panda3d.core.CullTraverser

from panda3d.core import CullTraverser
class CullTraverser

Bases: TypedReferenceCount

This object performs a depth-first traversal of the scene graph, with optional view-frustum culling, collecting CullState and searching for GeomNodes. Each renderable Geom encountered is passed along with its associated RenderState to the CullHandler object.

Inheritance diagram

Inheritance diagram of CullTraverser

__init__() → None
__init__(copy: CullTraverser) → None
drawBoundingVolume(vol: BoundingVolume, internal_transform: TransformState) → None

Draws an appropriate visualization of the indicated bounding volume.

endTraverse() → None

Should be called when the traverser has finished traversing its scene, this gives it a chance to do any necessary finalization.

static flushLevel() → None

Flushes the PStatCollectors used during traversal.

getCameraMask() → DrawMask

Returns the visibility mask from the camera viewing the scene.

Return type

DrawMask

getCameraTransform() → TransformState

Returns the position of the camera relative to the starting node.

Return type

TransformState

static getClassType() → TypeHandle
Return type

TypeHandle

getCullHandler() → CullHandler

Returns the object that will receive the culled Geoms.

Return type

CullHandler

getCurrentThread() → Thread

Returns the currently-executing thread object, as passed to the CullTraverser constructor.

Return type

Thread

getDepthOffsetDecals() → bool

Returns true, as depth offsets are the only way that we implement decals nowadays.

getEffectiveIncompleteRender() → bool

Returns true if the cull traversal is effectively in incomplete_render state, considering both the GSG’s incomplete_render and the current DisplayRegion’s incomplete_render flags. This returns the flag during the cull traversal; see GSG::get_effective_incomplete_render() for this same flag during the draw traversal.

getGsg() → GraphicsStateGuardianBase

Returns the GraphicsStateGuardian in effect.

Return type

GraphicsStateGuardianBase

getInitialState() → RenderState

Returns the initial RenderState at the top of the scene graph we are traversing, or the empty state if the initial state was never set.

Return type

RenderState

getPortalClipper() → PortalClipper

Returns the _portal_clipper pointer

Return type

PortalClipper

getScene() → SceneSetup

Returns the SceneSetup object.

Return type

SceneSetup

getTagStateKey() → str

Returns the tag state key that has been specified for the scene’s camera, if any.

getViewFrustum() → GeometricBoundingVolume

Returns the bounding volume that corresponds to the view frustum, or NULL if the view frustum is not in use or has not been set.

Note that the view frustum returned here is always in the coordinate space of the starting node, not the current node, even if it is sampled during a traversal. To get the view frustum in the current node’s coordinate space, check in the current CullTraverserData.

Return type

GeometricBoundingVolume

getWorldTransform() → TransformState

Returns the position of the starting node relative to the camera. This is the inverse of the camera transform.

Note that this value is always the position of the starting node, not the current node, even if it is sampled during a traversal. To get the transform of the current node use CullTraverserData.getModelviewTransform().

Return type

TransformState

hasTagStateKey() → bool

Returns true if a nonempty tag state key has been specified for the scene’s camera, false otherwise.

setCameraMask(camera_mask: DrawMask) → None

Changes the visibility mask for the camera viewing the scene. This is normally set automatically at the time setup_scene() is called; you should change this only if you want to render some set of objects different from what the camera normally would draw.

setCullHandler(cull_handler: CullHandler) → None

Specifies the object that will receive the culled Geoms. This must be set before calling traverse().

setPortalClipper(portal_clipper: PortalClipper) → None

Specifies _portal_clipper object pointer that subsequent traverse() or traverse_below may use.

setScene(scene_setup: SceneSetup, gsg: GraphicsStateGuardianBase, dr_incomplete_render: bool) → None

Sets the SceneSetup object that indicates the initial camera position, etc. This must be called before traversal begins.

setViewFrustum(view_frustum: GeometricBoundingVolume) → None

Specifies the bounding volume that corresponds to the view frustum. Any primitives that fall entirely outside of this volume are not drawn.

traverse(data: CullTraverserData) → None

Traverses from the next node with the given data, which has been constructed with the node but has not yet been converted into the node’s space.

traverse(root: NodePath) → None

Begins the traversal from the indicated node.

traverseBelow(data: CullTraverserData) → None

Traverses all the children of the indicated node, with the given data, which has been converted into the node’s space.