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...
Public Member Functions | |
CollisionHandlerFloor () | |
float | getMaxVelocity () |
Retrieves the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second. | |
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. | |
float | getReach () |
Returns the reach to add to (or subtract from) the highest collision point. | |
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. | |
setReach (float reach) | |
Sets the reach to add to (or subtract from) the highest collision point. | |
Static Public Member Functions | |
static TypeHandle | getClassType () |
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.
static TypeHandle getClassType | ( | ) | [static] |
Reimplemented from CollisionHandlerPhysical.
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().
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.
float getReach | ( | ) |
Returns the reach to add to (or subtract from) the highest collision point.
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.
setReach | ( | float | reach | ) |
Sets the reach to add to (or subtract from) the highest collision point.