# NodePathCollection¶

class NodePathCollection

This is a set of zero or more NodePaths. It’s handy for returning from functions that need to return multiple NodePaths (for instance, NodePaths::get_children).

Inheritance diagram

NodePathCollection(void) = default
NodePathCollection(PyObject *self, PyObject *sequence)
NodePathCollection(NodePathCollection const&) = default
void add_path(NodePath const &node_path)

Adds a new NodePath to the collection.

void add_paths_from(NodePathCollection const &other)

Adds all the NodePaths indicated in the other collection to this path. The other paths are simply appended to the end of the paths in this list; duplicates are not automatically removed.

void append(NodePath const &node_path)

Method names to satisfy Python’s conventions.

Adds a new NodePath to the collection. This method duplicates the add_path() method; it is provided to satisfy Python’s naming convention.

bool calc_tight_bounds(LPoint3 &min_point, LPoint3 &max_point) const

Calculates the minimum and maximum vertices of all Geoms at these NodePath’s bottom nodes and below This is a tight bounding box; it will generally be tighter than the bounding volume returned by get_bounds() (but it is more expensive to compute).

The return value is true if any points are within the bounding volume, or false if none are.

void clear(void)

Removes all NodePaths from the collection.

void compose_color_scale(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a = 1.0, int priority = 0)
void compose_color_scale(LVecBase4 const &scale, int priority = 0)

Applies color scales to all NodePaths in the collection. The existing color scale, if any, is multiplied by the specified color scale.

void detach(void)

Detaches all NodePaths in the collection.

void extend(NodePathCollection const &other)

Appends the other list onto the end of this one. This method duplicates the += operator; it is provided to satisfy Python’s naming convention.

NodePathCollection find_all_matches(std::string const &path) const

Returns the complete set of all NodePaths that begin with any NodePath in this collection and can be extended by path. The shortest paths will be listed first.

CollideMask get_collide_mask(void) const

Returns the union of all of the into_collide_masks for nodes at this level and below. This is the same thing as node()->get_net_collide_mask().

If you want to return what the into_collide_mask of this node itself is, without regard to its children, use node()->get_into_collide_mask().

int get_num_paths(void) const

Returns the number of NodePaths in the collection.

NodePath get_path(int index) const

Returns the nth NodePath in the collection.

PyObject *get_tight_bounds(void) const
bool has_path(NodePath const &path) const

Returns true if the indicated NodePath appears in this collection, false otherwise.

void hide(void)

Hides all NodePaths in the collection.

bool is_empty(void) const

Returns true if there are no NodePaths in the collection, false otherwise.

void ls(void) const
void ls(std::ostream &out, int indent_level = 0) const

Handy operations on many NodePaths at once.

Lists all the nodes at and below each node in the collection hierarchically.

Lists all the nodes at and below each node in the collection hierarchically.

void output(std::ostream &out) const

Writes a brief one-line description of the NodePathCollection to the indicated output stream.

void remove_duplicate_paths(void)

Removes any duplicate entries of the same NodePaths on this collection. If a NodePath appears multiple times, the first appearance is retained; subsequent appearances are removed.

bool remove_path(NodePath const &node_path)

Removes the indicated NodePath from the collection. Returns true if the path was removed, false if it was not a member of the collection.

void remove_paths_from(NodePathCollection const &other)

Removes from this collection all of the NodePaths listed in the other collection.

void reparent_to(NodePath const &other)

Reparents all the NodePaths in the collection to the indicated node.

void reserve(std::size_t num)

This is a hint to Panda to allocate enough memory to hold the given number of NodePaths, if you know ahead of time how many you will be adding.

void set_attrib(RenderAttrib const *attrib, int priority = 0)

Applies the indicated RenderAttrib to all NodePaths in the collection. An effort is made to apply the attrib to many NodePaths as quickly as possible; redundant RenderState compositions are not duplicated.

void set_collide_mask(CollideMask new_mask, CollideMask bits_to_change = CollideMask::all_on(), TypeHandle node_type = TypeHandle::none())

Recursively applies the indicated CollideMask to the into_collide_masks for all nodes at this level and below.

The default is to change all bits, but if bits_to_change is not all bits on, then only the bits that are set in bits_to_change are modified, allowing this call to change only a subset of the bits in the subgraph.

void set_color(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a = 1.0, int priority = 0)
void set_color(LColor const &color, int priority = 0)

Colors all NodePaths in the collection

void set_color_scale(PN_stdfloat r, PN_stdfloat g, PN_stdfloat b, PN_stdfloat a = 1.0, int priority = 0)
void set_color_scale(LVecBase4 const &scale, int priority = 0)

Applies color scales to all NodePaths in the collection. The existing color scale is replaced.

void set_texture(Texture *tex, int priority = 0)
void set_texture(TextureStage *stage, Texture *tex, int priority = 0)

Adds the indicated texture to the list of textures that will be rendered on the default texture stage.

This is the deprecated single-texture variant of this method; it is now superceded by set_texture() that accepts a stage and texture. However, this method may be used in the presence of multitexture if you just want to adjust the default stage.

Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage. If there are multiple texture stages specified (possibly on multiple different nodes at different levels), they will all be applied to geometry together, according to the stage specification set up in the TextureStage object.

void set_texture_off(int priority = 0)
void set_texture_off(TextureStage *stage, int priority = 0)

Sets the geometry at this level and below to render using no texture, on any stage. This is different from not specifying a texture; rather, this specifically contradicts set_texture() at a higher node level (or, with a priority, overrides a set_texture() at a lower level).

Sets the geometry at this level and below to render using no texture, on the indicated stage. This is different from not specifying a texture; rather, this specifically contradicts set_texture() at a higher node level (or, with a priority, overrides a set_texture() at a lower level).

void show(void)

Shows all NodePaths in the collection.

std::size_t size(void) const

Returns the number of paths in the collection. This is the same thing as get_num_paths().

void stash(void)

Stashes all NodePaths in the collection.

void unstash(void)

Unstashes all NodePaths in the collection.

void write(std::ostream &out, int indent_level = 0) const

Writes a complete multi-line description of the NodePathCollection to the indicated output stream.

void wrt_reparent_to(NodePath const &other)

Reparents all the NodePaths in the collection to the indicated node, adjusting each transform so as not to move in world coordinates.