I am creating a list of model NodePaths and having them move around the screen. I created a CollisionHandlerQueue plus a CollisionTraverser and added the objects to them. On checking the queue they are generating the event needed.
I then get the NodePath and want to remove it from the scene.
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entry = self.collisionQueue.getEntry(i)
objectNodePath = entry.getIntoNodePath()
But when I then call my class that updates the positions of the objects, the NodePath is still active. Is it possible to call something on the objectNodePath in the checking events loop that will remove it from the sceneGraph so the NodePath reports as Empty() or something similiar?
Thanks in advance.