NodePath

from panda3d.core import NodePath
class NodePath

Bases:

NodePath is the fundamental system for disambiguating instances, and also provides a higher-level interface for manipulating the scene graph.

A NodePath is a list of connected nodes from the root of the graph to any sub-node. Each NodePath therefore uniquely describes one instance of a node.

NodePaths themselves are lightweight objects that may easily be copied and passed by value. Their data is stored as a series of NodePathComponents that are stored on the nodes. Holding a NodePath will keep a reference count to all the nodes in the path. However, if any node in the path is removed or reparented (perhaps through a different NodePath), the NodePath will automatically be updated to reflect the changes.

Inheritance diagram

Inheritance diagram of NodePath

enum ErrorType

This enumeration is returned by get_error_type() for an empty NodePath to report the reason it’s empty.

enumerator ET_ok = 0

i.e. not empty, or never assigned to anything.

enumerator ET_not_found = 1

returned from a failed find() or similar function.

enumerator ET_removed = 2

remove_node() was previously called on this NodePath.

enumerator ET_fail = 3

general failure return from some function.

__copy__() NodePath
__deepcopy__(memo: object) object
__eq__(other: NodePath) bool

Comparison methods

__eq__(other: WeakNodePath) bool
__init__()

This constructs an empty NodePath with no nodes.

__init__(copy: NodePath)
__init__(parent: NodePath, child_node: PandaNode, current_thread: Thread)

Constructs a NodePath with the indicated parent NodePath and child node; the child node must be a stashed or unstashed child of the parent.

__init__(node: PandaNode, current_thread: Thread)

This constructs a NodePath for the indicated node. If the node does not have any parents, this creates a singleton NodePath; otherwise, it automatically finds the path from the node to the root. If the node has multiple paths to the root, one path is chosen arbitrarily and a warning message is printed (but see also NodePath.any_path(), below).

__init__(top_node_name: str, current_thread: Thread)

This constructs a new NodePath with a single node. An ordinary, unattached PandaNode is created with the indicated name.

__lt__(other: NodePath) bool
__lt__(other: WeakNodePath) bool
__ne__(other: NodePath) bool
__ne__(other: WeakNodePath) bool
__reduce__() object
__reduce_persist__(pickler: object) object
__traverse__(visit: visitproc, arg: panda3d._rplight.void) int
add_hash(hash: int) int

Adds the NodePath into the running hash. This is intended to be used by lower-level code that computes a hash for each NodePath. It modifies the hash value passed in by a unique adjustment for each NodePath, and returns the modified hash.

This is similar to the unique integer returned by get_key(), but it is not guaranteed to remain unique beyond the lifetime of this particular NodePath. Once this NodePath destructs, a different NodePath may be created which shares the same hash value.

adjust_all_priorities(adjustment: int)

Adds the indicated adjustment amount (which may be negative) to the priority for all transitions on the referenced node, and for all nodes in the subgraph below. This can be used to force these nodes not to be overridden by a high-level state change above. If the priority would drop below zero, it is set to zero.

property ancestors Sequence[NodePath]

Returns the nth ancestor of the path, where 0 is the NodePath itself and get_num_nodes() - 1 is get_top(). This requires iterating through the path.

Also see get_node(), which returns the same thing as a PandaNode pointer, not a NodePath.

static any_path(node: PandaNode, current_thread: Thread) NodePath

Returns a new NodePath that represents any arbitrary path from the root to the indicated node. This is the same thing that would be returned by NodePath(node), except that no warning is issued if the path is ambiguous.

apply_texture_colors()

Removes textures from Geoms at this node and below by applying the texture colors to the vertices. This is primarily useful to simplify a low-LOD model. The texture colors are replaced by flat colors that approximate the original textures.

Only the bottommost texture on each Geom is used (if there is more than one), and it is applied as if it were M_modulate, and WM_repeat, regardless of its actual settings. If the texture has a simple_ram_image, this may be used if the main image isn’t resident.

After this call, there will be no texturing specified at this level and below. Of course, there might still be texturing inherited from above.

assign(copy: NodePath) NodePath
attach_new_node(node: PandaNode, sort: int, current_thread: Thread) NodePath

Attaches a new node, with or without existing parents, to the scene graph below the referenced node of this NodePath. This is the preferred way to add nodes to the graph.

If the node was already a child of the parent, this returns a NodePath to the existing child.

This does not automatically extend the current NodePath to reflect the attachment; however, a NodePath that does reflect this extension is returned.

attach_new_node(name: str, sort: int, current_thread: Thread) NodePath

Creates an ordinary PandaNode and attaches it below the current NodePath, returning a new NodePath that references it.

calc_tight_bounds(min_point: LPoint3, max_point: LPoint3, other: NodePath, current_thread: Thread) bool

Calculates the minimum and maximum vertices of all Geoms at this NodePath’s bottom node and below. This is a tight bounding box; it will generally be tighter than the bounding volume returned by get_bounds() (but it is more expensive to compute).

The bounding box is computed relative to the parent node’s coordinate system by default. You can optionally specify a different NodePath to compute the bounds relative to. Note that the box is always axis-aligned against the given NodePath’s coordinate system, so you might get a differently sized box depending on which node you pass.

The return value is true if any points are within the bounding volume, or false if none are.

property children NodePathCollection

Returns the set of all child nodes of the referenced node.

clear()

Sets this NodePath to the empty NodePath. It will no longer point to any node.

clear_antialias()

Completely removes any antialias setting that may have been set on this node via set_antialias().

clear_attrib(type: TypeHandle)

Removes the render attribute of the given type from this node. This node, and the subgraph below, will now inherit the indicated render attribute from the nodes above this one.

clear_audio_volume()

Completely removes any audio volume from the referenced node. This is preferable to simply setting the audio volume to identity, as it also removes the overhead associated with having an audio volume at all.

clear_billboard()

Removes any billboard effect from the node.

clear_bin()

Completely removes any bin adjustment that may have been set via set_bin() from this particular node.

clear_clip_plane()

Completely removes any clip planes that may have been set via set_clip_plane() or set_clip_plane_off() from this particular node.

clear_clip_plane(clip_plane: NodePath)

Removes any reference to the indicated clipping plane from the NodePath.

clear_color()

Completely removes any color adjustment from the node. This allows the natural color of the geometry, or whatever color transitions might be otherwise affecting the geometry, to show instead.

clear_color_scale()

Completely removes any color scale from the referenced node. This is preferable to simply setting the color scale to identity, as it also removes the overhead associated with having a color scale at all.

clear_compass()

Removes any compass effect from the node.

clear_depth_bias()

Completely removes any depth-bias adjustment that may have been set on this node via set_depth_bias().

clear_depth_offset()

Completely removes any depth-offset adjustment that may have been set on this node via set_depth_offset().

clear_depth_test()

Completely removes any depth-test adjustment that may have been set on this node via set_depth_test().

clear_depth_write()

Completely removes any depth-write adjustment that may have been set on this node via set_depth_write().

clear_effect(type: TypeHandle)

Removes the render effect of the given type from this node.

clear_effects()

Resets this node to have no render effects.

clear_fog()

Completely removes any fog adjustment that may have been set via set_fog() or set_fog_off() from this particular node. This allows whatever fogs might be otherwise affecting the geometry to show instead.

clear_light()

Completely removes any lighting operations that may have been set via set_light() or set_light_off() from this particular node.

clear_light(light: NodePath)

Removes any reference to the indicated Light or PolylightNode from the NodePath.

clear_logic_op()

Completely removes any logical operation that may have been set on this node via set_logic_op(). The geometry at this level and below will subsequently be rendered using standard color blending.

New in version 1.10.0.

clear_mat()

Completely removes any transform from the referenced node.

clear_material()

Completely removes any material adjustment that may have been set via set_material() from this particular node.

clear_model_nodes() int

Recursively walks through the scene graph at this level and below, looking for ModelNodes, and calls model_node->set_preserve_transform(PT_drop_node) on each one. This allows a subsequent call to flatten_strong() to eliminate all of the ModelNodes.

Returns the number of ModelNodes found.

clear_occluder()

Completely removes any occluders that may have been set via set_occluder() from this particular node.

clear_occluder(occluder: NodePath)

Removes any reference to the indicated occluder from the NodePath.

clear_project_texture(stage: TextureStage)

Undoes the effect of project_texture().

clear_python_tag(keys: object)
clear_render_mode()

Completely removes any render mode adjustment that may have been set on this node via set_render_mode_wireframe() or set_render_mode_filled().

clear_scissor()

Removes the scissor region that was defined at this node level by a previous call to set_scissor().

clear_shader()
clear_shader_input(id: InternalName)
clear_tag(key: str)

Removes the value defined for this key on this particular node. After a call to clear_tag(), has_tag() will return false for the indicated key.

clear_tex_gen()

Removes the texture coordinate generation mode from all texture stages on this node.

clear_tex_gen(stage: TextureStage)

Disables automatic texture coordinate generation for the indicated texture stage.

clear_tex_projector()

Removes the TexProjectorEffect for all stages from this node.

clear_tex_projector(stage: TextureStage)

Removes the TexProjectorEffect for the indicated stage from this node.

clear_tex_transform()

Removes all texture matrices from the current node.

clear_tex_transform(stage: TextureStage)

Removes the texture matrix on the current node for the given stage.

clear_texture()

Completely removes any texture adjustment that may have been set via set_texture() or set_texture_off() from this particular node. This allows whatever textures might be otherwise affecting the geometry to show instead.

clear_texture(stage: TextureStage)

Removes any reference to the indicated texture stage from the NodePath.

clear_transform(other: NodePath, current_thread: Thread)

Sets the transform object on this node to identity, relative to the other node. This effectively places this node at the same position as the other node.

clear_transform(current_thread: Thread)

Sets the transform object on this node to identity.

clear_transparency()

Completely removes any transparency adjustment that may have been set on this node via set_transparency(). The geometry at this level and below will subsequently be rendered either transparent or not, to whatever other nodes may have had set_transparency() on them.

clear_two_sided()

Completely removes any two-sided adjustment that may have been set on this node via set_two_sided(). The geometry at this level and below will subsequently be rendered either two-sided or one-sided, according to whatever other nodes may have had set_two_sided() on it, or according to the initial state otherwise.

compare_to(other: NodePath) int

Returns a number less than zero if this NodePath sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent.

Two NodePaths are considered equivalent if they consist of exactly the same list of nodes in the same order. Otherwise, they are different; different NodePaths will be ranked in a consistent but undefined ordering; the ordering is useful only for placing the NodePaths in a sorted container like an STL set.

compare_to(other: WeakNodePath) int

Returns a number less than zero if this NodePath sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent.

Two NodePaths are considered equivalent if they consist of exactly the same list of nodes in the same order. Otherwise, they are different; different NodePaths will be ranked in a consistent but undefined ordering; the ordering is useful only for placing the NodePaths in a sorted container like an STL set.

compose_color_scale(scale: LVecBase4, priority: int)

multiplies the color scale component of the transform, with previous color scale leaving translation and rotation untouched.

compose_color_scale(sx: float, sy: float, sz: float, sa: float, priority: int)

Sets the color scale component of the transform

copy_to(other: NodePath, sort: int, current_thread: Thread) NodePath

Functions like instance_to(), except a deep copy is made of the referenced node and all of its descendents, which is then parented to the indicated node. A NodePath to the newly created copy is returned.

count_num_descendants() int

Returns the number of nodes at and below this level.

static decode_from_bam_stream(data: bytes, reader: BamReader) NodePath

Reads the string created by a previous call to encode_to_bam_stream(), and extracts and returns the NodePath on that string. Returns NULL on error.

detach_node(current_thread: Thread)

Disconnects the referenced node from its parent, but does not immediately delete it. The NodePath retains a pointer to the node, and becomes a singleton NodePath.

This should be called to detach a node from the scene graph, with the option of reattaching it later to the same parent or to a different parent.

In practice, the only difference between remove_node() and detach_node() is that remove_node() also resets the NodePath to empty, which will cause the node to be deleted immediately if there are no other references. On the other hand, detach_node() leaves the NodePath referencing the node, which will keep at least one reference to the node for as long as the NodePath exists.

do_billboard_axis(camera: NodePath, offset: float)

Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated. This is similar in principle to heads_up().

do_billboard_point_eye(camera: NodePath, offset: float)

Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated. This is similar in principle to look_at(), although the point_eye billboard effect cannot be achieved using the ordinary look_at() call.

do_billboard_point_world(camera: NodePath, offset: float)

Performs a billboard-type rotate to the indicated camera node, one time only, and leaves the object rotated. This is similar in principle to look_at().

encode_to_bam_stream() bytes

Converts the NodePath object into a single stream of data using a BamWriter, and returns that data as a string string. Returns empty string on failure. This is similar to write_bam_stream().

This method is used by __reduce__() to handle streaming of NodePaths to a pickle file.

encode_to_bam_stream(data: bytes, writer: BamWriter) bool

Converts the NodePath object into a single stream of data using a BamWriter, and stores that data in the indicated string. Returns true on success, false on failure.

If the BamWriter is NULL, this behaves the same way as NodePath.write_bam_stream() and PandaNode.encode_to_bam_stream(), in the sense that it only writes this node and all nodes below it.

However, if the BamWriter is not NULL, it behaves very differently. In this case, it encodes the entire graph of all nodes connected to the NodePath, including all parent nodes and siblings. This is necessary for correct streaming of related NodePaths and restoration of instances, etc., but it does mean you must detach() a node before writing it if you want to limit the nodes that get written.

This method is used by __reduce__() to handle streaming of NodePaths to a pickle file. The BamWriter case is used by the direct.stdpy.pickle module, while the saner, non-BamWriter case is used when the standard pickle module calls this function.

property error_type ErrorType

If is_empty() is true, this returns a code that represents the reason why the NodePath is empty.

static fail() NodePath

Creates a NodePath with the ET_fail error type set.

find(path: str) NodePath

Searches for a node below the referenced node that matches the indicated string. Returns the shortest match found, if any, or an empty NodePath if no match can be found.

The referenced node itself is not considered in the search.

find_all_matches(path: str) NodePathCollection

Returns the complete set of all NodePaths that begin with this NodePath and can be extended by path. The shortest paths will be listed first.

The referenced node itself is not considered in the search.

find_all_materials() MaterialCollection

Returns a list of a materials applied to geometry at this node and below.

find_all_materials(name: str) MaterialCollection

Returns a list of a materials applied to geometry at this node and below that match the indicated name (which may contain wildcard characters).

find_all_paths_to(node: PandaNode) NodePathCollection

Returns the set of all NodePaths that extend from this NodePath down to the indicated node. The shortest paths will be listed first.

find_all_texcoords() InternalNameCollection

Returns a list of all texture coordinate sets used by any geometry at this node level and below.

find_all_texcoords(name: str) InternalNameCollection

Returns a list of all texture coordinate sets used by any geometry at this node level and below that match the indicated name (which may contain wildcard characters).

find_all_texture_stages() TextureStageCollection

Returns a list of a TextureStages applied to geometry at this node and below.

find_all_texture_stages(name: str) TextureStageCollection

Returns a list of a TextureStages applied to geometry at this node and below that match the indicated name (which may contain wildcard characters).

find_all_textures() TextureCollection

Returns a list of a textures applied to geometry at this node and below.

find_all_textures(stage: TextureStage) TextureCollection

Returns a list of a textures on geometry at this node and below that are assigned to the indicated texture stage.

find_all_textures(name: str) TextureCollection

Returns a list of a textures applied to geometry at this node and below that match the indicated name (which may contain wildcard characters).

find_all_vertex_columns() InternalNameCollection

Returns a list of all vertex array columns stored on some geometry found at this node level and below.

find_all_vertex_columns(name: str) InternalNameCollection

Returns a list of all vertex array columns stored on some geometry found at this node level and below that match the indicated name (which may contain wildcard characters).

find_material(name: str) Material

Returns the first material found applied to geometry at this node or below that matches the indicated name (which may contain wildcards). Returns the material if it is found, or NULL if it is not.

find_net_python_tag(keys: object) NodePath
find_net_tag(key: str) NodePath

Returns the lowest ancestor of this node that contains a tag definition with the indicated key, if any, or an empty NodePath if no ancestor of this node contains this tag definition. See set_tag().

find_path_to(node: PandaNode) NodePath

Searches for the indicated node below this node and returns the shortest NodePath that connects them.

find_texture(stage: TextureStage) Texture

Returns the first texture found applied to geometry at this node or below that is assigned to the indicated texture stage. Returns the texture if it is found, or NULL if it is not.

find_texture(name: str) Texture

Returns the first texture found applied to geometry at this node or below that matches the indicated name (which may contain wildcards). Returns the texture if it is found, or NULL if it is not.

find_texture_stage(name: str) TextureStage

Returns the first TextureStage found applied to geometry at this node or below that matches the indicated name (which may contain wildcards). Returns the TextureStage if it is found, or NULL if it is not.

flatten_light() int

Lightly flattens out the hierarchy below this node by applying transforms, colors, and texture matrices from the nodes onto the vertices, but does not remove any nodes.

This can result in improved rendering performance because there will be fewer transforms in the resulting scene graph, but the number of nodes will remain the same.

In particular, any NodePaths that reference nodes within this hierarchy will not be damaged. However, since this operation will remove transforms from the scene graph, it may be dangerous to apply to nodes where you expect to dynamically modify the transform, or where you expect the geometry to remain in a particular local coordinate system.

The return value is always 0, since flatten_light does not remove any nodes.

flatten_medium() int

A more thorough flattening than flatten_light(), this first applies all the transforms, colors, and texture matrices from the nodes onto the vertices, and then removes unneeded grouping nodes–nodes that have exactly one child, for instance, but have no special properties in themselves.

This results in improved performance over flatten_light() because the number of nodes in the scene graph is reduced.

The return value is the number of nodes removed.

flatten_strong() int

The strongest possible flattening. This first applies all of the transforms to the vertices, as in flatten_medium(), but then it will combine sibling nodes together when possible, in addition to removing unnecessary parent-child nodes. This can result in substantially fewer nodes, but any nicely-grouped hierachical bounding volumes may be lost.

It is generally a good idea to apply this kind of flattening only to nodes that will be culled largely as a single unit, like a car. Applying this to an entire scene may result in overall poorer performance because of less- effective culling.

force_recompute_bounds()

Forces the recomputing of all the bounding volumes at every node in the subgraph beginning at this node and below.

This should not normally need to be called, since the bounding volumes are supposed to be recomputed automatically when necessary. It may be useful when debugging, to verify that the bounding volumes have not become inadvertently stale; it may also be useful to force animated characters to update their bounding volumes (which does not presently happen automatically).

get_ancestor(index: int, current_thread: Thread) NodePath

Returns the nth ancestor of the path, where 0 is the NodePath itself and get_num_nodes() - 1 is get_top(). This requires iterating through the path.

Also see get_node(), which returns the same thing as a PandaNode pointer, not a NodePath.

get_ancestors() list
get_antialias() int

Returns the antialias setting that has been specifically set on this node via set_antialias(), or M_none if no setting has been made.

get_attrib(type: TypeHandle) RenderAttrib

Returns the render attribute of the indicated type, if it is defined on the node, or NULL if it is not. This checks only what is set on this particular node level, and has nothing to do with what render attributes may be inherited from parent nodes.

get_audio_volume() float

Returns the complete audio volume that has been applied to this node via a previous call to set_audio_volume(), or 1. (identity) if no volume has been applied to this particular node.

get_bin_draw_order() int

Returns the drawing order associated with the bin that this particular node was assigned to via set_bin(), or 0 if no bin was assigned. See set_bin() and has_bin().

get_bin_name() str

Returns the name of the bin that this particular node was assigned to via set_bin(), or the empty string if no bin was assigned. See set_bin() and has_bin().

get_bounds(current_thread: Thread) BoundingVolume

Returns a newly-allocated bounding volume containing the bottom node and all of its descendants. This is the bounding volume on the bottom arc, converted to the local coordinate space of the node.

get_child(n: int, current_thread: Thread) NodePath

Returns a NodePath representing the nth child of the referenced node.

get_children(current_thread: Thread) NodePathCollection

Returns the set of all child nodes of the referenced node.

static get_class_type() TypeHandle
get_collide_mask() CollideMask

Returns the union of all of the into_collide_masks for nodes at this level and below. This is the same thing as node()->get_net_collide_mask().

If you want to return what the into_collide_mask of this node itself is, without regard to its children, use node()->get_into_collide_mask().

get_color() LColor

Returns the color that has been assigned to the node, or black if no color has been assigned.

get_color_scale() LVecBase4

Returns the complete color scale vector that has been applied to this node via a previous call to set_color_scale() and/or set_alpha_scale(), or all 1’s (identity) if no scale has been applied to this particular node.

get_common_ancestor(other: NodePath, current_thread: Thread) NodePath

Returns the lowest NodePath that both of these two NodePaths have in common: the first ancestor that both of them share. If the two NodePaths are unrelated, returns NodePath.not_found().

get_depth_offset() int

Returns the depth offset value if it has been specified using set_depth_offset(), or 0 if not.

get_depth_test() bool

Returns true if depth-test rendering has been specifically set on this node via set_depth_test(), or false if depth-test rendering has been specifically disabled. If nothing has been specifically set, returns true. See also has_depth_test().

get_depth_write() bool

Returns true if depth-write rendering has been specifically set on this node via set_depth_write(), or false if depth-write rendering has been specifically disabled. If nothing has been specifically set, returns true. See also has_depth_write().

get_distance(other: NodePath) float

Returns the straight-line distance between this referenced node’s coordinate frame’s origin, and that of the other node’s origin.

get_effect(type: TypeHandle) RenderEffect

Returns the render effect of the indicated type, if it is defined on the node, or NULL if it is not.

get_effects() RenderEffects

Returns the complete RenderEffects that will be applied to this node.

get_error_type() ErrorType

If is_empty() is true, this returns a code that represents the reason why the NodePath is empty.

get_fog() Fog

Returns the fog that has been set on this particular node, or NULL if no fog has been set. This is not necessarily the fog that will be applied to the geometry at or below this level, as another fog at a higher or lower level may override.

get_h() float
get_h(other: NodePath) float
get_hidden_ancestor(camera_mask: DrawMask, current_thread: Thread) NodePath

Returns the NodePath at or above the referenced node that is hidden to the indicated camera(s), or an empty NodePath if no ancestor of the referenced node is hidden (and the node should be visible).

get_hpr() LVecBase3

Retrieves the rotation component of the transform.

get_hpr(other: NodePath) LVecBase3

Returns the relative orientation of the bottom node as seen from the other node.

get_instance_count() int

Returns the geometry instance count, or 0 if disabled. See set_instance_count().

get_key() int

Returns an integer that is guaranteed to be the same for all NodePaths that represent the same node instance, and different for all NodePaths that represent a different node instance.

The same key will be returned for a particular instance as long as at least one NodePath exists that represents that instance; if all NodePaths for a particular instance destruct and a new one is later created, it may have a different index. However, a given key will never be reused for a different instance (unless the app has been running long enough that we overflow the integer key value).

get_logic_op() Operation

Returns the logical operation that has been specifically set on this node via set_logic_op(), or O_none if standard color blending has been specifically set, or if nothing has been specifically set. See also has_logic_op(). This does not necessarily imply that the geometry will or will not be rendered with the given logical operation, as there may be other nodes that override.

New in version 1.10.0.

get_mat() LMatrix4

Returns the transform matrix that has been applied to the referenced node, or the identity matrix if no matrix has been applied.

get_mat(other: NodePath) LMatrix4

Returns the matrix that describes the coordinate space of the bottom node, relative to the other path’s bottom node’s coordinate space.

get_material() Material

Returns the material that has been set on this particular node, or NULL if no material has been set. This is not necessarily the material that will be applied to the geometry at or below this level, as another material at a higher or lower level may override.

See also find_material().

static get_max_search_depth() int

Returns the current setting of the search depth limit. See set_max_search_depth().

get_name() str

Returns the name of the referenced node.

get_net_audio_volume() float

Returns the complete audio volume for this node taking highers nodes in the graph into account.

get_net_prev_transform(current_thread: Thread) TransformState

Returns the net “previous” transform on this node from the root. See set_prev_transform().

get_net_python_tag(keys: object) object
get_net_state(current_thread: Thread) RenderState

Returns the net state on this node from the root.

get_net_tag(key: str) str

Returns the tag value that has been defined on this node, or the nearest ancestor node, for the indicated key. If no value has been defined for the indicated key on any ancestor node, returns the empty string. See also get_tag().

get_net_transform(current_thread: Thread) TransformState

Returns the net transform on this node from the root.

get_node(index: int, current_thread: Thread) PandaNode

Returns the nth node of the path, where 0 is the referenced (bottom) node and get_num_nodes() - 1 is the top node. This requires iterating through the path.

Also see node(), which is a convenience function to return the same thing as get_node(0) (since the bottom node is the most important node in the NodePath, and is the one most frequently referenced).

Note that this function returns the same thing as get_ancestor(index).node().

get_nodes() list
get_num_children(current_thread: Thread) int

Returns the number of children of the referenced node.

get_num_nodes(current_thread: Thread) int

Returns the number of nodes in the path.

get_p() float
get_p(other: NodePath) float
get_parent(current_thread: Thread) NodePath

Returns the NodePath to the parent of the referenced node: that is, this NodePath, shortened by one node. The parent of a singleton NodePath is defined to be the empty NodePath.

get_pos() LPoint3

Retrieves the translation component of the transform.

get_pos(other: NodePath) LPoint3

Returns the relative position of the referenced node as seen from the other node.

get_pos_delta() LVector3

Returns the delta vector from this node’s position in the previous frame (according to set_prev_transform(), typically set via the use of set_fluid_pos()) and its position in the current frame. This is the vector used to determine collisions. Generally, if the node was last repositioned via set_pos(), the delta will be zero; if it was adjusted via set_fluid_pos(), the delta will represent the change from the previous frame’s position.

get_pos_delta(other: NodePath) LVector3

Returns the delta vector from this node’s position in the previous frame (according to set_prev_transform(), typically set via the use of set_fluid_pos()) and its position in the current frame, as seen in the indicated node’s coordinate space. This is the vector used to determine collisions. Generally, if the node was last repositioned via set_pos(), the delta will be zero; if it was adjusted via set_fluid_pos(), the delta will represent the change from the previous frame’s position.

get_prev_transform(other: NodePath, current_thread: Thread) TransformState

Returns the relative “previous” transform to this node from the other node; i.e. the position of this node in the previous frame, as seen by the other node in the previous frame.

get_prev_transform(current_thread: Thread) TransformState

Returns the transform that has been set as this node’s “previous” position. See set_prev_transform().

get_python_tag(keys: object) object
get_python_tag_keys() object
get_python_tags() object
get_quat() LQuaternion

Retrieves the rotation component of the transform.

get_quat(other: NodePath) LQuaternion

Returns the relative orientation of the bottom node as seen from the other node.

get_r() float
get_r(other: NodePath) float
get_relative_point(other: NodePath, point: LVecBase3) LPoint3

Given that the indicated point is in the coordinate system of the other node, returns the same point in this node’s coordinate system.

get_relative_vector(other: NodePath, vec: LVecBase3) LVector3

Given that the indicated vector is in the coordinate system of the other node, returns the same vector in this node’s coordinate system.

get_render_mode() Mode

Returns the render mode that has been specifically set on this node via set_render_mode(), or M_unchanged if nothing has been set.

get_render_mode_perspective() bool

Returns the flag that has been set on this node via set_render_mode_perspective(), or false if no flag has been set.

get_render_mode_thickness() float

Returns the render mode thickness that has been specifically set on this node via set_render_mode(), or 1.0 if nothing has been set.

get_sa() float

Gets the alpha component of the color scale.

See panda3d.core.NodePath.get_color_scale().

get_sb() float

Gets the blue component of the color scale.

See panda3d.core.NodePath.get_color_scale().

get_scale() LVecBase3

Retrieves the scale component of the transform.

get_scale(other: NodePath) LVecBase3

Returns the relative scale of the bottom node as seen from the other node.

get_sg() float

Gets the green component of the color scale.

See panda3d.core.NodePath.get_color_scale().

get_shader() Shader
get_shader_input(id: InternalName) ShaderInput
get_shear() LVecBase3

Retrieves the shear component of the transform.

get_shear(other: NodePath) LVecBase3

Returns the relative shear of the bottom node as seen from the other node.

get_shxy() float
get_shxy(other: NodePath) float

Returns the relative shear of the referenced node as seen from the other node.

get_shxz() float
get_shxz(other: NodePath) float
get_shyz() float
get_shyz(other: NodePath) float
get_sort(current_thread: Thread) int

Returns the sort value of the referenced node within its parent; that is, the sort number passed on the last reparenting operation for this node. This will control the position of the node within its parent’s list of children.

get_sr() float

Gets the red component of the color scale.

See panda3d.core.NodePath.get_color_scale().

get_stashed_ancestor(current_thread: Thread) NodePath

Returns the NodePath at or above the referenced node that is stashed, or an empty NodePath if no ancestor of the referenced node is stashed (and the node should be visible).

get_stashed_children(current_thread: Thread) NodePathCollection

Returns the set of all child nodes of the referenced node that have been stashed. These children are not normally visible on the node, and do not appear in the list returned by get_children().

get_state(other: NodePath, current_thread: Thread) RenderState

Returns the state changes that must be made to transition to the render state of this node from the render state of the other node.

get_state(current_thread: Thread) RenderState

Returns the complete state object set on this node.

get_sx() float
get_sx(other: NodePath) float

Returns the relative scale of the referenced node as seen from the other node.

get_sy() float
get_sy(other: NodePath) float
get_sz() float
get_sz(other: NodePath) float
get_tag(key: str) str

Retrieves the user-defined value that was previously set on this node for the particular key, if any. If no value has been previously set, returns the empty string. See also get_net_tag().

get_tag_keys() object
get_tag_keys(keys: vector_string)

Fills the given vector up with the list of tags on this PandaNode.

It is the user’s responsibility to ensure that the keys vector is empty before making this call; otherwise, the new files will be appended to it.

get_tags() object
get_tex_gen(stage: TextureStage) TexGenMode

Returns the texture coordinate generation mode for the given stage, or M_off if there is no explicit mode set for the given stage.

get_tex_hpr(other: NodePath, stage: TextureStage) LVecBase3

Returns the 3-D HPR set for the UVW’s for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

get_tex_hpr(stage: TextureStage) LVecBase3

Returns the 3-D HPR set for the UVW’s for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

get_tex_offset(other: NodePath, stage: TextureStage) LVecBase2

Returns the offset set for the UV’s for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

get_tex_offset(stage: TextureStage) LVecBase2

Returns the offset set for the UV’s for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

get_tex_pos(other: NodePath, stage: TextureStage) LVecBase3

Returns the offset set for the UVW’s for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

get_tex_pos(stage: TextureStage) LVecBase3

Returns the offset set for the UVW’s for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

get_tex_projector_from(stage: TextureStage) NodePath

Returns the “from” node associated with the TexProjectorEffect on the indicated stage. The relative transform between the “from” and the “to” nodes is automatically applied to the texture transform each frame.

get_tex_projector_to(stage: TextureStage) NodePath

Returns the “to” node associated with the TexProjectorEffect on the indicated stage. The relative transform between the “from” and the “to” nodes is automatically applied to the texture transform each frame.

get_tex_rotate(other: NodePath, stage: TextureStage) float

Returns the rotation set for the UV’s for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

get_tex_rotate(stage: TextureStage) float

Returns the rotation set for the UV’s for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

get_tex_scale(other: NodePath, stage: TextureStage) LVecBase2

Returns the scale set for the UV’s for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

get_tex_scale(stage: TextureStage) LVecBase2

Returns the scale set for the UV’s for the given stage on the current node.

This call is appropriate for ordinary 2-d texture coordinates.

get_tex_scale_3d(other: NodePath, stage: TextureStage) LVecBase3

Returns the scale set for the UVW’s for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

get_tex_scale_3d(stage: TextureStage) LVecBase3

Returns the scale set for the UVW’s for the given stage on the current node.

This call is appropriate for 3-d texture coordinates.

get_tex_transform(other: NodePath, stage: TextureStage) TransformState

Returns the texture matrix on the current node for the given stage, relative to the other node.

get_tex_transform(stage: TextureStage) TransformState

Returns the texture matrix on the current node for the given stage, or identity transform if there is no explicit transform set for the given stage.

get_texture() Texture

Returns the base-level texture that has been set on this particular node, or NULL if no texture has been set. This is not necessarily the texture that will be applied to the geometry at or below this level, as another texture at a higher or lower level may override.

See also find_texture().

get_texture(stage: TextureStage) Texture

Returns the texture that has been set on the indicated stage for this particular node, or NULL if no texture has been set for this stage.

get_texture_sampler() SamplerState

Returns the sampler state that has been given for the base-level texture that has been set on this particular node. If no sampler state was given, this returns the texture’s default sampler settings.

It is an error to call this if there is no base-level texture applied to this particular node.

get_texture_sampler(stage: TextureStage) SamplerState

Returns the sampler state that has been given for the indicated texture stage that has been set on this particular node. If no sampler state was given, this returns the texture’s default sampler settings.

It is an error to call this if there is no texture set for this stage on this particular node.

get_tight_bounds(other: NodePath) object
get_top(current_thread: Thread) NodePath

Returns a singleton NodePath that represents the top of the path, or empty NodePath if this path is empty.

get_top_node(current_thread: Thread) PandaNode

Returns the top node of the path, or NULL if the path is empty. This requires iterating through the path.

get_transform(other: NodePath, current_thread: Thread) TransformState

Returns the relative transform to this node from the other node; i.e. the transformation of this node as seen from the other node.

get_transform(current_thread: Thread) TransformState

Returns the complete transform object set on this node.

get_transparency() Mode

Returns the transparent rendering that has been specifically set on this node via set_transparency(), or M_none if nontransparent rendering has been specifically set, or if nothing has been specifically set. See also has_transparency(). This does not necessarily imply that the geometry will or will not be rendered transparent, as there may be other nodes that override.

get_two_sided() bool

Returns true if two-sided rendering has been specifically set on this node via set_two_sided(), or false if one-sided rendering has been specifically set, or if nothing has been specifically set. See also has_two_sided(). This does not necessarily imply that the geometry will or will not be rendered two-sided, as there may be other nodes that override.

get_x() float
get_x(other: NodePath) float
get_y() float
get_y(other: NodePath) float
get_z() float
get_z(other: NodePath) float
has_antialias() bool

Returns true if an antialias setting has been explicitly mode on this particular node via set_antialias(). If this returns true, then get_antialias() may be called to determine what the setting was.

has_attrib(type: TypeHandle) bool

Returns true if there is a render attribute of the indicated type defined on this node, or false if there is not.

has_audio_volume() bool

Returns true if an audio volume has been applied to the referenced node, false otherwise. It is still possible that volume at this node might have been scaled by an ancestor node.

has_billboard() bool

Returns true if there is any billboard effect on the node.

has_bin() bool

Returns true if the node has been assigned to the a particular rendering bin via set_bin(), false otherwise.

has_clip_plane(clip_plane: NodePath) bool

Returns true if the indicated clipping plane has been specifically applied to this particular node. This means that someone called set_clip_plane() on this node with the indicated clip_plane.

has_clip_plane_off() bool

Returns true if all clipping planes have been specifically disabled on this particular node. This means that someone called set_clip_plane_off() on this node with no parameters.

has_clip_plane_off(clip_plane: NodePath) bool

Returns true if the indicated clipping plane has been specifically disabled on this particular node. This means that someone called set_clip_plane_off() on this node with the indicated clip_plane.

has_color() bool

Returns true if a color has been applied to the given node, false otherwise.

has_color_scale() bool

Returns true if a color scale has been applied to the referenced node, false otherwise. It is still possible that color at this node might have been scaled by an ancestor node.

has_compass() bool

Returns true if there is any compass effect on the node.

has_depth_bias() bool

Returns true if a depth-bias adjustment has been explicitly set on this particular node via set_depth_bias(). If this returns true, then get_depth_bias() may be called to determine which has been set.

has_depth_offset() bool

Returns true if a depth-offset adjustment has been explicitly set on this particular node via set_depth_offset(). If this returns true, then get_depth_offset() may be called to determine which has been set.

has_depth_test() bool

Returns true if a depth-test adjustment has been explicitly set on this particular node via set_depth_test(). If this returns true, then get_depth_test() may be called to determine which has been set.

has_depth_write() bool

Returns true if a depth-write adjustment has been explicitly set on this particular node via set_depth_write(). If this returns true, then get_depth_write() may be called to determine which has been set.

has_effect(type: TypeHandle) bool

Returns true if there is a render effect of the indicated type defined on this node, or false if there is not.

has_fog() bool

Returns true if a fog has been applied to this particular node via set_fog(), false otherwise. This is not the same thing as asking whether the geometry at this node will be rendered with fog, as there may be a fog in effect from a higher or lower level.

has_fog_off() bool

Returns true if a fog has been specifically disabled on this particular node via set_fog_off(), false otherwise. This is not the same thing as asking whether the geometry at this node will be rendered unfogged, as there may be a fog in effect from a higher or lower level.

has_light(light: NodePath) bool

Returns true if the indicated Light or PolylightNode has been specifically enabled on this particular node. This means that someone called set_light() on this node with the indicated light.

has_light_off() bool

Returns true if all Lights have been specifically disabled on this particular node. This means that someone called set_light_off() on this node with no parameters.

has_light_off(light: NodePath) bool

Returns true if the indicated Light has been specifically disabled on this particular node. This means that someone called set_light_off() on this node with the indicated light.

This interface does not support PolylightNodes, which cannot be turned off at a lower level.

has_logic_op() bool

Returns true if a logical operation has been explicitly set on this particular node via set_logic_op(). If this returns true, then get_logic_op() may be called to determine whether a logical operation has been explicitly disabled for this node or set to particular operation.

New in version 1.10.0.

has_mat() bool

Returns true if a non-identity transform matrix has been applied to the referenced node, false otherwise.

has_material() bool

Returns true if a material has been applied to this particular node via set_material(), false otherwise.

has_net_python_tag(keys: object) bool
has_net_tag(key: str) bool

Returns true if the indicated tag value has been defined on this node or on any ancestor node, or false otherwise. See also has_tag().

has_occluder(occluder: NodePath) bool

Returns true if the indicated occluder has been specifically applied to this particular node. This means that someone called set_occluder() on this node with the indicated occluder.

has_parent(current_thread: Thread) bool

Returns true if the referenced node has a parent; i.e. the NodePath chain contains at least two nodes.

has_python_tag(keys: object) bool
has_render_mode() bool

Returns true if a render mode has been explicitly set on this particular node via set_render_mode() (or set_render_mode_wireframe() or set_render_mode_filled()), false otherwise.

has_scissor() bool

Returns true if a scissor region was defined at this node by a previous call to set_scissor(). This does not check for scissor regions inherited from a parent class. It also does not check for the presence of a low- level ScissorAttrib, which is different from the ScissorEffect added by set_scissor().

has_tag(key: str) bool

Returns true if a value has been defined on this node for the particular key (even if that value is the empty string), or false if no value has been set. See also has_net_tag().

has_tex_gen(stage: TextureStage) bool

Returns true if there is a mode for automatic texture coordinate generation on the current node for the given stage.

has_tex_projector(stage: TextureStage) bool

Returns true if this node has a TexProjectorEffect for the indicated stage, false otherwise.

has_tex_transform(stage: TextureStage) bool

Returns true if there is an explicit texture matrix on the current node for the given stage.

has_texcoord(texcoord_name: str) bool

Returns true if there are at least some vertices at this node and below that use the named texture coordinate set, false otherwise. Pass the empty string for the default texture coordinate set.

has_texture() bool

Returns true if a texture has been applied to this particular node via set_texture(), false otherwise. This is not the same thing as asking whether the geometry at this node will be rendered with texturing, as there may be a texture in effect from a higher or lower level.

has_texture(stage: TextureStage) bool

Returns true if texturing has been specifically enabled on this particular node for the indicated stage. This means that someone called set_texture() on this node with the indicated stage name, or the stage_name is the default stage_name, and someone called set_texture() on this node.

has_texture_off() bool

Returns true if texturing has been specifically disabled on this particular node via set_texture_off(), false otherwise. This is not the same thing as asking whether the geometry at this node will be rendered untextured, as there may be a texture in effect from a higher or lower level.

has_texture_off(stage: TextureStage) bool

Returns true if texturing has been specifically disabled on this particular node for the indicated stage. This means that someone called set_texture_off() on this node with the indicated stage name, or that someone called set_texture_off() on this node to remove all stages.

has_transparency() bool

Returns true if a transparent-rendering adjustment has been explicitly set on this particular node via set_transparency(). If this returns true, then get_transparency() may be called to determine whether transparency has been explicitly enabled or explicitly disabled for this node.

has_two_sided() bool

Returns true if a two-sided adjustment has been explicitly set on this particular node via set_two_sided(). If this returns true, then get_two_sided() may be called to determine which has been set.

has_vertex_column(name: InternalName) bool

Returns true if there are at least some vertices at this node and below that contain a reference to the indicated vertex data column name, false otherwise.

This is particularly useful for testing whether a particular model has a given texture coordinate set (but see has_texcoord()).

heads_up(point: LPoint3, up: LVector3)

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated “up” direction.

heads_up(other: NodePath, point: LPoint3, up: LVector3)

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated “up” direction.

heads_up(other: NodePath, x: float, y: float, z: float)

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated “up” direction.

heads_up(x: float, y: float, z: float)

Behaves like look_at(), but with a strong preference to keeping the up vector oriented in the indicated “up” direction.

hide()

Makes the referenced node (and the entire subgraph below this node) invisible to all cameras. It remains part of the scene graph, its bounding volume still contributes to its parent’s bounding volume, and it will still be involved in collision tests.

To undo this, call show().

hide(camera_mask: DrawMask)

Makes the referenced node invisible just to the cameras whose camera_mask shares the indicated bits.

This will also hide any nodes below this node in the scene graph, including those nodes for which show() has been called, but it will not hide descendent nodes for which show_through() has been called.

hide_bounds()

Stops the rendering of the bounding volume begun with show_bounds().

instance_to(other: NodePath, sort: int, current_thread: Thread) NodePath

Adds the referenced node of the NodePath as a child of the referenced node of the indicated other NodePath. Any other parent-child relations of the node are unchanged; in particular, the node is not removed from its existing parent, if any.

If the node already had an existing parent, this method will create a new instance of the node within the scene graph.

This does not change the NodePath itself, but does return a new NodePath that reflects the new instance node.

If the destination NodePath is empty, this creates a new instance which is not yet parented to any node. A new instance of this sort cannot easily be differentiated from other similar instances, but it is nevertheless a different instance and it will return a different get_id() value.

If the referenced node is already a child of the indicated NodePath, returns that already-existing instance, unstashing it first if necessary.

instance_under_node(other: NodePath, name: str, sort: int, current_thread: Thread) NodePath

Behaves like instance_to(), but implicitly creates a new node to instance the geometry under, and returns a NodePath to that new node. This allows the programmer to set a unique state and/or transform on this instance.

is_ancestor_of(other: NodePath, current_thread: Thread) bool

Returns true if the node represented by this NodePath is a parent or other ancestor of the other NodePath, or false if it is not.

is_empty() bool

Returns true if the NodePath contains no nodes.

is_hidden(camera_mask: DrawMask) bool

Returns true if the referenced node is hidden from the indicated camera(s) either directly, or because some ancestor is hidden.

is_same_graph(other: NodePath, current_thread: Thread) bool

Returns true if the node represented by this NodePath is parented within the same graph as that of the other NodePath. This is essentially the same thing as asking whether get_top() of both NodePaths is the same (e.g., both “render”).

is_singleton(current_thread: Thread) bool

Returns true if the NodePath contains exactly one node.

is_stashed() bool

Returns true if the referenced node is stashed either directly, or because some ancestor is stashed.

list_tags()

Lists the tags to the nout stream, one per line. See PandaNode.list_tags() for a variant that allows you to specify the output stream.

look_at(point: LPoint3, up: LVector3)

Sets the hpr on this NodePath so that it rotates to face the indicated point in space.

look_at(other: NodePath, point: LPoint3, up: LVector3)

Sets the transform on this NodePath so that it rotates to face the indicated point in space, which is relative to the other NodePath.

look_at(other: NodePath, x: float, y: float, z: float)

Sets the hpr on this NodePath so that it rotates to face the indicated point in space, which is relative to the other NodePath.

look_at(x: float, y: float, z: float)

Sets the transform on this NodePath so that it rotates to face the indicated point in space. This will overwrite any previously existing scale on the node, although it will preserve any translation.

ls()

Lists the hierarchy at and below the referenced node.

ls(out: ostream, indent_level: int)

Lists the hierarchy at and below the referenced node.

property name string

Returns/Changes the name of the referenced node.

property net_tags string

Returns the tag value that has been defined on this node, or the nearest ancestor node, for the indicated key. If no value has been defined for the indicated key on any ancestor node, returns the empty string. See also get_tag().

node() PandaNode

Returns the referenced node of the path.

property nodes Sequence[PandaNode]

Returns the nth node of the path, where 0 is the referenced (bottom) node and get_num_nodes() - 1 is the top node. This requires iterating through the path.

Also see node(), which is a convenience function to return the same thing as get_node(0) (since the bottom node is the most important node in the NodePath, and is the one most frequently referenced).

Note that this function returns the same thing as get_ancestor(index).node().

static not_found() NodePath

Creates a NodePath with the ET_not_found error type set.

output(out: ostream)

Writes a sensible description of the NodePath to the indicated output stream.

property parent NodePath

Returns the NodePath to the parent of the referenced node: that is, this NodePath, shortened by one node. The parent of a singleton NodePath is defined to be the empty NodePath.

premunge_scene(gsg: GraphicsStateGuardianBase)

Walks through the scene graph beginning at the bottom node, and internally adjusts any GeomVertexFormats for optimal rendering on the indicated GSG. If this step is not done prior to rendering, the formats will be optimized at render time instead, for a small cost.

It is not normally necessary to do this on a model loaded directly from disk, since the loader will do this by default.

prepare_scene(gsg: GraphicsStateGuardianBase)

Walks through the scene graph beginning at the bottom node, and does whatever initialization is required to render the scene properly with the indicated GSG. It is not strictly necessary to call this, since the GSG will initialize itself when the scene is rendered, but this may take some of the overhead away from that process.

In particular, this will ensure that textures and vertex buffers within the scene are loaded into graphics memory.

project_texture(stage: TextureStage, tex: Texture, projector: NodePath)

A convenience function to enable projective texturing at this node level and below, using the indicated NodePath (which should contain a LensNode) as the projector.

property python_tags
remove_node(current_thread: Thread)

Disconnects the referenced node from the scene graph. This will also delete the node if there are no other pointers to it.

Normally, this should be called only when you are really done with the node. If you want to remove a node from the scene graph but keep it around for later, you should probably use detach_node() instead.

In practice, the only difference between remove_node() and detach_node() is that remove_node() also resets the NodePath to empty, which will cause the node to be deleted immediately if there are no other references. On the other hand, detach_node() leaves the NodePath referencing the node, which will keep at least one reference to the node for as long as the NodePath exists.

static removed() NodePath

Creates a NodePath with the ET_removed error type set.

reparent_to(other: NodePath, sort: int, current_thread: Thread)

Removes the referenced node of the NodePath from its current parent and attaches it to the referenced node of the indicated NodePath.

If the destination NodePath is empty, this is the same thing as detach_node().

If the referenced node is already a child of the indicated NodePath (via some other instance), this operation fails and leaves the NodePath detached.

replace_material(mat: Material, new_mat: Material)

Recursively searches the scene graph for references to the given material, and replaces them with the new material.

New in version 1.10.0.

replace_texture(tex: Texture, new_tex: Texture)

Recursively searches the scene graph for references to the given texture, and replaces them with the new texture.

New in version 1.10.4.

reverse_ls()

Lists the hierarchy at and above the referenced node.

reverse_ls(out: ostream, indent_level: int) int

Lists the hierarchy at and above the referenced node.

set_all_color_scale(scale: float, priority: int)

Scales all the color components of the object by the same amount, darkening the object, without (much) affecting alpha. Note that any priority specified will also apply to the alpha scale.

set_alpha_scale(scale: float, priority: int)

Sets the alpha scale component of the transform without (much) affecting the color scale. Note that any priority specified will also apply to the color scale.

set_antialias(mode: int, priority: int)

Specifies the antialiasing type that should be applied at this node and below. See AntialiasAttrib.

set_attrib(attrib: RenderAttrib, priority: int)

Adds the indicated render attribute to the scene graph on this node. This attribute will now apply to this node and everything below. If there was already an attribute of the same type, it is replaced.

set_audio_volume(volume: float, priority: int)

Sets the audio volume component of the transform

set_audio_volume_off(priority: int)

Disables any audio volume attribute inherited from above. This is not the same thing as clear_audio_volume(), which undoes any previous set_audio_volume() operation on this node; rather, this actively disables any set_audio_volume() that might be inherited from a parent node.

It is legal to specify a new volume on the same node with a subsequent call to set_audio_volume(); this new scale will apply to lower nodes.

set_billboard_axis(camera: NodePath, offset: float)

Puts a billboard transition on the node such that it will rotate in two dimensions around the up axis, towards a specified “camera” instead of to the viewing camera.

set_billboard_axis(offset: float)

Puts a billboard transition on the node such that it will rotate in two dimensions around the up axis.

set_billboard_point_eye(camera: NodePath, offset: float, fixed_depth: bool)

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the top of the camera, towards a specified “camera” instead of to the viewing camera.

set_billboard_point_eye(offset: float, fixed_depth: bool)

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the top of the camera.

set_billboard_point_world(camera: NodePath, offset: float)

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the sky, towards a specified “camera” instead of to the viewing camera.

set_billboard_point_world(offset: float)

Puts a billboard transition on the node such that it will rotate in three dimensions about the origin, keeping its up vector oriented to the sky.

set_bin(bin_name: str, draw_order: int, priority: int)

Assigns the geometry at this level and below to the named rendering bin. It is the user’s responsibility to ensure that such a bin already exists, either via the cull-bin Configrc variable, or by explicitly creating a GeomBin of the appropriate type at runtime.

There are two default bins created when Panda is started: “default” and “fixed”. Normally, all geometry is assigned to “default” unless specified otherwise. This bin renders opaque geometry in state-sorted order, followed by transparent geometry sorted back-to-front. If any geometry is assigned to “fixed”, this will be rendered following all the geometry in “default”, in the order specified by draw_order for each piece of geometry so assigned.

The draw_order parameter is meaningful only for GeomBinFixed type bins, e.g. “fixed”. Other kinds of bins ignore it.

set_clip_plane(clip_plane: NodePath, priority: int)

Adds the indicated clipping plane to the list of planes that apply to geometry at this node and below. The clipping plane itself, a PlaneNode, should be parented into the scene graph elsewhere, to represent the plane’s position in space; but until set_clip_plane() is called it will clip no geometry.

set_clip_plane_off(clip_plane: NodePath, priority: int)

Sets the geometry at this level and below to render without being clipped by the indicated PlaneNode. This is different from not specifying the PlaneNode; rather, this specifically contradicts set_clip_plane() at a higher node level (or, with a priority, overrides a set_clip_plane() at a lower level).

set_clip_plane_off(priority: int)

Sets the geometry at this level and below to render using no clip_planes at all. This is different from not specifying a clip_plane; rather, this specifically contradicts set_clip_plane() at a higher node level (or, with a priority, overrides a set_clip_plane() at a lower level).

If no clip_planes are in effect on a particular piece of geometry, that geometry is rendered without being clipped (other than by the viewing frustum).

set_collide_mask(new_mask: CollideMask, bits_to_change: CollideMask, node_type: TypeHandle)

Recursively applies the indicated CollideMask to the into_collide_masks for all nodes at this level and below. If node_type is not TypeHandle.none(), then only nodes matching (or inheriting from) the indicated PandaNode subclass are modified.

The default is to change all bits, but if bits_to_change is not all bits on, then only the bits that are set in bits_to_change are modified, allowing this call to change only a subset of the bits in the subgraph.

set_color(color: LColor, priority: int)

Applies a scene-graph color to the referenced node. This color will apply to all geometry at this level and below (that does not specify a new color or a set_color_off()).

set_color(r: float, g: float, b: float, a: float, priority: int)

Applies a scene-graph color to the referenced node. This color will apply to all geometry at this level and below (that does not specify a new color or a set_color_off()).

set_color_off(priority: int)

Sets the geometry at this level and below to render using the geometry color. This is normally the default, but it may be useful to use this to contradict set_color() at a higher node level (or, with a priority, to override a set_color() at a lower level).

set_color_scale(scale: LVecBase4, priority: int)

Sets the color scale component of the transform, leaving translation and rotation untouched.

set_color_scale(sx: float, sy: float, sz: float, sa: float, priority: int)

Sets the color scale component of the transform

set_color_scale_off(priority: int)

Disables any color scale attribute inherited from above. This is not the same thing as clear_color_scale(), which undoes any previous set_color_scale() operation on this node; rather, this actively disables any set_color_scale() that might be inherited from a parent node. This also disables set_alpha_scale() at the same time.

It is legal to specify a new color scale on the same node with a subsequent call to set_color_scale() or set_alpha_scale(); this new scale will apply to lower geometry.

set_compass(reference: NodePath)

Puts a compass effect on the node, so that it will retain a fixed rotation relative to the reference node (or render if the reference node is empty) regardless of the transforms above it.

set_depth_bias(slope_factor: float, constant_factor: float, clamp: float, priority: int)

This instructs the graphics driver to apply an offset or bias to the generated depth values for rendered polygons, before they are written to the depth buffer. This can be used to shift polygons forward slightly, to resolve depth conflicts, or self-shadowing artifacts on thin objects. Positive numbers are further away from the camera.

set_depth_offset(bias: int, priority: int)

This instructs the graphics driver to apply an offset or bias to the generated depth values for rendered polygons, before they are written to the depth buffer. This can be used to shift polygons forward slightly, to resolve depth conflicts, or self-shadowing artifacts on thin objects. The bias is always an integer number, and each integer increment represents the smallest possible increment in Z that is sufficient to completely resolve two coplanar polygons. Positive numbers are closer towards the camera.

Deprecated: See set_depth_bias() instead, which provides more controls.

set_depth_test(depth_test: bool, priority: int)

Specifically sets or disables the testing of the depth buffer on this particular node. This is normally on in the 3-d scene graph and off in the 2-d scene graph; it should be on for rendering most 3-d objects properly.

set_depth_write(depth_write: bool, priority: int)

Specifically sets or disables the writing to the depth buffer on this particular node. This is normally on in the 3-d scene graph and off in the 2-d scene graph; it should be on for rendering most 3-d objects properly.

set_effect(effect: RenderEffect)

Adds the indicated render effect to the scene graph on this node. If there was already an effect of the same type, it is replaced.

set_effects(effects: RenderEffects)

Sets the complete RenderEffects that will be applied this node. This completely replaces whatever has been set on this node via repeated calls to set_attrib().

set_fluid_pos(pos: LVecBase3)

Sets the translation component, without changing the “previous” position, so that the collision system will see the node as moving fluidly from its previous position to its new position. See Also: NodePath.set_pos

set_fluid_pos(other: NodePath, pos: LVecBase3)

Sets the translation component of the transform, relative to the other node.

set_fluid_pos(other: NodePath, x: float, y: float, z: float)

Sets the translation component, without changing the “previous” position, so that the collision system will see the node as moving fluidly from its previous position to its new position.

set_fluid_pos(x: float, y: float, z: float)

Sets the translation component, without changing the “previous” position, so that the collision system will see the node as moving fluidly from its previous position to its new position.

set_fluid_x(other: NodePath, x: float)
set_fluid_x(x: float)
set_fluid_y(other: NodePath, y: float)
set_fluid_y(y: float)
set_fluid_z(other: NodePath, z: float)
set_fluid_z(z: float)
set_fog(fog: Fog, priority: int)

Sets the geometry at this level and below to render using the indicated fog.

set_fog_off(priority: int)

Sets the geometry at this level and below to render using no fog. This is normally the default, but it may be useful to use this to contradict set_fog() at a higher node level (or, with a priority, to override a set_fog() at a lower level).

set_h(other: NodePath, h: float)
set_h(h: float)
set_hpr(hpr: LVecBase3)

Sets the rotation component of the transform, leaving translation and scale untouched.

set_hpr(other: NodePath, hpr: LVecBase3)

Sets the rotation component of the transform, relative to the other node.

set_hpr(other: NodePath, h: float, p: float, r: float)

Sets the rotation component of the transform, relative to the other node.

set_hpr(h: float, p: float, r: float)

Sets the rotation component of the transform, leaving translation and scale untouched.

set_hpr_scale(hpr: LVecBase3, scale: LVecBase3)

Sets the rotation and scale components of the transform, leaving translation untouched.

set_hpr_scale(other: NodePath, hpr: LVecBase3, scale: LVecBase3)

Sets the rotation and scale components of the transform, leaving translation untouched. This, or set_pos_hpr_scale(), is the preferred way to update a transform when both hpr and scale are to be changed.

set_hpr_scale(other: NodePath, h: float, p: float, r: float, sx: float, sy: float, sz: float)

Sets the rotation and scale components of the transform, leaving translation untouched. This, or set_pos_hpr_scale(), is the preferred way to update a transform when both hpr and scale are to be changed.

set_hpr_scale(h: float, p: float, r: float, sx: float, sy: float, sz: float)

Sets the rotation and scale components of the transform, leaving translation untouched.

set_instance_count(instance_count: int)

Sets the geometry instance count, or 0 if geometry instancing should be disabled. Do not confuse with instance_to() which only applies to animation instancing.

set_light(light: NodePath, priority: int)

Adds the indicated Light or PolylightNode to the list of lights that illuminate geometry at this node and below. The light itself should be parented into the scene graph elsewhere, to represent the light’s position in space; but until set_light() is called it will illuminate no geometry.

set_light_off(light: NodePath, priority: int)

Sets the geometry at this level and below to render without using the indicated Light. This is different from not specifying the Light; rather, this specifically contradicts set_light() at a higher node level (or, with a priority, overrides a set_light() at a lower level).

This interface does not support PolylightNodes, which cannot be turned off at a lower level.

set_light_off(priority: int)

Sets the geometry at this level and below to render using no lights at all. This is different from not specifying a light; rather, this specifically contradicts set_light() at a higher node level (or, with a priority, overrides a set_light() at a lower level).

If no lights are in effect on a particular piece of geometry, that geometry is rendered with lighting disabled.

set_logic_op(op: Operation, priority: int)

Specifically sets or disables a logical operation on this particular node. If no other nodes override, this will cause geometry to be rendered without color blending but instead using the given logical operator.

New in version 1.10.0.

set_mat(mat: LMatrix4)

Directly sets an arbitrary 4x4 transform matrix.

set_mat(other: NodePath, mat: LMatrix4)

Converts the indicated matrix from the other’s coordinate space to the local coordinate space, and applies it to the node.

set_material(tex: Material, priority: int)

Sets the geometry at this level and below to render using the indicated material.

Previously, this operation made a copy of the material structure, but nowadays it assigns the pointer directly.

set_material_off(priority: int)

Sets the geometry at this level and below to render using no material. This is normally the default, but it may be useful to use this to contradict set_material() at a higher node level (or, with a priority, to override a set_material() at a lower level).

static set_max_search_depth(max_search_depth: int)

Certain operations, such as find() or find_all_matches(), require a traversal of the scene graph to search for the target node or nodes. This traversal does not attempt to detect cycles, so an arbitrary cap is set on the depth of the traversal as a poor man’s cycle detection, in the event that a cycle has inadvertently been introduced into the scene graph.

There may be other reasons you’d want to truncate a search before the bottom of the scene graph has been reached. In any event, this function sets the limit on the number of levels that a traversal will continue, and hence the maximum length of a path that may be returned by a traversal.

This is a static method, and so changing this parameter affects all of the NodePaths in the universe.

set_name(name: str)

Changes the name of the referenced node.

set_occluder(occluder: NodePath)

Adds the indicated occluder to the list of occluders that apply to geometry at this node and below. The occluder itself, an OccluderNode, should be parented into the scene graph elsewhere, to represent the occluder’s position in space; but until set_occluder() is called it will clip no geometry.

set_p(other: NodePath, p: float)
set_p(p: float)
set_pos(pos: LVecBase3)

Sets the translation component of the transform, leaving rotation and scale untouched. This also resets the node’s “previous” position, so that the collision system will see the node as having suddenly appeared in the new position, without passing any points in between. See Also: NodePath.set_fluid_pos

set_pos(other: NodePath, pos: LVecBase3)

Sets the translation component of the transform, relative to the other node.

set_pos(other: NodePath, x: float, y: float, z: float)

Sets the translation component of the transform, relative to the other node.

set_pos(x: float, y: float, z: float)

Sets the translation component of the transform, leaving rotation and scale untouched. This also resets the node’s “previous” position, so that the collision system will see the node as having suddenly appeared in the new position, without passing any points in between.

set_pos_hpr(pos: LVecBase3, hpr: LVecBase3)

Sets the translation and rotation component of the transform, leaving scale untouched.

set_pos_hpr(other: NodePath, pos: LVecBase3, hpr: LVecBase3)

Sets the translation and rotation component of the transform, relative to the other node.

set_pos_hpr(other: NodePath, x: float, y: float, z: float, h: float, p: float, r: float)

Sets the translation and rotation component of the transform, relative to the other node.

set_pos_hpr(x: float, y: float, z: float, h: float, p: float, r: float)

Sets the translation and rotation component of the transform, leaving scale untouched.

set_pos_hpr_scale(pos: LVecBase3, hpr: LVecBase3, scale: LVecBase3)

Replaces the translation, rotation, and scale components, implicitly setting shear to 0.

set_pos_hpr_scale(other: NodePath, pos: LVecBase3, hpr: LVecBase3, scale: LVecBase3)

Completely replaces the transform with new translation, rotation, and scale components, relative to the other node, implicitly setting shear to 0.

set_pos_hpr_scale(other: NodePath, x: float, y: float, z: float, h: float, p: float, r: float, sx: float, sy: float, sz: float)

Completely replaces the transform with new translation, rotation, and scale components, relative to the other node.

set_pos_hpr_scale(x: float, y: float, z: float, h: float, p: float, r: float, sx: float, sy: float, sz: float)

Completely replaces the transform with new translation, rotation, and scale components.

set_pos_hpr_scale_shear(pos: LVecBase3, hpr: LVecBase3, scale: LVecBase3, shear: LVecBase3)

Completely replaces the transform with new translation, rotation, scale, and shear components.

set_pos_hpr_scale_shear(other: NodePath, pos: LVecBase3, hpr: LVecBase3, scale: LVecBase3, shear: LVecBase3)

Completely replaces the transform with new translation, rotation, scale, and shear components, relative to the other node.

set_pos_quat(pos: LVecBase3, quat: LQuaternion)

Sets the translation and rotation component of the transform, leaving scale untouched.

set_pos_quat(other: NodePath, pos: LVecBase3, quat: LQuaternion)

Sets the translation and rotation component of the transform, relative to the other node.

set_pos_quat_scale(pos: LVecBase3, quat: LQuaternion, scale: LVecBase3)

Replaces the translation, rotation, and scale components, implicitly setting shear to 0.

set_pos_quat_scale(other: NodePath, pos: LVecBase3, quat: LQuaternion, scale: LVecBase3)

Completely replaces the transform with new translation, rotation, and scale components, relative to the other node, implicitly setting shear to 0.

set_pos_quat_scale_shear(pos: LVecBase3, quat: LQuaternion, scale: LVecBase3, shear: LVecBase3)

Completely replaces the transform with new translation, rotation, scale, and shear components.

set_pos_quat_scale_shear(other: NodePath, pos: LVecBase3, quat: LQuaternion, scale: LVecBase3, shear: LVecBase3)

Completely replaces the transform with new translation, rotation, scale, and shear components, relative to the other node.

set_prev_transform(other: NodePath, transform: TransformState, current_thread: Thread)

Sets the “previous” transform object on this node, relative to the other node. This computes a new transform object that will have the indicated value when seen from the other node.

set_prev_transform(transform: TransformState, current_thread: Thread)

Sets the transform that represents this node’s “previous” position, one frame ago, for the purposes of detecting motion for accurate collision calculations.

set_python_tag(keys: object, value: object)
set_quat(quat: LQuaternion)

Sets the rotation component of the transform, leaving translation and scale untouched.

set_quat(other: NodePath, quat: LQuaternion)

Sets the rotation component of the transform, relative to the other node.

set_quat_scale(quat: LQuaternion, scale: LVecBase3)

Sets the rotation and scale components of the transform, leaving translation untouched.

set_quat_scale(other: NodePath, quat: LQuaternion, scale: LVecBase3)

Sets the rotation and scale components of the transform, leaving translation untouched. This, or set_pos_quat_scale(), is the preferred way to update a transform when both quat and scale are to be changed.

set_r(other: NodePath, r: float)
set_r(r: float)
set_render_mode(mode: Mode, thickness: float, priority: int)

Sets up the geometry at this level and below (unless overridden) to render in the specified mode and with the indicated line and/or point thickness.

set_render_mode_filled(priority: int)

Sets up the geometry at this level and below (unless overridden) to render in filled (i.e. not wireframe) mode.

set_render_mode_filled_wireframe(wireframe_color: LColor, priority: int)

Sets up the geometry at this level and below (unless overridden) to render in filled, but overlay the wireframe on top with a fixed color. This is useful for debug visualizations.

set_render_mode_perspective(perspective: bool, priority: int)

Sets up the point geometry at this level and below to render as perspective sprites (that is, billboarded quads). The thickness, as specified with set_render_mode_thickness(), is the width of each point in 3-D units, unless it is overridden on a per-vertex basis. This does not affect geometry other than points.

If you want the quads to be individually textured, you should also set a TexGenAttrib::M_point_sprite on the node.

set_render_mode_thickness(thickness: float, priority: int)

Sets up the point geometry at this level and below to render as thick points (that is, billboarded quads). The thickness is in pixels, unless set_render_mode_perspective() is also true, in which case it is in 3-D units.

If you want the quads to be individually textured, you should also set a TexGenAttrib::M_point_sprite on the node.

set_render_mode_wireframe(priority: int)

Sets up the geometry at this level and below (unless overridden) to render in wireframe mode.

set_sa(sa: float)

Sets the alpha component of the color scale.

See panda3d.core.NodePath.set_color_scale().

set_sb(sb: float)

Sets the blue component of the color scale.

See panda3d.core.NodePath.set_color_scale().

set_scale(scale: LVecBase3)

Sets the scale component of the transform, leaving translation and rotation untouched.

set_scale(other: NodePath, scale: LVecBase3)

Sets the scale component of the transform, relative to the other node.

set_scale(other: NodePath, scale: float)

Sets the scale component of the transform, relative to the other node.

set_scale(other: NodePath, sx: float, sy: float, sz: float)

Sets the scale component of the transform, relative to the other node.

set_scale(scale: float)

Sets the scale component of the transform, leaving translation and rotation untouched.

set_scale(sx: float, sy: float, sz: float)
set_scissor(a: LPoint3, b: LPoint3)

Sets up a scissor region on the nodes rendered at this level and below. The two points are understood to be relative to this node. When these points are projected into screen space, they define the diagonally-opposite points that determine the scissor region.

set_scissor(a: LPoint3, b: LPoint3, c: LPoint3, d: LPoint3)

Sets up a scissor region on the nodes rendered at this level and below. The four points are understood to be relative to this node. When these points are projected into screen space, they define the bounding volume of the scissor region (the scissor region is the smallest onscreen rectangle that encloses all four points).

set_scissor(other: NodePath, a: LPoint3, b: LPoint3)

Sets up a scissor region on the nodes rendered at this level and below. The two points are understood to be relative to the indicated other node. When these points are projected into screen space, they define the diagonally-opposite points that determine the scissor region.

set_scissor(other: NodePath, a: LPoint3, b: LPoint3, c: LPoint3, d: LPoint3)

Sets up a scissor region on the nodes rendered at this level and below. The four points are understood to be relative to the indicated other node. When these points are projected into screen space, they define the bounding volume of the scissor region (the scissor region is the smallest onscreen rectangle that encloses all four points).

set_scissor(left: float, right: float, bottom: float, top: float)

Sets up a scissor region on the nodes rendered at this level and below. The four coordinates are understood to define a rectangle in screen space. These numbers are relative to the current DisplayRegion, where (0,0) is the lower-left corner of the DisplayRegion, and (1,1) is the upper-right corner.

set_sg(sg: float)

Sets the green component of the color scale.

See panda3d.core.NodePath.set_color_scale().

set_shader(sha: Shader, priority: int)
set_shader_auto(shader_switch: BitMask32, priority: int)

overloaded for auto shader customization

set_shader_auto(priority: int)
set_shader_input(id: InternalName, n1: float, n2: float, n3: float, n4: float, priority: int)
set_shader_input(param0: InternalName, param1: object, priority: int)
set_shader_input(id: InternalName, tex: Texture, sampler: SamplerState, priority: int)
set_shader_input(id: InternalName, tex: Texture, read: bool, write: bool, z: int, n: int, priority: int)
set_shader_input(id: InternalName, n1: int, n2: int, n3: int, n4: int, priority: int)
set_shader_input(input: ShaderInput)
set_shader_inputs(args: object, kwargs: object)
set_shader_off(priority: int)
set_shear(shear: LVecBase3)

Sets the shear component of the transform, leaving translation and rotation untouched.

set_shear(other: NodePath, shear: LVecBase3)

Sets the shear component of the transform, relative to the other node.

set_shear(other: NodePath, shxy: float, shxz: float, shyz: float)

Sets the shear component of the transform, relative to the other node.

set_shear(shxy: float, shxz: float, shyz: float)

Sets the shear component of the transform, leaving translation, rotation, and scale untouched.

set_shxy(other: NodePath, shxy: float)
set_shxy(shxy: float)
set_shxz(other: NodePath, shxz: float)
set_shxz(shxz: float)
set_shyz(other: NodePath, shyz: float)
set_shyz(shyz: float)
set_sr(sr: float)

Sets the red component of the color scale.

See panda3d.core.NodePath.set_color_scale().

set_state(other: NodePath, state: RenderState, current_thread: Thread)

Sets the state object on this node, relative to the other node. This computes a new state object that will have the indicated value when seen from the other node.

set_state(state: RenderState, current_thread: Thread)

Changes the complete state object on this node.

set_sx(other: NodePath, sx: float)
set_sx(sx: float)

Sets the x-scale component of the transform, leaving other components untouched.

See panda3d.core.NodePath.set_scale().

set_sy(other: NodePath, sy: float)
set_sy(sy: float)

Sets the y-scale component of the transform, leaving other components untouched.

See panda3d.core.NodePath.set_scale().

set_sz(other: NodePath, sz: float)
set_sz(sz: float)

Sets the z-scale component of the transform, leaving other components untouched.

See panda3d.core.NodePath.set_scale().

set_tag(key: str, value: str)

Associates a user-defined value with a user-defined key which is stored on the node. This value has no meaning to Panda; but it is stored indefinitely on the node until it is requested again.

Each unique key stores a different string value. There is no effective limit on the number of different keys that may be stored or on the length of any one key’s value.

set_tex_gen(stage: TextureStage, mode: TexGenMode, constant_value: LTexCoord3, priority: int)

Enables automatic texture coordinate generation for the indicated texture stage. This version of this method is useful when setting M_constant, which requires a constant texture coordinate value.

set_tex_gen(stage: TextureStage, mode: TexGenMode, priority: int)

Enables automatic texture coordinate generation for the indicated texture stage.

set_tex_hpr(other: NodePath, stage: TextureStage, hpr: LVecBase3)

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_hpr(other: NodePath, stage: TextureStage, h: float, p: float, r: float)

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_hpr(stage: TextureStage, hpr: LVecBase3)

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_hpr(stage: TextureStage, h: float, p: float, r: float)

Sets a texture matrix on the current node to apply the indicated rotation, as a 3-D HPR, to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_offset(other: NodePath, stage: TextureStage, uv: LVecBase2)

Sets a texture matrix on the current node to apply the indicated offset to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_offset(other: NodePath, stage: TextureStage, u: float, v: float)

Sets a texture matrix on the current node to apply the indicated offset to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_offset(stage: TextureStage, uv: LVecBase2)

Sets a texture matrix on the current node to apply the indicated offset to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_offset(stage: TextureStage, u: float, v: float)

Sets a texture matrix on the current node to apply the indicated offset to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_pos(other: NodePath, stage: TextureStage, uvw: LVecBase3)

Sets a texture matrix on the current node to apply the indicated offset to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_pos(other: NodePath, stage: TextureStage, u: float, v: float, w: float)

Sets a texture matrix on the current node to apply the indicated offset to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_pos(stage: TextureStage, uvw: LVecBase3)

Sets a texture matrix on the current node to apply the indicated offset to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_pos(stage: TextureStage, u: float, v: float, w: float)

Sets a texture matrix on the current node to apply the indicated offset to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_projector(stage: TextureStage, from: NodePath, to: NodePath, lens_index: int)

Establishes a TexProjectorEffect on this node, which can be used to establish projective texturing (but see also the NodePath.project_texture() convenience function), or it can be used to bind this node’s texture transform to particular node’s position in space, allowing a LerpInterval (for instance) to adjust this node’s texture coordinates.

If to is a LensNode, then the fourth parameter, lens_index, can be provided to select a particular lens to apply. Otherwise lens_index is not used.

set_tex_rotate(other: NodePath, stage: TextureStage, r: float)

Sets a texture matrix on the current node to apply the indicated rotation, clockwise in degrees, to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_rotate(stage: TextureStage, r: float)

Sets a texture matrix on the current node to apply the indicated rotation, clockwise in degrees, to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_scale(other: NodePath, stage: TextureStage, scale: LVecBase2)

Sets a texture matrix on the current node to apply the indicated scale to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_scale(other: NodePath, stage: TextureStage, scale: LVecBase3)

Sets a texture matrix on the current node to apply the indicated scale to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_scale(other: NodePath, stage: TextureStage, scale: float)

Sets a texture matrix on the current node to apply the indicated scale to UV’s for the given stage.

This call is appropriate for 2-d or 3-d texture coordinates.

set_tex_scale(other: NodePath, stage: TextureStage, su: float, sv: float)

Sets a texture matrix on the current node to apply the indicated scale to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_scale(other: NodePath, stage: TextureStage, su: float, sv: float, sw: float)

Sets a texture matrix on the current node to apply the indicated scale to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_scale(stage: TextureStage, scale: LVecBase2)

Sets a texture matrix on the current node to apply the indicated scale to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_scale(stage: TextureStage, scale: LVecBase3)

Sets a texture matrix on the current node to apply the indicated scale to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_scale(stage: TextureStage, scale: float)

Sets a texture matrix on the current node to apply the indicated scale to UVW’s for the given stage.

This call is appropriate for 2-d or 3-d texture coordinates.

set_tex_scale(stage: TextureStage, su: float, sv: float)

Sets a texture matrix on the current node to apply the indicated scale to UV’s for the given stage.

This call is appropriate for ordinary 2-d texture coordinates.

set_tex_scale(stage: TextureStage, su: float, sv: float, sw: float)

Sets a texture matrix on the current node to apply the indicated scale to UVW’s for the given stage.

This call is appropriate for 3-d texture coordinates.

set_tex_transform(other: NodePath, stage: TextureStage, transform: TransformState)

Sets the texture matrix on the current node to the indicated transform for the given stage.

set_tex_transform(stage: TextureStage, transform: TransformState)

Sets the texture matrix on the current node to the indicated transform for the given stage.

set_texture(tex: Texture, sampler: SamplerState, priority: int)

Adds the indicated texture to the list of textures that will be rendered on the default texture stage.

The given sampler state will override the sampling settings on the texture itself. Note that this method makes a copy of the sampler settings that you give; further changes to this object will not be reflected.

This is the convenience single-texture variant of this method; it is now superceded by set_texture() that accepts a stage and texture. You may use this method if you just want to adjust the default stage.

set_texture(tex: Texture, priority: int)

Adds the indicated texture to the list of textures that will be rendered on the default texture stage.

This is the convenience single-texture variant of this method; it is now superceded by set_texture() that accepts a stage and texture. You may use this method if you just want to adjust the default stage.

set_texture(stage: TextureStage, tex: Texture, sampler: SamplerState, priority: int)

Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage. If there are multiple texture stages specified (possibly on multiple different nodes at different levels), they will all be applied to geometry together, according to the stage specification set up in the TextureStage object.

The given sampler state will override the sampling settings on the texture itself. Note that this method makes a copy of the sampler settings that you give; further changes to this object will not be reflected.

set_texture(stage: TextureStage, tex: Texture, priority: int)

Adds the indicated texture to the list of textures that will be rendered on the indicated multitexture stage. If there are multiple texture stages specified (possibly on multiple different nodes at different levels), they will all be applied to geometry together, according to the stage specification set up in the TextureStage object.

set_texture_off(stage: TextureStage, priority: int)

Sets the geometry at this level and below to render using no texture, on the indicated stage. This is different from not specifying a texture; rather, this specifically contradicts set_texture() at a higher node level (or, with a priority, overrides a set_texture() at a lower level).

set_texture_off(priority: int)

Sets the geometry at this level and below to render using no texture, on any stage. This is different from not specifying a texture; rather, this specifically contradicts set_texture() at a higher node level (or, with a priority, overrides a set_texture() at a lower level).

set_transform(other: NodePath, transform: TransformState, current_thread: Thread)

Sets the transform object on this node, relative to the other node. This computes a new transform object that will have the indicated value when seen from the other node.

set_transform(transform: TransformState, current_thread: Thread)

Changes the complete transform object on this node.

set_transparency(mode: Mode, priority: int)

Specifically sets or disables transparent rendering mode on this particular node. If no other nodes override, this will cause items with a non-1 value for alpha color to be rendered partially transparent.

set_two_sided(two_sided: bool, priority: int)

Specifically sets or disables two-sided rendering mode on this particular node. If no other nodes override, this will cause backfacing polygons to be drawn (in two-sided mode, true) or culled (in one-sided mode, false).

set_x(other: NodePath, x: float)
set_x(x: float)

Sets the X component of the position transform, leaving other components untouched.

See panda3d.core.NodePath.set_pos().

set_y(other: NodePath, y: float)
set_y(y: float)

Sets the Y component of the position transform, leaving other components untouched.

See panda3d.core.NodePath.set_pos().

set_z(other: NodePath, z: float)
set_z(z: float)

Sets the Z component of the position transform, leaving other components untouched.

See panda3d.core.NodePath.set_pos().

show()

Undoes the effect of a previous hide() on this node: makes the referenced node (and the entire subgraph below this node) visible to all cameras.

This will not reveal the node if a parent node has been hidden.

show(camera_mask: DrawMask)

Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits.

This undoes the effect of a previous hide() call. It will not reveal the node if a parent node has been hidden. However, see show_through().

show_bounds()

Causes the bounding volume of the bottom node and all of its descendants (that is, the bounding volume associated with the the bottom arc) to be rendered, if possible. The rendering method is less than optimal; this is intended primarily for debugging.

show_through()

Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits.

Unlike show(), this will reveal the node even if a parent node has been hidden, thus “showing through” a parent’s hide().

show_through(camera_mask: DrawMask)

Makes the referenced node visible just to the cameras whose camera_mask shares the indicated bits.

Unlike show(), this will reveal the node even if a parent node has been hidden via the one-parameter hide() method, thus “showing through” a parent’s hide(). (However, it will not show through a parent’s hide() call if the no-parameter form of hide() was used.)

show_tight_bounds()

Similar to show_bounds(), this draws a bounding box representing the “tight” bounds of this node and all of its descendants. The bounding box is recomputed every frame by reexamining all of the vertices; this is far from efficient, but this is intended for debugging.

property sort int

Returns the sort value of the referenced node within its parent; that is, the sort number passed on the last reparenting operation for this node. This will control the position of the node within its parent’s list of children.

stash(sort: int, current_thread: Thread)

Removes the referenced node (and the entire subgraph below this node) from the scene graph in any normal sense. The node will no longer be visible and is not tested for collisions; furthermore, no normal scene graph traversal will visit the node. The node’s bounding volume no longer contributes to its parent’s bounding volume.

A stashed node cannot be located by a normal find() operation (although a special find string can still retrieve it).

stash_to(other: NodePath, sort: int, current_thread: Thread)

Similar to reparent_to(), but the node is added to its new parent’s stashed list, so that the result is equivalent to calling reparent_to() immediately followed by stash().

property stashed_children NodePathCollection

Returns the set of all child nodes of the referenced node that have been stashed. These children are not normally visible on the node, and do not appear in the list returned by get_children().

property tags
unify_texture_stages(stage: TextureStage)

Searches through all TextureStages at this node and below. Any TextureStages that share the same name as the indicated TextureStage object are replaced with this object, thus ensuring that all geometry at this node and below with a particular TextureStage name is using the same TextureStage object.

unstash(sort: int, current_thread: Thread)

Undoes the effect of a previous stash() on this node: makes the referenced node (and the entire subgraph below this node) once again part of the scene graph.

unstash_all(current_thread: Thread)

Unstashes this node and all stashed child nodes.

verify_complete(current_thread: Thread) bool

Returns true if all of the nodes described in the NodePath are connected, or false otherwise.

write_bam_file(filename: Filename) bool

Writes the contents of this node and below out to a bam file with the indicated filename. This file may then be read in again, as is, at some later point. Returns true if successful, false on some kind of error.

write_bam_stream(out: ostream) bool

Writes the contents of this node and below out to the indicated stream.

write_bounds(out: ostream)

Writes a description of the bounding volume containing the bottom node and all of its descendants to the indicated output stream.

wrt_reparent_to(other: NodePath, sort: int, current_thread: Thread)

This functions identically to reparent_to(), except the transform on this node is also adjusted so that the node remains in the same place in world coordinates, even if it is reparented into a different coordinate system.