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
- __init__(*args, **kwargs)
- getClassType()
C++ Interface: get_class_type()
- getPhysicsObject()
C++ Interface: get_physics_object(const ActorNode self)
- get_class_type()
C++ Interface: get_class_type()
- 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
*/