=Vec3(contact+Vec3.up())
                        #jump=Vec3(rotAvatarToPhys.xform(jump))
                        jump.normalize()
                        jump*=self.avatarControlJumpForce
                        physObject.addImpulse(Vec3(jump))

        if contact!=self.__oldContact:
            # We must copy the vector to preserve it:
            self.__oldContact=Vec3(contact)
        self.__oldAirborneHeight=airborneHeight

        #------------------------------
        #debugTempH=self.avatarNodePath.getH()
        if __debug__:
            q1=self.avatarNodePath.getQuat()
            q2=physObject.getOrientation()
            q1.normalize()
            q2.normalize()
            assert q1.isSameDirection(q2) or (q1.getHpr() == q2.getHpr())
        assert self.avatarNodePath.getPos().almostEqual(
            physObject.getPosition(), 0.0001)
        #------------------------------

        # Check to see if we're moving at all:
        physVel = physObject.getVelocity()
        physVelLen = physVel.length()
        if (physVelLen!=0.
                or self.__speed
                or self.__slideSpeed
                or self.__rotationSpeed):
            distance = dt * self.__speed
            goForward = True
            if (distance < 0):
                goForward = False
            slideDistance = dt * self.__slideSpeed
            rotation = dt * self.__rotationSpeed

            # update pos:
            # Take a step in the direction of our previous heading.
            self.__vel=Vec3(
                Vec3.forward() * distance +
                Vec3.right() * slideDistance)

            # rotMat is the rotation matrix corresponding to
            # our previous heading.
            rotMat=Mat3.rotateMatNormaxis(
                self.avatarNodePath.getH(), Vec3.up())
            step=rotMat.xform(self.__vel)

            #newVector = self.acForce.getLocalVector()+Vec3(step)
            newVector = Vec3(step)
            #newVector=Vec3(rotMat.xform(newVector))
            #maxLen = maxSpeed
            if (goForward):
                maxLen = self.ship.acceleration
            else:
                maxLen = self.ship.reverseAcceleration
            if newVector.length() > maxLen:
                newVector.normalize()
                newVector *= maxLen


            if __debug__:
                onScreenDebug.add(
                    "newVector", newVector)
                onScreenDebug.add(
                    "newVector length", newVector.length())
            base.controlForce.setVector(newVector)
            assert base.controlForce.getLocalVector() == newVector
            assert base.controlForce.getPhysicsObject()
            assert base.controlForce.getPhysicsObject() == physObject


            #momentum = self.momentumForce.getLocalVector()
            #momentum *= 0.9
            #self.momentumForce.setVector(momentum)

            # update hpr:
            o=physObject.getOrientation()
            r=LRotationf()
            r.setHpr(Vec3(rotation, 0.0, 0.0))
            physObject.setOrientation(o*r)

            # sync the change:
            self.actorNode.updateTransform()
            #assert self.avatarNodePath.getH()==debugTempH-rotation
            messenger.send("avatarMoving")
        else:
            # even if there are no active inputs, we still might be moving
            assert physObject.getVelocity().length() == 0.
            #base.controlForce.setVector(Vec3.zero())
            goForward = True


        #*#
        speed = physVel
        if (goForward):
            if physVelLen > maxSpeed:
                speed.normalize()
                speed *= maxSpeed
        else:
            if physVelLen > self.ship.maxReverseSpeed:
                speed.normalize()
                speed *= self.ship.maxReverseSpeed

        #speed *= 1.0 - dt * 0.05

        # modify based on sail damage
        speed *= self.ship.Sp
        speed /= self.ship.maxSp
        ## physObject.setVelocity(speed)

        #rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
        #speed=rotMat.xform(speed)
        # The momentumForce makes it feel like we are sliding on ice -- Joe
        # f = Vec3(self.__vel)
        # f.normalize()
        # self.momentumForce.setVector(Vec3(f*(speed.length()*0.9)))


        if __debug__:
            q1=self.avatarNodePath.getQuat()
            q2=physObject.getOrientation()
            q1.normalize()
            q2.normalize()
            assert q1.isSameDirection(q2) or q1.getHpr() == q2.getHpr()
        assert self.avatarNodePath.getPos().almostEqual(
            physObject.getPosition(), 0.0001)

        # Clear the contact vector so we can
        # tell if we contact something next frame
        self.actorNode.setContactVector(Vec3.zero())

        self.__oldPosDelta = self.avatarNodePath.getPosDelta(render)
        self.__oldDt = dt
        assert hasattr(self.ship, 'worldVelocity')
        self.ship.worldVelocity = self.__oldPosDelta*(1/self.__oldDt)
        if self.wantDebugIndicator:
            onScreenDebug.add("w __oldPosDelta vec",
                self.__oldPosDelta.pPrintValues())
            onScreenDebug.add("w __oldPosDelta len",
                "% 10.4f"%self.__oldPosDelta.length())
            onScreenDebug.add("w __oldDt",
                "% 10.4f"%self.__oldDt)
            onScreenDebug.add("w worldVelocity vec",
                self.ship.worldVelocity.pPrintValues())
            onScreenDebug.add("w worldVelocity len",
                "% 10.4f"%self.ship.worldVelocity.length())

        # if hasattr(self.ship, 'sailBillow'):
        #     self.ship.sailBillow = self.sailsDeployed

        if hasattr(self.ship, 'currentTurning'):
            self.ship.currentTurning = self.currentTurning

        return Task.cont

    def doDeltaPos(self):
        assert self.debugPrint("doDeltaPos()")
        self.needToDeltaPos = 1

    def setPriorParentVector(self):
        assert self.debugPrint("doDeltaPos()")

        #print "self.__oldDt", self.__oldDt, "self.__oldPosDelta", self.__oldPosDelta
        if __debug__:
            onScreenDebug.add("__oldDt", "% 10.4f"%self.__oldDt)
            onScreenDebug.add("self.__oldPosDelta",
                              self.__oldPosDelta.pPrintValues())

        velocity = self.__oldPosDelta*(1/self.__oldDt)#*4.0 # *4.0 is a hack
        assert self.debugPrint("  __oldPosDelta=%s"%(self.__oldPosDelta,))
        assert self.debugPrint("  velocity=%s"%(velocity,))
        self.priorParent.setVector(Vec3(velocity))
        if __debug__:
            if self.wantDebugIndicator:
                onScreenDebug.add("velocity", velocity.pPrintValues())

    def reset(self):
        assert self.debugPrint("reset()")
        self.actorNode.getPhysicsObject().resetPosition(
            self.avatarNodePath.getPos())
        self.priorParent.setVector(Vec3.zero())
        self.highMark = 0
        self.actorNode.setContactVector(Vec3.zero())
        if __debug__:
            contact=self.actorNode.getContactVector()
            onScreenDebug.add("priorParent po", self.priorParent.getVector(
                self.actorNode.getPhysicsObject()).pPrintValues())
            onScreenDebug.add("highMark", "% 10.4f"%(self.highMark,))
            onScreenDebug.add("contact", contact.pPrintValues())

    def getVelocity(self):
        return self.__vel

    def enableAvatarControls(self):
        """
        Activate the arrow keys, etc.
        """
        assert self.debugPrint("enableAvatarControls()")
        assert self.collisionsActive

        if __debug__:
            #self.accept("control-f3", self.spawnTest) #*#
            self.accept("f3", self.reset) # for debugging only.

        taskName = "AvatarControls-%s"%(id(self),)
        # remove any old
        taskMgr.remove(taskName)
        # spawn the new task
        taskMgr.add(self.handleAvatarControls, taskName, 25)
        if self.physVelocityIndicator:
            taskMgr.add(
                self.avatarPhysicsIndicator,
                "AvatarControlsIndicator%s"%(id(self),), 35)

    def disableAvatarControls(self):
        """
        Ignore the arrow keys, etc.
        """
        assert self.debugPrint("disableAvatarControls()")
        taskName = "AvatarControls-%s"%(id(self),)
        taskMgr.remove(taskName)

        taskName = "AvatarControlsIndicator%s"%(id(self),)
        taskMgr.remove(taskName)

        if __debug__:
            self.ignore("control-f3") #*#
            self.ignore("f3")

    if __debug__:
        def setupAvatarPhysicsIndicator(self):
            if self.wantDebugIndicator:
                indicator=loader.loadModelCopy('phase_5/models/props/dagger')
                #self.walkControls.setAvatarPhysicsIndicator(indicator)

        def debugPrint(self, message):
            """for debugging"""
            return self.notify.debug(
                    str(id(self))+' '+message)
