How it works: Makes a cube of collision solids, throws the model in the middle of it, removes any collision solids that arent colliding with the model, then spits out the coordinates of the remaining collision solids. Simple and easier than any other way i could figure to do this.

Why i cant get it to work: i THINK i got collisions with visible geometry to work. now my problem is sifting through the collisionQue entries and removing any collision solids that arent colliding with the model.

My Code:

```
from direct.showbase.ShowBase import ShowBase
from direct.interval.IntervalGlobal import Sequence, Func, Wait
from pandac.PandaModules import CollisionTraverser, CollisionHandlerQueue
from pandac.PandaModules import CollisionNode, CollisionSphere
from pandac.PandaModules import VBase4
from pandac.PandaModules import Point3
from panda3d.core import BitMask32
class Voxelize(ShowBase):
def __init__(self):
ShowBase.__init__(self)
self.CubeSize = 5
base.cTrav = CollisionTraverser()
self.collHandEvent = CollisionHandlerQueue()
self.createVoxelField(self.CubeSize, .5)
self.loadModel('models/ship.egg')
base.cTrav.traverse(render)
for i in range(self.collHandEvent.getNumEntries()):
entry = self.collHandEvent.getEntry(i)
if entry.hasInto() == True and entry.getIntoNodePath() != "render/ship.egg":
this = entry.getFromNodePath()
this.hide()
print(this)
def createVoxelField(self, CubeSize, VoxelSize):
for i in range(CubeSize):
for k in range(CubeSize):
for j in range(CubeSize):
self.makeVoxel(i,k,j,VoxelSize)
def loadModel(self, modelPath):
model = loader.loadModel(str(modelPath))
model.reparentTo(render)
model.setPos(self.CubeSize/2, self.CubeSize/2, self.CubeSize/2)
geomnode = model.find('**/-GeomNode').node()
geomnode.setIntoCollideMask(BitMask32.bit(1))
print(model)
def makeVoxel(self, x, y, z, size):
center = Point3(0,0,0)
Cnode = CollisionNode('VoxelCollisionNode')
node = render.attachNewNode(Cnode)
sphere = CollisionSphere(center,size)
Cnode.addSolid(sphere)
node.setPos(x,y,z)
node.show()
base.cTrav.addCollider(node, self.collHandEvent)
def collide(self, collEntry):
print(collEntry)
app = Voxelize()
app.run()
```

the code i need help on:

```
base.cTrav.traverse(render)
for i in range(self.collHandEvent.getNumEntries()):
entry = self.collHandEvent.getEntry(i)
if entry.hasInto() == True and entry.getIntoNodePath() != "render/ship.egg":
this = entry.getFromNodePath()
this.hide()
print(this)
```

the code i think i have correct but could use some feedback on:

```
def loadModel(self, modelPath):
model = loader.loadModel(str(modelPath))
model.reparentTo(render)
model.setPos(self.CubeSize/2, self.CubeSize/2, self.CubeSize/2)
geomnode = model.find('**/-GeomNode').node()
geomnode.setIntoCollideMask(BitMask32.bit(1))
print(model)
```

what happens in my current code: all my collision solids end up hidden, not completey sure why.