Panda3D
Public Member Functions | Static Public Member Functions

CollisionHandlerFloor Class Reference

A specialized kind of CollisionHandler that sets the Z height of the collider to a fixed linear offset from the highest detected collision point each frame. More...

Inheritance diagram for CollisionHandlerFloor:
CollisionHandlerPhysical CollisionHandlerEvent CollisionHandler TypedReferenceCount TypedObject ReferenceCount MemoryBase MemoryBase

List of all members.

Public Member Functions

 CollisionHandlerFloor ()
 addAgainPattern (string again_pattern)
 Adds the pattern string that indicates how the event names are generated when a collision between two particular nodes is *still* detected.
 addCollider (NodePath const collider, NodePath const target)
 Adds a new collider to the list with a NodePath that will be updated with the collider's new position, or updates the existing collider with a new NodePath object.
 addCollider (NodePath const collider, NodePath const target, DriveInterface drive_interface)
 Adds a new collider to the list with a NodePath that will be updated with the collider's new position, or updates the existing collider with a new NodePath object.
 addInPattern (string in_pattern)
 Adds a pattern string to the list of events that will be generated in response to a collision.
 addOutPattern (string out_pattern)
 Adds the pattern string that indicates how the event names are generated when a collision between two particular nodes is *no longer* detected.
 clear ()
 Empties the list of elements that all colliders are known to be colliding with.
 clearAgainPatterns ()
 Removes all of the previously-added in patterns.
 clearCenter ()
 Clears the center NodePath specified with set_center.
 clearColliders ()
 Completely empties the list of colliders this handler knows about.
 clearInPatterns ()
 Removes all of the previously-added in patterns.
 clearOutPatterns ()
 Removes all of the previously-added in patterns.
 flush ()
 Same as clear() except "out" events are thrown.
string getAgainPattern (int n)
 Returns the nth pattern string that indicates how the event names are generated for each collision detected.
list getAgainPatterns ()
NodePath const getCenter ()
 Returns the NodePath specified with set_center, or the empty NodePath if nothing has been specified.
string getInPattern (int n)
 Returns the nth pattern string that indicates how the event names are generated for each collision detected.
list getInPatterns ()
float getMaxVelocity ()
 Retrieves the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second.
int getNumAgainPatterns ()
 Returns the number of in pattern strings that have been added.
int getNumInPatterns ()
 Returns the number of in pattern strings that have been added.
int getNumOutPatterns ()
 Returns the number of in pattern strings that have been added.
float getOffset ()
 Returns the linear offset to add to (or subtract from) the highest detected collision point to determine the actual height at which to set the collider.
string getOutPattern (int n)
 Returns the nth pattern string that indicates how the event names are generated for each collision detected.
list getOutPatterns ()
float getReach ()
 Returns the reach to add to (or subtract from) the highest collision point.
int getRefCount ()
 Returns the current reference count.
TypeHandle getType ()
int getTypeIndex ()
 Returns the internal index number associated with this object's TypeHandle, a unique number for each different type.
bool hasCenter ()
 Returns true if a NodePath has been specified with set_center(), false otherwise.
bool hasCollider (NodePath const collider)
 Returns true if the handler knows about the indicated collider, false otherwise.
bool hasContact ()
 Did the handler make any contacts with anything on the last collision pass? Depending on how your world is setup, this can be used to tell if the handler is out of the world (i.e.
bool isExactType (TypeHandle handle)
 Returns true if the current object is the indicated type exactly.
bool isOfType (TypeHandle handle)
 Returns true if the current object is or derives from the indicated type.
 ref ()
 Explicitly increments the reference count.
bool removeCollider (NodePath const collider)
 Removes the collider from the list of colliders that this handler knows about.
 setAgainPattern (string again_pattern)
 This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern.
 setCenter (NodePath const center)
 Specifies an arbitrary NodePath that the handler is always considered to be facing.
 setInPattern (string in_pattern)
 This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern.
 setMaxVelocity (float max_vel)
 Sets the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second.
 setOffset (float offset)
 Sets the linear offset to add to (or subtract from) the highest detected collision point to determine the actual height at which to set the collider.
 setOutPattern (string out_pattern)
 This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern.
 setReach (float reach)
 Sets the reach to add to (or subtract from) the highest collision point.
bool testRefCountIntegrity ()
 Does some easy checks to make sure that the reference count isn't completely bogus.
bool testRefCountNonzero ()
 Does some easy checks to make sure that the reference count isn't zero, or completely bogus.
bool unref ()
 Explicitly decrements the reference count.

Static Public Member Functions

static TypeHandle getClassType ()

Detailed Description

A specialized kind of CollisionHandler that sets the Z height of the collider to a fixed linear offset from the highest detected collision point each frame.

It's intended to implement walking around on a floor of varying height by casting a ray down from the avatar's head.


Constructor & Destructor Documentation


Member Function Documentation

addAgainPattern ( string  again_pattern) [inherited]

Adds the pattern string that indicates how the event names are generated when a collision between two particular nodes is *still* detected.

This event is thrown each consecutive time a collision between two particular nodes is detected, starting with the second time.

In general, the in_pattern event is thrown on the first detection of a collision between two particular nodes. In subsequent passes, as long as a collision between those two nodes continues to be detected each frame, the again_pattern is thrown. The first frame in which the collision is no longer detected, the out_pattern event is thrown.

addCollider ( NodePath const  collider,
NodePath const  target,
DriveInterface  drive_interface 
) [inherited]

Adds a new collider to the list with a NodePath that will be updated with the collider's new position, or updates the existing collider with a new NodePath object.

The indicated DriveInterface will also be updated with the target's new transform each frame. This method should be used when the target is directly controlled by a DriveInterface.

addCollider ( NodePath const  collider,
NodePath const  target 
) [inherited]

Adds a new collider to the list with a NodePath that will be updated with the collider's new position, or updates the existing collider with a new NodePath object.

addInPattern ( string  in_pattern) [inherited]

Adds a pattern string to the list of events that will be generated in response to a collision.

The pattern string describes how the event name will be composed. It is a string that may contain any of the following:

fn - the name of the "from" object's node in - the name of the "into" object's node fs - 't' if "from" is tangible, 'i' if intangible is - 't' if "into" is tangible, 'i' if intangible ig - 'c' if the collision is into a CollisionNode, 'g' if it is a geom.

%(tag)fh - generate event only if "from" node has the indicated net tag. %(tag)fx - generate event only if "from" node does not have the indicated net tag. %(tag)ih - generate event only if "into" node has the indicated net tag. %(tag)ix - generate event only if "into" node does not have the indicated net tag. %(tag)ft - the indicated net tag value of the "from" node. %(tag)it - the indicated net tag value of the "into" node.

Parentheses in the above are literal and should be included in the actual pattern.

The event name will be based on the in_pattern string specified here, with all occurrences of the above strings replaced with the corresponding values.

In general, the in_pattern event is thrown on the first detection of a collision between two particular nodes. In subsequent passes, as long as a collision between those two nodes continues to be detected each frame, the again_pattern is thrown. The first frame in which the collision is no longer detected, the out_pattern event is thrown.

addOutPattern ( string  out_pattern) [inherited]

Adds the pattern string that indicates how the event names are generated when a collision between two particular nodes is *no longer* detected.

In general, the in_pattern event is thrown on the first detection of a collision between two particular nodes. In subsequent passes, as long as a collision between those two nodes continues to be detected each frame, the again_pattern is thrown. The first frame in which the collision is no longer detected, the out_pattern event is thrown.

clear ( ) [inherited]

Empties the list of elements that all colliders are known to be colliding with.

No "out" events will be thrown; if the same collision is detected next frame, a new "in" event will be thrown for each collision.

This can be called each frame to defeat the persistent "in" event mechanism, which prevents the same "in" event from being thrown repeatedly. However, also see add_again_pattern(), which can be used to set the event that is thrown when a collision is detected for two or more consecutive frames.

clearAgainPatterns ( ) [inherited]

Removes all of the previously-added in patterns.

See add_again_pattern.

clearCenter ( ) [inherited]

Clears the center NodePath specified with set_center.

clearColliders ( ) [inherited]

Completely empties the list of colliders this handler knows about.

clearInPatterns ( ) [inherited]

Removes all of the previously-added in patterns.

See add_in_pattern.

clearOutPatterns ( ) [inherited]

Removes all of the previously-added in patterns.

See add_out_pattern.

flush ( ) [inherited]

Same as clear() except "out" events are thrown.

string getAgainPattern ( int  n) [inherited]

Returns the nth pattern string that indicates how the event names are generated for each collision detected.

See add_again_pattern().

list getAgainPatterns ( ) [inherited]
NodePath const getCenter ( ) [inherited]

Returns the NodePath specified with set_center, or the empty NodePath if nothing has been specified.

static TypeHandle getClassType ( ) [static]

Reimplemented from CollisionHandlerPhysical.

string getInPattern ( int  n) [inherited]

Returns the nth pattern string that indicates how the event names are generated for each collision detected.

See add_in_pattern().

list getInPatterns ( ) [inherited]
float getMaxVelocity ( )

Retrieves the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second.

See set_max_velocity().

int getNumAgainPatterns ( ) [inherited]

Returns the number of in pattern strings that have been added.

int getNumInPatterns ( ) [inherited]

Returns the number of in pattern strings that have been added.

int getNumOutPatterns ( ) [inherited]

Returns the number of in pattern strings that have been added.

float getOffset ( )

Returns the linear offset to add to (or subtract from) the highest detected collision point to determine the actual height at which to set the collider.

string getOutPattern ( int  n) [inherited]

Returns the nth pattern string that indicates how the event names are generated for each collision detected.

See add_out_pattern().

list getOutPatterns ( ) [inherited]
float getReach ( )

Returns the reach to add to (or subtract from) the highest collision point.

int getRefCount ( ) [inherited]

Returns the current reference count.

TypeHandle getType ( ) [inherited]

Reimplemented in AnimChannelBase.

int getTypeIndex ( ) [inherited]

Returns the internal index number associated with this object's TypeHandle, a unique number for each different type.

This is equivalent to get_type().get_index().

bool hasCenter ( ) [inherited]

Returns true if a NodePath has been specified with set_center(), false otherwise.

bool hasCollider ( NodePath const  collider) [inherited]

Returns true if the handler knows about the indicated collider, false otherwise.

bool hasContact ( ) [inherited]

Did the handler make any contacts with anything on the last collision pass? Depending on how your world is setup, this can be used to tell if the handler is out of the world (i.e.

out of bounds). That is the original use of this call.

bool isExactType ( TypeHandle  handle) [inherited]

Returns true if the current object is the indicated type exactly.

bool isOfType ( TypeHandle  handle) [inherited]

Returns true if the current object is or derives from the indicated type.

ref ( ) [inherited]

Explicitly increments the reference count.

User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.

This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.

bool removeCollider ( NodePath const  collider) [inherited]

Removes the collider from the list of colliders that this handler knows about.

setAgainPattern ( string  again_pattern) [inherited]

This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern.

setCenter ( NodePath const  center) [inherited]

Specifies an arbitrary NodePath that the handler is always considered to be facing.

It does not detect collisions with surfaces that appear to be facing away from this NodePath. This works best when the collision surfaces in question are polygons.

setInPattern ( string  in_pattern) [inherited]

This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern.

setMaxVelocity ( float  max_vel)

Sets the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second.

Set this to zero to allow it to instantly teleport any distance.

setOffset ( float  offset)

Sets the linear offset to add to (or subtract from) the highest detected collision point to determine the actual height at which to set the collider.

setOutPattern ( string  out_pattern) [inherited]

This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern.

setReach ( float  reach)

Sets the reach to add to (or subtract from) the highest collision point.

bool testRefCountIntegrity ( ) [inherited]

Does some easy checks to make sure that the reference count isn't completely bogus.

Returns true if ok, false otherwise.

Reimplemented in NodeReferenceCount, CachedTypedWritableReferenceCount, and NodeCachedReferenceCount.

bool testRefCountNonzero ( ) [inherited]

Does some easy checks to make sure that the reference count isn't zero, or completely bogus.

Returns true if ok, false otherwise.

bool unref ( ) [inherited]

Explicitly decrements the reference count.

Note that the object will not be implicitly deleted by unref() simply because the reference count drops to zero. (Having a member function delete itself is problematic.) However, see the helper function unref_delete().

User code should avoid using ref() and unref() directly, which can result in missed reference counts. Instead, let a PointerTo object manage the reference counting automatically.

This function is const, even though it changes the object, because generally fiddling with an object's reference count isn't considered part of fiddling with the object. An object might be const in other ways, but we still need to accurately count the number of references to it.

The return value is true if the new reference count is nonzero, false if it is zero.

Reimplemented in GeomVertexArrayFormat, and GeomVertexFormat.

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