Like a physical node, but with a little more. The actornode assumes responsibility for its own transform, and changes in its own
PhysicsObjectwill be reflected as transforms. This relation goes both ways; changes in the transform will update the object’s position (shoves).
explicit ActorNode(std::string const &name = "")
void set_transform_limit(PN_stdfloat limit)
- explicit ActorNode(std::string const &name = "")