ActorNode
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class ActorNode
Bases:
PhysicalNode
Like a physical node, but with a little more. The actornode assumes responsibility for its own transform, and changes in its own
PhysicsObject
will be reflected as transforms. This relation goes both ways; changes in the transform will update the object’s position (shoves).Inheritance diagram
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explicit ActorNode(std::string const &name = "")
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static TypeHandle get_class_type(void)
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PhysicsObject *get_physics_object(void)
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void set_transform_limit(PN_stdfloat limit)
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void update_transform(void)
update the parent scene graph node with
PhysicsObject
information i.e. copy fromPhysicsObject
toPandaNode
this sets the transform generated by the contained Physical, moving the node and subsequent geometry. i.e. copy from
PhysicsObject
toPandaNode
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explicit ActorNode(std::string const &name = "")