Public Member Functions |
| | ActorNode (const string &name="") |
| | Constructor.
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| | ActorNode (const ActorNode ©) |
| | Copy Constructor.
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| virtual | ~ActorNode () |
| | destructor
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virtual TypeHandle | force_init_type () |
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const LVector3f & | get_contact_vector () const |
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PhysicsObject * | get_physics_object () |
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virtual TypeHandle | get_type () const |
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void | set_contact_vector (const LVector3f &contact_vector) |
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void | set_transform_limit (float limit) |
| void | update_transform () |
| | this sets the transform generated by the contained Physical, moving the node and subsequent geometry.
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| virtual void | write (ostream &out, unsigned int indent=0) const |
| | Write a string representation of this instance to <out>.
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Static Public Member Functions |
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static TypeHandle | get_class_type () |
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static void | init_type () |
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).
Definition at line 30 of file actorNode.h.