CollisionHandlerFloor

class CollisionHandlerFloor

Bases: CollisionHandlerPhysical

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

Inheritance diagram of CollisionHandlerFloor

CollisionHandlerFloor(void)
static TypeHandle get_class_type(void)
PN_stdfloat get_max_velocity(void) const

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

PN_stdfloat get_offset(void) const

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.

PN_stdfloat get_reach(void) const

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

void set_max_velocity(PN_stdfloat max_vel)

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.

void set_offset(PN_stdfloat offset)

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.

void set_reach(PN_stdfloat reach)

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