# CollisionHandlerFloor¶

from panda3d.core import CollisionHandlerFloor

class CollisionHandlerFloor

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

__init__()
static getClassType()TypeHandle
getMaxVelocity()float

Retrieves the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second. See setMaxVelocity().

getOffset()float

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.

getReach()float

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

property max_velocityfloat
Getter

Retrieves the maximum speed at which the object will be allowed to descend towards a floor below it, in units per second. See setMaxVelocity().

Setter

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.

property offsetfloat
Getter

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.

Setter

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.

property reachfloat
Getter

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

Setter

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

setMaxVelocity(max_vel: float)None

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(offset: float)None

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(reach: float)None

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