CollisionSolid

from panda3d.core import CollisionSolid
class CollisionSolid

Bases:

Bases: CopyOnWriteObject

The abstract base class for all things that can collide with other things in the world, and all the things they can collide with (except geometry).

This class and its derivatives really work very similarly to the way BoundingVolume and all of its derivatives work. There’s a different subclass for each basic shape of solid, and double-dispatch function calls handle the subset of the N*N intersection tests that we care about.

Inheritance diagram

Inheritance diagram of CollisionSolid

property bounds ConstPointerTo_BoundingVolume

Returns the solid’s bounding volume.

clear_effective_normal()

Removes the normal previously set by set_effective_normal().

property collision_origin LPoint3
get_bounds() BoundingVolume

Returns the solid’s bounding volume.

static get_class_type() TypeHandle
get_collision_origin() LPoint3
get_effective_normal() LVector3

Returns the normal that was set by set_effective_normal(). It is an error to call this unless has_effective_normal() returns true.

get_respect_effective_normal() bool

See set_respect_effective_normal().

has_effective_normal() bool

Returns true if a special normal was set by set_effective_normal(), false otherwise.

is_tangible() bool

Returns whether the solid is considered ‘tangible’ or not. An intangible solid has no effect in a CollisionHandlerPusher (except to throw an event); it’s useful for defining ‘trigger’ planes and spheres, that cause an effect when passed through.

output(out: ostream)
property respect_effective_normal bool

This is only meaningful for CollisionSolids that will be added to a traverser as colliders. It is normally true, but if set false, it means that this particular solid does not care about the “effective” normal of other solids it meets, but rather always uses the true normal.

set_bounds(bounding_volume: BoundingVolume)

Returns the solid’s bounding volume.

set_effective_normal(effective_normal: LVector3)

Records a false normal for this CollisionSolid that will be reported by the collision system with all collisions into it, instead of its actual normal. This is useful as a workaround for the problem of an avatar wanting to stand on a sloping ground; by storing a false normal, the ground appears to be perfectly level, and the avatar does not tend to slide down it.

set_respect_effective_normal(respect_effective_normal: bool)

This is only meaningful for CollisionSolids that will be added to a traverser as colliders. It is normally true, but if set false, it means that this particular solid does not care about the “effective” normal of other solids it meets, but rather always uses the true normal.

set_tangible(tangible: bool)

Sets the current state of the ‘tangible’ flag. Set this true to make the solid tangible, so that a CollisionHandlerPusher will not allow another object to intersect it, or false to make it intangible, so that a CollisionHandlerPusher will ignore it except to throw an event.

property tangible bool
Getter

Returns whether the solid is considered ‘tangible’ or not. An intangible solid has no effect in a CollisionHandlerPusher (except to throw an event); it’s useful for defining ‘trigger’ planes and spheres, that cause an effect when passed through.

Setter

Sets the current state of the ‘tangible’ flag. Set this true to make the solid tangible, so that a CollisionHandlerPusher will not allow another object to intersect it, or false to make it intangible, so that a CollisionHandlerPusher will ignore it except to throw an event.

write(out: ostream, indent_level: int)