Panda3D
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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...
#include "collisionHandlerGravity.h"
Public Member Functions | |
void | add_velocity (PN_stdfloat velocity) |
Adds the sepcified amount to the current velocity. | |
virtual TypeHandle | force_init_type () |
PN_stdfloat | get_airborne_height () const |
Return the height of the object from the ground. | |
const LVector3 & | get_contact_normal () const |
PN_stdfloat | get_gravity () const |
Gets the linear gravity force (always plumb). | |
PN_stdfloat | get_impact_velocity () const |
How hard did the object hit the ground. | |
bool | get_legacy_mode () const |
returns true if legacy mode is enabled | |
PN_stdfloat | get_max_velocity () const |
Retrieves the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second. | |
PN_stdfloat | get_offset () const |
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. | |
PN_stdfloat | get_reach () const |
Returns the reach to add to (or subtract from) the highest collision point. | |
virtual TypeHandle | get_type () const |
PN_stdfloat | get_velocity () const |
Gets the current vertical velocity. | |
bool | is_on_ground () const |
Is the object at rest? | |
void | set_gravity (PN_stdfloat gravity) |
Sets the linear gravity force (always plumb). | |
void | set_legacy_mode (bool legacy_mode) |
Enables old behavior required by Toontown (Sellbot Factory lava room is good test case, lava and conveyor belt specifically). | |
void | set_max_velocity (PN_stdfloat max_vel) |
Sets the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second. | |
void | set_offset (PN_stdfloat 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. | |
void | set_reach (PN_stdfloat reach) |
Sets the reach to add to (or subtract from) the highest collision point. | |
void | set_velocity (PN_stdfloat velocity) |
Sets the current vertical velocity. | |
Static Public Member Functions | |
static TypeHandle | get_class_type () |
static void | init_type () |
This function is declared non-inline to work around a compiler bug in g++ 2.96. | |
Protected Member Functions | |
virtual void | apply_linear_force (ColliderDef &def, const LVector3 &force) |
virtual bool | handle_entries () |
Called by the parent class after all collisions have been detected, this manages the various collisions and moves around the nodes as necessary. | |
PN_stdfloat | set_highest_collision (const NodePath &target_node_path, const NodePath &from_node_path, const Entries &entries) |
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.
Definition at line 31 of file collisionHandlerGravity.h.
void CollisionHandlerGravity::add_velocity | ( | PN_stdfloat | velocity | ) | [inline] |
Adds the sepcified amount to the current velocity.
This is mostly here allow this common operation to be faster for scripting, but it's also more concise even in cpp.
Definition at line 125 of file collisionHandlerGravity.I.
PN_stdfloat CollisionHandlerGravity::get_airborne_height | ( | ) | const [inline] |
Return the height of the object from the ground.
The object might not necessarily be at rest. Use is_on_ground() if you want to know whether the object is on the ground and at rest.
See Also: is_in_outer_space()
Definition at line 74 of file collisionHandlerGravity.I.
Referenced by is_on_ground().
PN_stdfloat CollisionHandlerGravity::get_gravity | ( | ) | const [inline] |
Gets the linear gravity force (always plumb).
Definition at line 175 of file collisionHandlerGravity.I.
PN_stdfloat CollisionHandlerGravity::get_impact_velocity | ( | ) | const [inline] |
How hard did the object hit the ground.
This value is set on impact with the ground. You may want to watch (poll) on is_on_groun() and when that is true, call get_impact_velocity(). Normally I avoid polling, but we are calling is_on_ground() frequently anyway.
Definition at line 102 of file collisionHandlerGravity.I.
bool CollisionHandlerGravity::get_legacy_mode | ( | ) | const [inline] |
returns true if legacy mode is enabled
Definition at line 224 of file collisionHandlerGravity.I.
PN_stdfloat CollisionHandlerGravity::get_max_velocity | ( | ) | const [inline] |
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().
Definition at line 200 of file collisionHandlerGravity.I.
PN_stdfloat CollisionHandlerGravity::get_offset | ( | ) | const [inline] |
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.
Definition at line 36 of file collisionHandlerGravity.I.
PN_stdfloat CollisionHandlerGravity::get_reach | ( | ) | const [inline] |
Returns the reach to add to (or subtract from) the highest collision point.
Definition at line 58 of file collisionHandlerGravity.I.
PN_stdfloat CollisionHandlerGravity::get_velocity | ( | ) | const [inline] |
Gets the current vertical velocity.
Generally, negative values mean the object is in free fall; while postive values mean the object has vertical thrust.
A zero value does not necessarily mean the object on the ground, it may also be weightless and/or at the apex of its jump.
See Also: is_on_ground() and get_gravity()
Definition at line 155 of file collisionHandlerGravity.I.
bool CollisionHandlerGravity::handle_entries | ( | ) | [protected, virtual] |
Called by the parent class after all collisions have been detected, this manages the various collisions and moves around the nodes as necessary.
The return value is normally true, but it may be false to indicate the CollisionTraverser should disable this handler from being called in the future.
Implements CollisionHandlerPhysical.
Definition at line 228 of file collisionHandlerGravity.cxx.
References ClockObject::get_dt(), ClockObject::get_global_clock(), NodePath::get_transform(), NodePath::set_transform(), and CollisionHandlerPhysical::ColliderDef::updated_transform().
static void CollisionHandlerGravity::init_type | ( | ) | [inline, static] |
This function is declared non-inline to work around a compiler bug in g++ 2.96.
Making it inline seems to cause problems in the optimizer.
Reimplemented from CollisionHandlerPhysical.
Definition at line 81 of file collisionHandlerGravity.h.
References CollisionHandlerPhysical::init_type().
bool CollisionHandlerGravity::is_on_ground | ( | ) | const [inline] |
Is the object at rest?
Definition at line 84 of file collisionHandlerGravity.I.
References get_airborne_height().
void CollisionHandlerGravity::set_gravity | ( | PN_stdfloat | gravity | ) | [inline] |
Sets the linear gravity force (always plumb).
Definition at line 165 of file collisionHandlerGravity.I.
void CollisionHandlerGravity::set_legacy_mode | ( | bool | legacy_mode | ) | [inline] |
Enables old behavior required by Toontown (Sellbot Factory lava room is good test case, lava and conveyor belt specifically).
Behavior is to throw enter/exit events only for floor that the toon is in contact with
Definition at line 214 of file collisionHandlerGravity.I.
void CollisionHandlerGravity::set_max_velocity | ( | PN_stdfloat | max_velocity | ) | [inline] |
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.
Definition at line 188 of file collisionHandlerGravity.I.
void CollisionHandlerGravity::set_offset | ( | PN_stdfloat | offset | ) | [inline] |
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.
Definition at line 24 of file collisionHandlerGravity.I.
void CollisionHandlerGravity::set_reach | ( | PN_stdfloat | reach | ) | [inline] |
Sets the reach to add to (or subtract from) the highest collision point.
Definition at line 47 of file collisionHandlerGravity.I.
void CollisionHandlerGravity::set_velocity | ( | PN_stdfloat | velocity | ) | [inline] |
Sets the current vertical velocity.
Definition at line 135 of file collisionHandlerGravity.I.