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. It's intended to implement walking around on a floor of varying height by casting a ray down from the avatar's head. More...
Public Member Functions | |
__init__ () | |
addVelocity (float velocity) | |
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. More... | |
float | getAirborneHeight () |
Return the height of the object from the ground. More... | |
const LVector3 | getContactNormal () |
float | getGravity () |
Gets the linear gravity force (always plumb). More... | |
float | getImpactVelocity () |
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. More... | |
bool | getLegacyMode () |
returns true if legacy mode is enabled More... | |
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(). More... | |
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. More... | |
float | getReach () |
Returns the reach to add to (or subtract from) the highest collision point. More... | |
float | getVelocity () |
Gets the current vertical velocity. More... | |
bool | isOnGround () |
Is the object at rest? More... | |
setGravity (float gravity) | |
Sets the linear gravity force (always plumb). More... | |
setLegacyMode (bool legacy_mode) | |
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. More... | |
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. More... | |
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. More... | |
setReach (float reach) | |
Sets the reach to add to (or subtract from) the highest collision point. More... | |
setVelocity (float velocity) | |
Sets the current vertical velocity. More... | |
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addCollider (const NodePath collider, const NodePath 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. More... | |
addCollider (const NodePath collider, const NodePath 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. More... | |
clearCenter () | |
Clears the center NodePath specified with set_center. More... | |
clearColliders () | |
Completely empties the list of colliders this handler knows about. More... | |
const NodePath | getCenter () |
Returns the NodePath specified with set_center, or the empty NodePath if nothing has been specified. More... | |
bool | hasCenter () |
Returns true if a NodePath has been specified with set_center(), false otherwise. More... | |
bool | hasCollider (const NodePath collider) |
Returns true if the handler knows about the indicated collider, false otherwise. More... | |
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. out of bounds). That is the original use of this call. More... | |
bool | removeCollider (const NodePath collider) |
Removes the collider from the list of colliders that this handler knows about. More... | |
setCenter (const NodePath center) | |
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. More... | |
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__init__ () | |
The default CollisionHandlerEvent will throw no events. Its pattern strings must first be set via a call to add_in_pattern() and/or add_out_pattern(). More... | |
addAgainPattern (str again_pattern) | |
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. More... | |
addInPattern (str in_pattern) | |
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: More... | |
addOutPattern (str 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. More... | |
clear () | |
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. More... | |
clearAgainPatterns () | |
Removes all of the previously-added in patterns. See add_again_pattern. More... | |
clearInPatterns () | |
Removes all of the previously-added in patterns. See add_in_pattern. More... | |
clearOutPatterns () | |
Removes all of the previously-added in patterns. See add_out_pattern. More... | |
flush () | |
Same as clear() except "out" events are thrown. More... | |
str | getAgainPattern (int n) |
Returns the nth pattern string that indicates how the event names are generated for each collision detected. See add_again_pattern(). More... | |
list | getAgainPatterns () |
str | getInPattern (int n) |
Returns the nth pattern string that indicates how the event names are generated for each collision detected. See add_in_pattern(). More... | |
list | getInPatterns () |
int | getNumAgainPatterns () |
Returns the number of in pattern strings that have been added. More... | |
int | getNumInPatterns () |
Returns the number of in pattern strings that have been added. More... | |
int | getNumOutPatterns () |
Returns the number of in pattern strings that have been added. More... | |
str | getOutPattern (int n) |
Returns the nth pattern string that indicates how the event names are generated for each collision detected. See add_out_pattern(). More... | |
list | getOutPatterns () |
setAgainPattern (str again_pattern) | |
This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern. More... | |
setInPattern (str in_pattern) | |
This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern. More... | |
setOutPattern (str out_pattern) | |
This method is deprecated; it completely replaces all the in patterns that have previously been set with the indicated pattern. More... | |
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TypeHandle | getType () |
Derived classes should override this function to return get_class_type(). More... | |
int | getTypeIndex () |
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(). More... | |
bool | isExactType (TypeHandle handle) |
Returns true if the current object is the indicated type exactly. More... | |
bool | isOfType (TypeHandle handle) |
Returns true if the current object is or derives from the indicated type. More... | |
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int | getRefCount () |
Returns the current reference count. More... | |
ref () | |
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. More... | |
bool | testRefCountIntegrity () |
Does some easy checks to make sure that the reference count isn't completely bogus. Returns true if ok, false otherwise. More... | |
bool | testRefCountNonzero () |
Does some easy checks to make sure that the reference count isn't zero, or completely bogus. Returns true if ok, false otherwise. More... | |
bool | unref () |
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(). More... | |
Static Public Member Functions | |
static TypeHandle | getClassType () |
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static TypeHandle | getClassType () |
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static TypeHandle | getClassType () |
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static TypeHandle | getClassType () |
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static TypeHandle | getClassType () |
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static TypeHandle | getClassType () |
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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.
__init__ | ( | ) |
addVelocity | ( | float | velocity | ) |
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.
float getAirborneHeight | ( | ) |
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()
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static |
const LVector3 getContactNormal | ( | ) |
float getGravity | ( | ) |
Gets the linear gravity force (always plumb).
float getImpactVelocity | ( | ) |
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.
bool getLegacyMode | ( | ) |
returns true if legacy mode is enabled
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.
float getVelocity | ( | ) |
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()
bool isOnGround | ( | ) |
Is the object at rest?
setGravity | ( | float | gravity | ) |
Sets the linear gravity force (always plumb).
setLegacyMode | ( | bool | legacy_mode | ) |
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.
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.
setVelocity | ( | float | velocity | ) |
Sets the current vertical velocity.