CollisionHandlerFloor

from panda3d.core import 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

__init__(*args, **kwargs)
getClassType()

C++ Interface: get_class_type()

getMaxVelocity()

C++ Interface: get_max_velocity(CollisionHandlerFloor self)

/**
  • 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().

*/

getOffset()

C++ Interface: get_offset(CollisionHandlerFloor self)

/**
  • 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.

*/

getReach()

C++ Interface: get_reach(CollisionHandlerFloor self)

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

*/

get_class_type()

C++ Interface: get_class_type()

get_max_velocity()

C++ Interface: get_max_velocity(CollisionHandlerFloor self)

/**
  • 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()

C++ Interface: get_offset(CollisionHandlerFloor self)

/**
  • 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()

C++ Interface: get_reach(CollisionHandlerFloor self)

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

*/

max_velocity
offset
reach
setMaxVelocity()

C++ Interface: set_max_velocity(const CollisionHandlerFloor self, float 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.

*/

setOffset()

C++ Interface: set_offset(const CollisionHandlerFloor self, float 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.

*/

setReach()

C++ Interface: set_reach(const CollisionHandlerFloor self, float reach)

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

*/

set_max_velocity()

C++ Interface: set_max_velocity(const CollisionHandlerFloor self, float 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.

*/

set_offset()

C++ Interface: set_offset(const CollisionHandlerFloor self, float 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.

*/

set_reach()

C++ Interface: set_reach(const CollisionHandlerFloor self, float reach)

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

*/