parameters: (self)
docstring: returns the height of the avatar above the ground.
          If there is no floor below the avatar, 0.0 is returned.
          aka get airborne height.
docstring_summary: returns the height of the avatar above the ground.
          If there is no floor below the avatar, 0.0 is returned.
          aka get airborne height.
docstring_tokens: returns the height of the avatar above the ground . If there is no floor below the avatar 0 . 0 is returned . aka get airborne height .
function: def determineHeight(self):
          """
          returns the height of the avatar above the ground.
          If there is no floor below the avatar, 0.0 is returned.
          aka get airborne height.
          """
          if self.useLifter:
              height = self.avatarNodePath.getPos(self.cRayNodePath)
              # If the shadow where not pointed strait down, we would need to
              # get magnitude of the vector.  Since it is strait down, we'll
              # just get the z:
              #spammy --> assert self.debugPrint("getAirborneHeight() returning %s"%(height.getZ(),))
              assert onScreenDebug.add("height", height.getZ())
              return height.getZ() - self.floorOffset
          else: # useCollisionHandlerQueue
              height = 0.0
              #*#self.cRayTrav.traverse(render)
              if self.cRayQueue.getNumEntries() != 0:
                  # We have a floor.
                  # Choose the highest of the possibly several floors we're over:
                  self.cRayQueue.sortEntries()
                  floorPoint = self.cRayQueue.getEntry(0).getFromIntersectionPoint()
                  height = -floorPoint.getZ()
              self.cRayQueue.clearEntries()
              if __debug__:
                  onScreenDebug.add("height", height)
              return height
function_tokens: def determineHeight ( self ) : if self . useLifter : height = self . avatarNodePath . getPos ( self . cRayNodePath ) # If the shadow where not pointed strait down, we would need to # get magnitude of the vector.  Since it is strait down, we'll # just get the z: #spammy --> assert self.debugPrint("getAirborneHeight() returning %s"%(height.getZ(),)) assert onScreenDebug . add ( "height" , height . getZ ( ) ) return height . getZ ( ) - self . floorOffset else : # useCollisionHandlerQueue height = 0.0 #*#self.cRayTrav.traverse(render) if self . cRayQueue . getNumEntries ( ) != 0 : # We have a floor. # Choose the highest of the possibly several floors we're over: self . cRayQueue . sortEntries ( ) floorPoint = self . cRayQueue . getEntry ( 0 ) . getFromIntersectionPoint ( ) height = - floorPoint . getZ ( ) self . cRayQueue . clearEntries ( ) if __debug__ : onScreenDebug . add ( "height" , height ) return height