15 #ifndef COLLISIONHANDLERFLOOR_H 16 #define COLLISIONHANDLERFLOOR_H 18 #include "pandabase.h" 20 #include "collisionHandlerPhysical.h" 36 INLINE
void set_offset(PN_stdfloat offset);
37 INLINE PN_stdfloat get_offset()
const;
39 INLINE
void set_reach(PN_stdfloat reach);
40 INLINE PN_stdfloat get_reach()
const;
42 INLINE
void set_max_velocity(PN_stdfloat max_vel);
43 INLINE PN_stdfloat get_max_velocity()
const;
46 PN_stdfloat set_highest_collision(
const NodePath &target_node_path,
const NodePath &from_node_path,
const Entries &entries);
47 virtual bool handle_entries();
48 virtual void apply_linear_force(ColliderDef &def,
const LVector3 &force);
53 PN_stdfloat _max_velocity;
60 static void init_type() {
61 CollisionHandlerPhysical::init_type();
62 register_type(_type_handle,
"CollisionHandlerFloor",
63 CollisionHandlerPhysical::get_class_type());
66 return get_class_type();
68 virtual TypeHandle force_init_type() {init_type();
return get_class_type();}
74 #include "collisionHandlerFloor.I" This is a three-component vector distance (as opposed to a three-component point, which represents a ...
The abstract base class for a number of CollisionHandlers that have some physical effect on their mov...
A specialized kind of CollisionHandler that sets the Z height of the collider to a fixed linear offse...
TypeHandle is the identifier used to differentiate C++ class types.
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...