Trouble Finding Nodepath

I’m trying to use CollisionHandlerEvent() to trigger an action when something collides with a plane I exported from blender. I’m not exactly sure what it’s nodepath name is, I’ve tried using the name I get from node.ls(), which is:

PandaNode 
    GeomNode Cube (1 geoms: S:(MaterialAttrib)) [Collision] T:m(scale 5.63197 5.63197 -0.051988)

But I’ve had absolutely no luck with that.

Here’s the rest of my code, any help would be appreciated.:

from direct.directbase.DirectStart import *
from pandac.PandaModules import *
from direct.showbase.DirectObject import DirectObject 
from panda3d.core import *
from panda3d.physics import *

from input_control import inputManager
class Collision(DirectObject):
	def __init__(self):
		# enabling the particle system is necessary for physics
		base.enableParticles()
		
		# Importing keymap
		self.keymap = inputManager().keymap
		
		# Initializing traverser
		self.cTrav = CollisionTraverser('traverser')
		base.cTrav = self.cTrav
		
		# Traverser show collisions
		self.cTrav.showCollisions(render)
		
		# Creating handlers / setting handlers
		self.cHanEvent = CollisionHandlerEvent()
		self.cHanFloor = CollisionHandlerFloor()
		self.cHanPhysics = PhysicsCollisionHandler()
		self.cHanFloor.setMaxVelocity(.05)
		self.cHanFloor.setOffset(-5)
		
		# Bit Masks
		self.mask = BitMask32.bit(1)
		
		# The rest
		self.setUp()
		self.cHan()
		self.phys()
		taskMgr.add(self.player, 'task')
	
	def setUp(self):

		# settin up variables
		floorMask = BitMask32(0x4)
		
		# Camera
		base.cam.setPos(0, -50, 0)
		
		self.floor = render.attachNewNode(CollisionNode("floor"))
		self.floor.node().addSolid(CollisionPlane(Plane(Vec3(0, 0, 1),
		Point3(0, 0, 0))))
		self.floor.show()
		self.floor.setZ(-5)
		
		# Loading models / nodes
		self.cup = loader.loadModel('cup')
		self.cup2 = loader.loadModel('cup')
		self.thing = loader.loadModel('plane')
		self.node = NodePath('player')
		print self.thing.ls()
		
		# Bitmasking
		self.planeCollider = self.thing.find("**/Cube")
		self.planeCollider.node().setIntoCollideMask(self.mask)
		
		# Moving
		self.thing.setZ(-5)
		self.node.setX(-3)
		
		# Reparentingwww.panda3d.orgg
		self.node.reparentTo(render)
		self.cup2.reparentTo(render)
		self.cup.reparentTo(self.node)
		self.thing.reparentTo(render)
		
		# Creating Collision Nodes
		self.cnode = render.attachNewNode(CollisionNode('cnode'))
		self.cnode2 = self.cup2.attachNewNode(CollisionNode('cup2'))
		#self.playerRay = self.node.attachNewNode(CollisionNode('playerRayCnode'))	
		
		# Reparenting cnodes
		self.cnode.reparentTo(self.cup)
		self.cnode2.reparentTo(self.cup2)
		#self.playerRay.reparentTo(self.node)
		##self.playerRay.node().setFromCollideMask(self.mask)
		
		
		#Adding solids
		self.cnode.node().addSolid(CollisionSphere(0, 0, 0, 1))
		self.cnode2.node().addSolid(CollisionSphere(0, 0, 0, 1))
		#self.playerRay.node().addSolid(CollisionRay(0, 0, 0, 0, 0, -1))
		
		
		# Collision debug
		self.cnode.show()
		self.cnode2.show()
		#self.playerRay.show()
		
		# Adding collider to handlers
		#self.cHanFloor.ad	self.cTrav.addCollider(self.playerRay, self.cHanFloor)dCollider(self.playerRay, self.node)
		
		
		#Adding to traverser
		self.cTrav.addCollider(self.cnode, self.cHanEvent)
		#self.cTrav.addCollider(self.playerRay, self.cHanFloor)
		
		
		
	def phys(self):
		actor = ActorNode('physics')
		self.physNode = render.attachNewNode(actor)
		base.physicsMgr.attachPhysicalNode(actor)
		self.physNode.reparentTo(render)
		self.node.reparentTo(self.physNode)
		self.physNode.setZ(20)
		thrustNode = ForceNode('thrust')

		self.physNode.attachNewNode(thrustNode)
		self.thrustForce = LinearVectorForce(0, 0, -9.8)
		thrustNode.addForce(self.thrustForce)
		base.physicsMgr.addLinearForce(self.thrustForce)
		print self.node.getChildren()
		
		self.cHanPhysics.addCollider(self.cnode, self.physNode)
		self.cTrav.addCollider(self.cnode, self.cHanPhysics)

	def cHan(self):
		self.cHanEvent.addAgainPattern('%fn-again-%in')
		self.cHanEvent.addInPattern('%fn-into-%in')
		self.accept('cnode-again-Cube', self.method)
		self.accept('cnode-into-floor', self.onCollision)
	def method(self, bah):
		print "ahhh!"
	def onCollision(self, bah):
		self.thrustForce = LinearVectorForce(0, 0, 40)

		base.physicsMgr.removeLinearForce(self.thrustForce)
		print "HALKHS:DFLKJ?"

	
	def player(self, task):
		dt = globalClock.getDt()
		if self.keymap['a'] == True:
			self.node.setX(self.node, -8 * dt)
		if self.keymap['d'] == True:
			self.node.setX(self.node, 8 * dt)
		#if self.keymap['space'] == True:
		return task.cont
	
		
c = Collision()

run()