// Filename: collisionHandlerFloor.I // Created by: drose (16Mar02) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: CollisionHandlerFloor::set_offset // Access: Public // Description: 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. //////////////////////////////////////////////////////////////////// INLINE void CollisionHandlerFloor:: set_offset(float offset) { _offset = offset; } //////////////////////////////////////////////////////////////////// // Function: CollisionHandlerFloor::get_offset // Access: Public // Description: 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. //////////////////////////////////////////////////////////////////// INLINE float CollisionHandlerFloor:: get_offset() const { return _offset; } //////////////////////////////////////////////////////////////////// // Function: CollisionHandlerFloor::set_reach // Access: Public // Description: Sets the reach to add to (or subtract from) // the highest collision point //////////////////////////////////////////////////////////////////// INLINE void CollisionHandlerFloor:: set_reach(float reach) { _reach = reach; } //////////////////////////////////////////////////////////////////// // Function: CollisionHandlerFloor::get_reach // Access: Public // Description: Returns the reach to add to (or subtract from) // the highest collision point //////////////////////////////////////////////////////////////////// INLINE float CollisionHandlerFloor:: get_reach() const { return _reach; } //////////////////////////////////////////////////////////////////// // Function: CollisionHandlerFloor::set_max_velocity // Access: Public // Description: 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. //////////////////////////////////////////////////////////////////// INLINE void CollisionHandlerFloor:: set_max_velocity(float max_velocity) { _max_velocity = max_velocity; } //////////////////////////////////////////////////////////////////// // Function: CollisionHandlerFloor::get_max_velocity // Access: Public // Description: 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(). //////////////////////////////////////////////////////////////////// INLINE float CollisionHandlerFloor:: get_max_velocity() const { return _max_velocity; }