PortalNode

from panda3d.core import PortalNode
class PortalNode

Bases:

Bases: PandaNode

A node in the scene graph that can hold a Portal Polygon, which is a rectangle. Other types of polygons are not supported for now. It also holds a PT(PandaNode) Cell that this portal is connected to

Inheritance diagram

Inheritance diagram of PortalNode

__init__(name: str)

Default constructor, just an empty node, no geo This is used to read portal from model. You can also use this from python to create an empty portal. Then you can set the vertices yourself, with addVertex().

__init__(name: str, pos: LPoint3, scale: float)

Create a default rectangle as portal. Use this to create an arbitrary portal and setup from Python

addVertex(vertex: LPoint3)

Adds a new vertex to the portal polygon. The vertices should be defined in a counterclockwise orientation when viewing through the portal.

property cell_in NodePath

Sets the cell that this portal belongs to

property cell_out NodePath

Sets the cell that this portal leads out to

clearVertices()

Resets the vertices of the portal to the empty list.

property clip_plane bool
Getter

Is this portal clipping against its left-right planes

Setter

this is set if the portal will clip against its left and right planes

property from_portal_mask PortalMask
Getter

Returns the current “from” PortalMask. In order for a portal 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” PortalMask. In order for a portal 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.

getCellIn() NodePath

Sets the cell that this portal belongs to

getCellOut() NodePath

Sets the cell that this portal leads out to

static getClassType() TypeHandle
getFromPortalMask() PortalMask

Returns the current “from” PortalMask. In order for a portal 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.

getIntoPortalMask() PortalMask

Returns the current “into” PortalMask. In order for a portal 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.

getMaxDepth() int

Returns the maximum depth this portal will be visible at

getNumVertices() int

Returns the number of vertices in the portal polygon.

getPortalGeom() bool

Returns the current state of the portal_geom flag. See setPortalGeom().

getVertex(n: int) LPoint3

Returns the nth vertex of the portal polygon.

getVertices() list
property into_portal_mask PortalMask
Getter

Returns the current “into” PortalMask. In order for a portal 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” PortalMask. In order for a portal 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.

isClipPlane() bool

Is this portal clipping against its left-right planes

isOpen() bool

Is this portal open from current camera zone

isVisible() bool

Is this portal facing the camera

property max_depth int

Returns/Set the maximum depth this portal will be visible at

property open bool
Getter

Is this portal open from current camera zone

Setter

Python sets this based on curent camera zone

property portal_geom bool
Getter

Returns the current state of the portal_geom flag. See setPortalGeom().

Setter

Sets the state of the “portal geom” flag for this PortalNode. Normally, this is false; when this is set true, the PortalSolids in this node will test for portals with actual renderable geometry, in addition to whatever PortalSolids may be indicated by the from_portal_mask.

Setting this to true causes this to test all GeomNodes for portals. It is an all-or-none thing; there is no way to portal with only some GeomNodes, as GeomNodes have no into_portal_mask.

setCellIn(cell: NodePath)

Sets the cell that this portal belongs to

setCellOut(cell: NodePath)

Sets the cell that this portal leads out to

setClipPlane(value: bool)

this is set if the portal will clip against its left and right planes

setFromPortalMask(mask: PortalMask)

Sets the “from” PortalMask. In order for a portal 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.

setIntoPortalMask(mask: PortalMask)

Sets the “into” PortalMask. In order for a portal 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.

setMaxDepth(value: int)

Set the maximum depth this portal will be visible at

setOpen(value: bool)

Python sets this based on curent camera zone

setPortalGeom(flag: bool)

Sets the state of the “portal geom” flag for this PortalNode. Normally, this is false; when this is set true, the PortalSolids in this node will test for portals with actual renderable geometry, in addition to whatever PortalSolids may be indicated by the from_portal_mask.

Setting this to true causes this to test all GeomNodes for portals. It is an all-or-none thing; there is no way to portal with only some GeomNodes, as GeomNodes have no into_portal_mask.

setPortalMask(mask: PortalMask)

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

setVisible(value: bool)

this is set if the portal is facing camera

property vertices Sequence[LPoint3]

Returns the nth vertex of the portal polygon.

property visible bool
Getter

Is this portal facing the camera

Setter

this is set if the portal is facing camera