ActorNode

from panda3d.physics import ActorNode
class ActorNode

Bases: PhysicalNode

Like a physical node, but with a little more. The actornode assumes responsibility for its own transform, and changes in its own PhysicsObject will be reflected as transforms. This relation goes both ways; changes in the transform will update the object’s position (shoves).

Inheritance diagram

Inheritance diagram of ActorNode

__init__(*args, **kwargs)
getClassType()

C++ Interface: get_class_type()

getContactVector()

C++ Interface: get_contact_vector(ActorNode self)

/**

*/

getPhysicsObject()

C++ Interface: get_physics_object(const ActorNode self)

get_class_type()

C++ Interface: get_class_type()

get_contact_vector()

C++ Interface: get_contact_vector(ActorNode self)

/**

*/

get_physics_object()

C++ Interface: get_physics_object(const ActorNode self)

setContactVector()

C++ Interface: set_contact_vector(const ActorNode self, const LVector3f contact_vector)

/**

*/

setTransformLimit()

C++ Interface: set_transform_limit(const ActorNode self, float limit)

set_contact_vector()

C++ Interface: set_contact_vector(const ActorNode self, const LVector3f contact_vector)

/**

*/

set_transform_limit()

C++ Interface: set_transform_limit(const ActorNode self, float limit)

updateTransform()

C++ Interface: update_transform(const ActorNode self)

// update the parent scene graph node with PhysicsObject information i.e. // copy from PhysicsObject to PandaNode

/**
  • this sets the transform generated by the contained Physical, moving the

  • node and subsequent geometry. i.e. copy from PhysicsObject to PandaNode

*/

update_transform()

C++ Interface: update_transform(const ActorNode self)

// update the parent scene graph node with PhysicsObject information i.e. // copy from PhysicsObject to PandaNode

/**
  • this sets the transform generated by the contained Physical, moving the

  • node and subsequent geometry. i.e. copy from PhysicsObject to PandaNode

*/