CollisionNode¶
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class
CollisionNode
¶ Bases:
PandaNode
A node in the scene graph that can hold any number of
CollisionSolids
. This may either represent a bit of static geometry in the scene that things will collide with, or an animated object twirling around in the world and running into things.Inheritance diagram
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explicit
CollisionNode
(std::string const &name)¶
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std::size_t
add_solid
(CollisionSolid const *solid)¶ Adds the indicated solid to the node. Returns the index of the new solid within the node’s list of solids.
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void
clear_solids
(void)¶ Removes all solids from the node.
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static TypeHandle
get_class_type
(void)¶
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int
get_collider_sort
(void) const¶ Returns the collider_sort value that has been set for this particular node. See
set_collider_sort()
.
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CollideMask
get_default_collide_mask
(void)¶ Returns the default into_collide_mask assigned to new
CollisionNodes
.
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CollideMask
get_from_collide_mask
(void) const¶ Returns the current “from”
CollideMask
. In order for a collision to be detected from this object into another object, the intersection of this object’s “from” mask and the other object’s “into” mask must be nonzero.
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CollideMask
get_into_collide_mask
(void) const¶ Returns the current “into”
CollideMask
. In order for a collision to be detected from another object into this object, the intersection of the other object’s “from” mask and this object’s “into” mask must be nonzero.
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std::size_t
get_num_solids
(void) const¶
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ConstPointerTo<CollisionSolid>
get_solid
(std::size_t n) const¶
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void
insert_solid
(std::size_t n, CollisionSolid const *solid)¶ Inserts the indicated solid to the node at the indicated position.
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PointerTo<CollisionSolid>
modify_solid
(std::size_t n)¶
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void
remove_solid
(std::size_t n)¶ Removes the solid with the indicated index. This will shift all subsequent indices down by one.
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void
set_collide_mask
(CollideMask mask)¶ Simultaneously sets both the “from” and “into”
CollideMask
values to the same thing.
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void
set_collider_sort
(int sort)¶ Sets a particular collider_sort value on this node. This controls the order in which colliders (that is, “from nodes”) are grouped together for the collision traversal.
If there are 32 or fewer colliders added to any particular
CollisionTraverser
, then this value has no meaning. It is only useful if there are many colliders, which may force theCollisionTraverser
to make multiple passes through the data; in that case, it may be a useful optimization to group colliders that have similar bounding volumes together (by giving them similar sort values).
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void
set_from_collide_mask
(CollideMask mask)¶ Sets the “from”
CollideMask
. In order for a collision to be detected from this object into another object, the intersection of this object’s “from” mask and the other object’s “into” mask must be nonzero.
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void
set_into_collide_mask
(CollideMask mask)¶ Sets the “into”
CollideMask
. In order for a collision to be detected from another object into this object, the intersection of the other object’s “from” mask and this object’s “into” mask must be nonzero.
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void
set_solid
(std::size_t n, CollisionSolid *solid)¶ Replaces the solid with the indicated index.
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explicit