CullTraverser
from panda3d.core import CullTraverser
- class CullTraverser
Bases:
TypedReferenceCount
This object performs a depth-first traversal of the scene graph, with optional view-frustum culling, collecting CullState and searching for GeomNodes. Each renderable Geom encountered is passed along with its associated RenderState to the CullHandler object.
Inheritance diagram
- __init__(*args, **kwargs)
- doTraverse()
C++ Interface: do_traverse(const CullTraverser self, CullTraverserData data)
- /**
Internal method called by traverse() and traverse_down(). Traverses the
given node, assuming it has already been checked with is_in_view().
*/
- do_traverse()
C++ Interface: do_traverse(const CullTraverser self, CullTraverserData data)
- /**
Internal method called by traverse() and traverse_down(). Traverses the
given node, assuming it has already been checked with is_in_view().
*/
- drawBoundingVolume()
C++ Interface: draw_bounding_volume(CullTraverser self, const BoundingVolume vol, const TransformState internal_transform)
- /**
Draws an appropriate visualization of the indicated bounding volume.
*/
- draw_bounding_volume()
C++ Interface: draw_bounding_volume(CullTraverser self, const BoundingVolume vol, const TransformState internal_transform)
- /**
Draws an appropriate visualization of the indicated bounding volume.
*/
- endTraverse()
C++ Interface: end_traverse(const CullTraverser self)
- /**
Should be called when the traverser has finished traversing its scene, this
gives it a chance to do any necessary finalization.
*/
- end_traverse()
C++ Interface: end_traverse(const CullTraverser self)
- /**
Should be called when the traverser has finished traversing its scene, this
gives it a chance to do any necessary finalization.
*/
- flushLevel()
C++ Interface: flush_level()
- /**
Flushes the PStatCollectors used during traversal.
*/
- flush_level()
C++ Interface: flush_level()
- /**
Flushes the PStatCollectors used during traversal.
*/
- getCameraMask()
C++ Interface: get_camera_mask(CullTraverser self)
- /**
Returns the visibility mask from the camera viewing the scene.
*/
- getCameraTransform()
C++ Interface: get_camera_transform(CullTraverser self)
- /**
Returns the position of the camera relative to the starting node.
*/
- getClassType()
C++ Interface: get_class_type()
- getCurrentThread()
C++ Interface: get_current_thread(CullTraverser self)
- /**
Returns the currently-executing thread object, as passed to the
CullTraverser constructor.
*/
- getDepthOffsetDecals()
C++ Interface: get_depth_offset_decals(CullTraverser self)
- /**
Returns true, as depth offsets are the only way that we implement decals
nowadays.
*/
- getEffectiveIncompleteRender()
C++ Interface: get_effective_incomplete_render(CullTraverser self)
- /**
Returns true if the cull traversal is effectively in incomplete_render
state, considering both the GSG’s incomplete_render and the current
DisplayRegion’s incomplete_render flags. This returns the flag during the
cull traversal; see GSG::get_effective_incomplete_render() for this same
flag during the draw traversal.
*/
- getFakeViewFrustumCull()
C++ Interface: get_fake_view_frustum_cull(CullTraverser self)
- /**
Returns true if fake view frustum culling is active.
*/
- getGsg()
C++ Interface: get_gsg(CullTraverser self)
- /**
Returns the GraphicsStateGuardian in effect.
*/
- getInitialState()
C++ Interface: get_initial_state(CullTraverser self)
- /**
Returns the initial RenderState at the top of the scene graph we are
traversing, or the empty state if the initial state was never set.
*/
- getTagStateKey()
C++ Interface: get_tag_state_key(CullTraverser self)
- /**
Returns the tag state key that has been specified for the scene’s camera,
if any.
*/
- getViewFrustum()
C++ Interface: get_view_frustum(CullTraverser self)
- /**
Returns the bounding volume that corresponds to the view frustum, or NULL
if the view frustum is not in use or has not been set.
Note that the view frustum returned here is always in the coordinate space
of the starting node, not the current node, even if it is sampled during a
traversal. To get the view frustum in the current node’s coordinate space,
check in the current CullTraverserData.
*/
- getWorldTransform()
C++ Interface: get_world_transform(CullTraverser self)
- /**
Returns the position of the starting node relative to the camera. This is
the inverse of the camera transform.
Note that this value is always the position of the starting node, not the
current node, even if it is sampled during a traversal. To get the
transform of the current node use
CullTraverserData::get_modelview_transform().
*/
- get_camera_mask()
C++ Interface: get_camera_mask(CullTraverser self)
- /**
Returns the visibility mask from the camera viewing the scene.
*/
- get_camera_transform()
C++ Interface: get_camera_transform(CullTraverser self)
- /**
Returns the position of the camera relative to the starting node.
*/
- get_class_type()
C++ Interface: get_class_type()
- get_current_thread()
C++ Interface: get_current_thread(CullTraverser self)
- /**
Returns the currently-executing thread object, as passed to the
CullTraverser constructor.
*/
- get_depth_offset_decals()
C++ Interface: get_depth_offset_decals(CullTraverser self)
- /**
Returns true, as depth offsets are the only way that we implement decals
nowadays.
*/
- get_effective_incomplete_render()
C++ Interface: get_effective_incomplete_render(CullTraverser self)
- /**
Returns true if the cull traversal is effectively in incomplete_render
state, considering both the GSG’s incomplete_render and the current
DisplayRegion’s incomplete_render flags. This returns the flag during the
cull traversal; see GSG::get_effective_incomplete_render() for this same
flag during the draw traversal.
*/
- get_fake_view_frustum_cull()
C++ Interface: get_fake_view_frustum_cull(CullTraverser self)
- /**
Returns true if fake view frustum culling is active.
*/
- get_gsg()
C++ Interface: get_gsg(CullTraverser self)
- /**
Returns the GraphicsStateGuardian in effect.
*/
- get_initial_state()
C++ Interface: get_initial_state(CullTraverser self)
- /**
Returns the initial RenderState at the top of the scene graph we are
traversing, or the empty state if the initial state was never set.
*/
- get_tag_state_key()
C++ Interface: get_tag_state_key(CullTraverser self)
- /**
Returns the tag state key that has been specified for the scene’s camera,
if any.
*/
- get_view_frustum()
C++ Interface: get_view_frustum(CullTraverser self)
- /**
Returns the bounding volume that corresponds to the view frustum, or NULL
if the view frustum is not in use or has not been set.
Note that the view frustum returned here is always in the coordinate space
of the starting node, not the current node, even if it is sampled during a
traversal. To get the view frustum in the current node’s coordinate space,
check in the current CullTraverserData.
*/
- get_world_transform()
C++ Interface: get_world_transform(CullTraverser self)
- /**
Returns the position of the starting node relative to the camera. This is
the inverse of the camera transform.
Note that this value is always the position of the starting node, not the
current node, even if it is sampled during a traversal. To get the
transform of the current node use
CullTraverserData::get_modelview_transform().
*/
- hasTagStateKey()
C++ Interface: has_tag_state_key(CullTraverser self)
- /**
Returns true if a nonempty tag state key has been specified for the scene’s
camera, false otherwise.
*/
- has_tag_state_key()
C++ Interface: has_tag_state_key(CullTraverser self)
- /**
Returns true if a nonempty tag state key has been specified for the scene’s
camera, false otherwise.
*/
- setCameraMask()
C++ Interface: set_camera_mask(const CullTraverser self, const BitMask camera_mask)
- /**
Changes the visibility mask for the camera viewing the scene. This is
normally set automatically at the time setup_scene() is called; you should
change this only if you want to render some set of objects different from
what the camera normally would draw.
*/
- setScene()
C++ Interface: set_scene(const CullTraverser self, SceneSetup scene_setup, GraphicsStateGuardianBase gsg, bool dr_incomplete_render)
- /**
Sets the SceneSetup object that indicates the initial camera position, etc.
This must be called before traversal begins.
*/
- setViewFrustum()
C++ Interface: set_view_frustum(const CullTraverser self, GeometricBoundingVolume view_frustum)
- /**
Specifies the bounding volume that corresponds to the view frustum. Any
primitives that fall entirely outside of this volume are not drawn.
Nowadays, this gets set automatically by set_scene().
*/
- set_camera_mask()
C++ Interface: set_camera_mask(const CullTraverser self, const BitMask camera_mask)
- /**
Changes the visibility mask for the camera viewing the scene. This is
normally set automatically at the time setup_scene() is called; you should
change this only if you want to render some set of objects different from
what the camera normally would draw.
*/
- set_scene()
C++ Interface: set_scene(const CullTraverser self, SceneSetup scene_setup, GraphicsStateGuardianBase gsg, bool dr_incomplete_render)
- /**
Sets the SceneSetup object that indicates the initial camera position, etc.
This must be called before traversal begins.
*/
- set_view_frustum()
C++ Interface: set_view_frustum(const CullTraverser self, GeometricBoundingVolume view_frustum)
- /**
Specifies the bounding volume that corresponds to the view frustum. Any
primitives that fall entirely outside of this volume are not drawn.
Nowadays, this gets set automatically by set_scene().
*/
- traverse()
C++ Interface: traverse(const CullTraverser self, const NodePath root)
- /**
Begins the traversal from the indicated node.
*/