CollisionNode

from panda3d.core import CollisionNode
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

Inheritance diagram of CollisionNode

__init__(name: str)
addSolid(solid: CollisionSolid)int

Adds the indicated solid to the node. Returns the index of the new solid within the node’s list of solids.

clearSolids()None

Removes all solids from the node.

property collider_sortint
Getter

Returns the collider_sort value that has been set for this particular node. See setColliderSort().

Setter

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 the CollisionTraverser 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).

property default_collide_maskCollideMask

Returns the default into_collide_mask assigned to new CollisionNodes.

property from_collide_maskCollideMask
Getter

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.

Setter

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.

static getClassType()TypeHandle
getColliderSort()int

Returns the collider_sort value that has been set for this particular node. See setColliderSort().

static getDefaultCollideMask()CollideMask

Returns the default into_collide_mask assigned to new CollisionNodes.

getFromCollideMask()CollideMask

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.

getIntoCollideMask()CollideMask

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.

getNumSolids()int
getSolid(n: int)CollisionSolid
getSolids()list
insertSolid(n: int, solid: CollisionSolid)None

Inserts the indicated solid to the node at the indicated position.

property into_collide_maskCollideMask
Getter

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.

Setter

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.

modifySolid(n: int)CollisionSolid
removeSolid(n: int)None

Removes the solid with the indicated index. This will shift all subsequent indices down by one.

setCollideMask(mask: CollideMask)None

Simultaneously sets both the “from” and “into” CollideMask values to the same thing.

setColliderSort(sort: int)None

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 the CollisionTraverser 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).

setFromCollideMask(mask: CollideMask)None

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.

setIntoCollideMask(mask: CollideMask)None

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.

setSolid(n: int, solid: CollisionSolid)None

Replaces the solid with the indicated index.

property solids → Sequence[ConstPointerTo_CollisionSolid]

Getter Setter

Replaces the solid with the indicated index.