CollisionHandlerFloor¶
from acron.core import CollisionHandlerFloor
- class CollisionHandlerFloor¶
Bases:
Bases:
CollisionHandlerPhysicalA specialized kind of
CollisionHandlerthat 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
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- static get_class_type()¶
- get_max_velocity()¶
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()¶
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()¶
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()¶
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()¶
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()¶
Sets the reach to add to (or subtract from) the highest collision point