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Public Member Functions | Public Attributes | Static Public Attributes

DistancePhasedNode Class Reference

Inheritance diagram for DistancePhasedNode:
BufferedDistancePhasedNode

List of all members.

Public Member Functions

def __init__
def __del__
def __repr__
def __str__
def cleanup
def reset
def setPhase
def setPhaseCollideMask

Public Attributes

 autoCleanup
 cTrav
 enterPrefix
 exitPrefix
 fromCollideNode
 phaseCollideMask
 phaseParamList
 phaseParamMap

Static Public Attributes

tuple notify = directNotify.newCategory("DistancePhasedObject")

Detailed Description

This class defines a PhasedObject,NodePath object that will handle the phasing
of an object in the scene graph according to its distance from some 
other collider object(such as an avatar).

Since it's a NodePath, you can parent it to another object in the
scene graph, or even inherit from this class to get its functionality.

What you will need to define to use this class:
 - The distances at which you want the phases to load/unload
 - Whether you want the object to clean itself up or not when
   exitting the largest distance sphere
 - What the load/unload functions are
 - What sort of events to listen for when a collision occurs
 - (Optional) A collision bitmask for the phase collision spheres
 - (Optional) A 'from' collision node to collide into our 'into' spheres

You specify the distances and function names by the phaseParamMap
parameter to __init__().  For example:

phaseParamMap = {'Alias': distance, ...}
...
def loadPhaseAlias(self):
    pass
def unloadPhaseAlias(self):
    pass

If the 'fromCollideNode' is supplied, we will set up our own
traverser and only traverse below this node.  It will send out
events of the form '<enterPrefix>%in' and '<exitPrefix>%in' in
order to match the main collision traverser's patterns.  Note
that this will only be used after a reset or phase change in
order to fully transition to the correct phase in a single pass.
Most of the time, it will be reacting to events from the main
collision traverser.    

IMPORTANT!: The following only applies when autoCleanup == True:
            If you unload the last phase, by either calling
            cleanup() or by exitting the last phase's distance,
            you will need to explicitly call reset() to get the
            distance phasing to work again. This was done so if
            either this node or the collider is removed from the
            scene graph(eg. avatar teleport), the phased object
            will clean itself up automatically.

Constructor & Destructor Documentation

def __init__ (   self,
  name,
  phaseParamMap = {},
  autoCleanup = True,
  enterPrefix = 'enter',
  exitPrefix = 'exit',
  phaseCollideMask = BitMask32.allOn(),
  fromCollideNode = None 
)

Reimplemented in BufferedDistancePhasedNode.

def __del__ (   self)

Member Function Documentation

def __repr__ (   self)

Reimplemented in BufferedDistancePhasedNode.

def __str__ (   self)

Reimplemented in BufferedDistancePhasedNode.

def cleanup (   self)
Disables all collisions.
Ignores all owned event listeners.
Unloads all unloaded phases.        
def reset (   self)
Unloads all loaded phases and puts the phase node
in the startup state is if it had just been initialized.
def setPhase (   self,
  aPhase 
)
See PhasedObject.setPhase()

Reimplemented in BufferedDistancePhasedNode.

def setPhaseCollideMask (   self,
  mask 
)
Sets the intoCollideMasks for our collision spheres.

Member Data Documentation

tuple notify = directNotify.newCategory("DistancePhasedObject") [static]

Reimplemented in BufferedDistancePhasedNode.

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