control joints now go on the part bundles

This commit is contained in:
Zachary Pavlov 2007-01-16 19:27:42 +00:00
parent 26b50ba6c9
commit 2f648c1e56

View File

@ -1026,12 +1026,15 @@ class Actor(DirectObject, NodePath):
if joint == None:
Actor.notify.warning("no joint named %s!" % (jointName))
return None
finalNode=node
if node == None:
node = self.attachNewNode(jointName)
node = NodePath(ModelNode(jointName))
node.node().setPreserveTransform(ModelNode.PTLocal)
node.reparentTo(partDef.partBundleNP)
if joint.getType().isDerivedFrom(MovingPartMatrix.getClassType()):
node.setMat(joint.getInitialValue())
elif (lodName!="lodRoot"):
node.instanceTo(partDef.partBundleNP)
# Store a dictionary of jointName: node to list the controls
# requested for joints. The controls will actually be applied
# later, when we load up the animations in bindAnim().