CollisionHandlerFloor

from panda3d.core import CollisionHandlerFloor
class CollisionHandlerFloor

Bases:

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

__init__()
static get_class_type() TypeHandle
get_max_velocity() float

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().

get_offset() 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.

get_reach() float

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

property max_velocity float
Getter

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().

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 offset float

Returns/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 reach float

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

set_max_velocity(max_vel: float)

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.

set_offset(offset: float)

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.

set_reach(reach: float)

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