18 #include "pandabase.h"
19 #include "physicalNode.h"
38 void set_contact_vector(
const LVector3 &contact_vector);
39 const LVector3 &get_contact_vector()
const;
43 void update_transform();
45 void set_transform_limit(PN_stdfloat limit) { _transform_limit = limit; };
46 virtual void write(ostream &out,
unsigned int indent=0)
const;
52 PN_stdfloat _transform_limit;
56 virtual void transform_changed();
57 void test_transform(
const TransformState *ts)
const;
63 static void init_type() {
64 PhysicalNode::init_type();
65 register_type(_type_handle,
"ActorNode",
66 PhysicalNode::get_class_type());
69 return get_class_type();
71 virtual TypeHandle force_init_type() {init_type();
return get_class_type();}
78 #include "actorNode.I"
A body on which physics will be applied.
virtual void write(ostream &out, unsigned int indent=0) const
Write a string representation of this instance to <out>.
This is a three-component vector distance (as opposed to a three-component point, which represents a ...
Graph node that encapsulated a series of physical objects.
TypeHandle is the identifier used to differentiate C++ class types.
Like a physical node, but with a little more.