panda3d.bullet.BulletSoftBodyNode

class BulletSoftBodyNode

Bases: BulletBodyNode

Inheritance diagram

Inheritance diagram of BulletSoftBodyNode

getCfg() → BulletSoftBodyConfig
Return type

BulletSoftBodyConfig

getWorldInfo() → BulletSoftBodyWorldInfo
Return type

BulletSoftBodyWorldInfo

generateBendingConstraints(distance: int, material: BulletSoftBodyMaterial) → None
randomizeConstraints() → None
setVolumeMass(mass: float) → None

Mass, volume, density

setVolumeDensity(density: float) → None
setTotalMass(mass: float, fromfaces: bool) → None
setTotalDensity(density: float) → None
setMass(node: int, mass: float) → None
getMass(node: int) → float
getTotalMass() → float
getVolume() → float
addForce(force: LVector3) → None
addForce(force: LVector3, node: int) → None
setVelocity(velocity: LVector3) → None
addVelocity(velocity: LVector3) → None
addVelocity(velocity: LVector3, node: int) → None
setWindVelocity(velocity: LVector3) → None
getWindVelocity() → LVector3
Return type

LVector3

setPose(bvolume: bool, bframe: bool) → None
getAabb() → BoundingBox
Return type

BoundingBox

generateClusters(k: int, maxiterations: int) → None

Cluster

releaseCluster(index: int) → None
releaseClusters() → None
getNumClusters() → int
clusterCom(cluster: int) → LVecBase3
Return type

LVecBase3

linkGeom(geom: Geom) → None

Rendering

unlinkGeom() → None
linkCurve(curve: NurbsCurveEvaluator) → None
unlinkCurve() → None
linkSurface(surface: NurbsSurfaceEvaluator) → None
unlinkSurface() → None
appendAnchor(node: int, body: BulletRigidBodyNode, pivot: LVector3, disable: bool) → None
appendAnchor(node: int, body: BulletRigidBodyNode, disable: bool) → None

Anchors

appendLinearJoint(body: BulletBodyNode, pos: LPoint3, erp: float, cfm: float, split: float) → None
appendLinearJoint(body: BulletBodyNode, cluster: int, erp: float, cfm: float, split: float) → None
appendAngularJoint(body: BulletBodyNode, axis: LVector3, erp: float, cfm: float, split: float, control: BulletSoftBodyControl) → None
getNumMaterials() → int

Materials

getMaterial(idx: int) → BulletSoftBodyMaterial
Return type

BulletSoftBodyMaterial

appendMaterial() → BulletSoftBodyMaterial
Return type

BulletSoftBodyMaterial

getNumNodes() → int
getNode(idx: int) → BulletSoftBodyNodeElement
Return type

BulletSoftBodyNodeElement

getClosestNodeIndex(point: LVecBase3, local: bool) → int

Returns the index of the node which is closest to the given point. The distance between each node and the given point is computed in world space if local=false, and in local space if local=true.

static makeRope(info: BulletSoftBodyWorldInfo, from: LPoint3, to: LPoint3, res: int, fixeds: int) → BulletSoftBodyNode

Factory

Return type

BulletSoftBodyNode

static makePatch(info: BulletSoftBodyWorldInfo, corner00: LPoint3, corner10: LPoint3, corner01: LPoint3, corner11: LPoint3, resx: int, resy: int, fixeds: int, gendiags: bool) → BulletSoftBodyNode
Return type

BulletSoftBodyNode

static makeEllipsoid(info: BulletSoftBodyWorldInfo, center: LPoint3, radius: LVecBase3, res: int) → BulletSoftBodyNode
Return type

BulletSoftBodyNode

static makeTriMesh(info: BulletSoftBodyWorldInfo, geom: Geom, randomizeConstraints: bool) → BulletSoftBodyNode
Return type

BulletSoftBodyNode

static makeTriMesh(info: BulletSoftBodyWorldInfo, points: PTA_LVecBase3, indices: PTA_int, randomizeConstraints: bool) → BulletSoftBodyNode
Return type

BulletSoftBodyNode

static makeTetMesh(info: BulletSoftBodyWorldInfo, points: PTA_LVecBase3, indices: PTA_int, tetralinks: bool) → BulletSoftBodyNode
Return type

BulletSoftBodyNode

static makeTetMesh(info: BulletSoftBodyWorldInfo, ele: str, face: str, node: str) → BulletSoftBodyNode
Return type

BulletSoftBodyNode

static getClassType() → TypeHandle
Return type

TypeHandle

getMaterials() → list
getNodes() → list
property cfg
Return type

BulletSoftBodyConfig

property world_info
Return type

BulletSoftBodyWorldInfo

property wind_velocity

Getter Setter

Return type

LVector3

property aabb
Return type

BoundingBox

property num_clusters
Return type

int

property materials
Return type

Sequence[BulletSoftBodyMaterial]

property nodes
Return type

Sequence[BulletSoftBodyNodeElement]