CollisionHandlerGravity

class CollisionHandlerGravity

Bases: CollisionHandlerPhysical

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.

Inheritance diagram

Inheritance diagram of CollisionHandlerGravity

CollisionHandlerGravity(void)
void add_velocity(PN_stdfloat 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.

PN_stdfloat get_airborne_height(void) const

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()

static TypeHandle get_class_type(void)
LVector3 const &get_contact_normal(void) const
PN_stdfloat get_gravity(void) const

Gets the linear gravity force (always plumb).

PN_stdfloat get_impact_velocity(void) const

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 get_legacy_mode(void) const

returns true if legacy mode is enabled

PN_stdfloat get_max_velocity(void) const

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().

PN_stdfloat get_offset(void) 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(void) const

Returns the reach to add to (or subtract from) the highest collision point

PN_stdfloat get_velocity(void) const

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 is_on_ground(void) 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). Behavior is to throw enter/exit events only for floor that the toon is in contact with

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. Set this to zero to allow it to instantly teleport any distance.

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.