CollisionHandlerQueue

from panda3d.core import CollisionHandlerQueue
class CollisionHandlerQueue

Bases: CollisionHandler

A special kind of CollisionHandler that does nothing except remember the CollisionEntries detected the last pass. This set of CollisionEntries may then be queried by the calling function. It’s primarily useful when a simple intersection test is being made, e.g. for picking from the window.

Inheritance diagram

Inheritance diagram of CollisionHandlerQueue

__init__(*args, **kwargs)
clearEntries()

C++ Interface: clear_entries(const CollisionHandlerQueue self)

/**
  • Removes all the entries from the queue.

*/

clear_entries()

C++ Interface: clear_entries(const CollisionHandlerQueue self)

/**
  • Removes all the entries from the queue.

*/

entries
getClassType()

C++ Interface: get_class_type()

getEntries()
getEntry()

C++ Interface: get_entry(CollisionHandlerQueue self, int n)

/**
  • Returns the nth CollisionEntry detected last pass.

*/

getNumEntries()

C++ Interface: get_num_entries(CollisionHandlerQueue self)

/**
  • Returns the number of CollisionEntries detected last pass.

*/

get_class_type()

C++ Interface: get_class_type()

get_entries()
get_entry()

C++ Interface: get_entry(CollisionHandlerQueue self, int n)

/**
  • Returns the nth CollisionEntry detected last pass.

*/

get_num_entries()

C++ Interface: get_num_entries(CollisionHandlerQueue self)

/**
  • Returns the number of CollisionEntries detected last pass.

*/

output()

C++ Interface: output(CollisionHandlerQueue self, ostream out)

/**

*/

sortEntries()

C++ Interface: sort_entries(const CollisionHandlerQueue self)

/**
  • Sorts all the detected collisions front-to-back by

  • from_intersection_point() so that those intersection points closest to the

  • collider’s origin (e.g., the center of the CollisionSphere, or the point_a

  • of a CollisionSegment) appear first.

*/

sort_entries()

C++ Interface: sort_entries(const CollisionHandlerQueue self)

/**
  • Sorts all the detected collisions front-to-back by

  • from_intersection_point() so that those intersection points closest to the

  • collider’s origin (e.g., the center of the CollisionSphere, or the point_a

  • of a CollisionSegment) appear first.

*/

write()

C++ Interface: write(CollisionHandlerQueue self, ostream out, int indent_level)

/**

*/