BulletBodyNode
from panda3d.bullet import BulletBodyNode
- class BulletBodyNode
Bases:
PandaNode
Inheritance diagram
- __init__(*args, **kwargs)
- active
Deactivation
- addShape()
C++ Interface: add_shape(const BulletBodyNode self, BulletShape shape, const TransformState xform)
// Shapes
- /**
*/
- addShapesFromCollisionSolids()
C++ Interface: add_shapes_from_collision_solids(const BulletBodyNode self, CollisionNode cnode) add_shapes_from_collision_solids(const BulletBodyNode self, CollisionNode cnode, const TransformState relative_transform)
- /**
Add shapes from the specified collision node to this body.
*/
- /**
Add shapes from the specified collision node to this body. Also apply the
given transform state to all solids. This is useful for example when the
collision node is rotated, is not centered to origin, or has several parent
transforms applied on it.
*/
- add_shape()
C++ Interface: add_shape(const BulletBodyNode self, BulletShape shape, const TransformState xform)
// Shapes
- /**
*/
- add_shapes_from_collision_solids()
C++ Interface: add_shapes_from_collision_solids(const BulletBodyNode self, CollisionNode cnode) add_shapes_from_collision_solids(const BulletBodyNode self, CollisionNode cnode, const TransformState relative_transform)
- /**
Add shapes from the specified collision node to this body.
*/
- /**
Add shapes from the specified collision node to this body. Also apply the
given transform state to all solids. This is useful for example when the
collision node is rotated, is not centered to origin, or has several parent
transforms applied on it.
*/
- anisotropic_friction
- ccd_motion_threshold
- ccd_swept_sphere_radius
CCD
- checkCollisionWith()
C++ Interface: check_collision_with(const BulletBodyNode self, PandaNode node)
- /**
*/
- check_collision_with()
C++ Interface: check_collision_with(const BulletBodyNode self, PandaNode node)
- /**
*/
- collision_notification
- collision_response
- contact_processing_threshold
- contact_response
- deactivation_enabled
- deactivation_time
- debug_enabled
- friction
- getCcdSweptSphereRadius()
C++ Interface: get_ccd_swept_sphere_radius(BulletBodyNode self)
// CCD
// CCD
- /**
*/
- getClassType()
C++ Interface: get_class_type()
- getContactProcessingThreshold()
C++ Interface: get_contact_processing_threshold(BulletBodyNode self)
- /**
*/
- getRestitution()
C++ Interface: get_restitution(BulletBodyNode self)
// Friction and Restitution
// Friction and Restitution
- /**
*/
- getShapeBounds()
C++ Interface: get_shape_bounds(BulletBodyNode self)
- /**
Returns the current bounds of all collision shapes owned by this body.
*/
- getShapes()
- get_ccd_swept_sphere_radius()
C++ Interface: get_ccd_swept_sphere_radius(BulletBodyNode self)
// CCD
// CCD
- /**
*/
- get_class_type()
C++ Interface: get_class_type()
- get_contact_processing_threshold()
C++ Interface: get_contact_processing_threshold(BulletBodyNode self)
- /**
*/
- get_restitution()
C++ Interface: get_restitution(BulletBodyNode self)
// Friction and Restitution
// Friction and Restitution
- /**
*/
- get_shape_bounds()
C++ Interface: get_shape_bounds(BulletBodyNode self)
- /**
Returns the current bounds of all collision shapes owned by this body.
*/
- get_shapes()
- isDebugEnabled()
C++ Interface: is_debug_enabled(BulletBodyNode self)
- /**
Returns TRUE if the debug visualisation is enabled for this collision
object, and FALSE if the debug visualisation is disabled.
*/
- isStatic()
C++ Interface: is_static(BulletBodyNode self)
// Static and kinematic
// Static and kinematic
- /**
*/
- is_debug_enabled()
C++ Interface: is_debug_enabled(BulletBodyNode self)
- /**
Returns TRUE if the debug visualisation is enabled for this collision
object, and FALSE if the debug visualisation is disabled.
*/
- is_static()
C++ Interface: is_static(BulletBodyNode self)
// Static and kinematic
// Static and kinematic
- /**
*/
- kinematic
- restitution
Friction and Restitution
- setAnisotropicFriction()
C++ Interface: set_anisotropic_friction(const BulletBodyNode self, const LVecBase3f friction)
- /**
*/
- setCcdMotionThreshold()
C++ Interface: set_ccd_motion_threshold(const BulletBodyNode self, float threshold)
- /**
*/
- setCcdSweptSphereRadius()
C++ Interface: set_ccd_swept_sphere_radius(const BulletBodyNode self, float radius)
- /**
*/
- setCollisionResponse()
C++ Interface: set_collision_response(const BulletBodyNode self, bool value)
- /**
*/
- setContactProcessingThreshold()
C++ Interface: set_contact_processing_threshold(const BulletBodyNode self, float threshold)
- /**
The constraint solver can discard solving contacts, if the distance is
above this threshold.
*/
- setDeactivationEnabled()
C++ Interface: set_deactivation_enabled(const BulletBodyNode self, bool enabled)
- /**
If true, this object will be deactivated after a certain amount of time has
passed without movement. If false, the object will always remain active.
*/
- setDeactivationTime()
C++ Interface: set_deactivation_time(const BulletBodyNode self, float dt)
- /**
*/
- setDebugEnabled()
C++ Interface: set_debug_enabled(const BulletBodyNode self, bool enabled)
// Debug Visualisation
// Debug Visualisation
- /**
Enables or disables the debug visualisation for this collision object. By
default the debug visualisation is enabled.
*/
- setIntoCollideMask()
C++ Interface: set_into_collide_mask(const BulletBodyNode self, BitMask mask)
// Contacts
- /**
*/
- setRestitution()
C++ Interface: set_restitution(const BulletBodyNode self, float restitution)
- /**
*/
- setTransformDirty()
C++ Interface: set_transform_dirty(const BulletBodyNode self)
// Special
- /**
This method enforces an update of the Bullet transform, that is copies the
scene graph transform to the Bullet transform. This is achieved by alling
the protected PandaNode hook ‘transform_changed’.
*/
- set_anisotropic_friction()
C++ Interface: set_anisotropic_friction(const BulletBodyNode self, const LVecBase3f friction)
- /**
*/
- set_ccd_motion_threshold()
C++ Interface: set_ccd_motion_threshold(const BulletBodyNode self, float threshold)
- /**
*/
- set_ccd_swept_sphere_radius()
C++ Interface: set_ccd_swept_sphere_radius(const BulletBodyNode self, float radius)
- /**
*/
- set_collision_response()
C++ Interface: set_collision_response(const BulletBodyNode self, bool value)
- /**
*/
- set_contact_processing_threshold()
C++ Interface: set_contact_processing_threshold(const BulletBodyNode self, float threshold)
- /**
The constraint solver can discard solving contacts, if the distance is
above this threshold.
*/
- set_deactivation_enabled()
C++ Interface: set_deactivation_enabled(const BulletBodyNode self, bool enabled)
- /**
If true, this object will be deactivated after a certain amount of time has
passed without movement. If false, the object will always remain active.
*/
- set_deactivation_time()
C++ Interface: set_deactivation_time(const BulletBodyNode self, float dt)
- /**
*/
- set_debug_enabled()
C++ Interface: set_debug_enabled(const BulletBodyNode self, bool enabled)
// Debug Visualisation
// Debug Visualisation
- /**
Enables or disables the debug visualisation for this collision object. By
default the debug visualisation is enabled.
*/
- set_into_collide_mask()
C++ Interface: set_into_collide_mask(const BulletBodyNode self, BitMask mask)
// Contacts
- /**
*/
- set_restitution()
C++ Interface: set_restitution(const BulletBodyNode self, float restitution)
- /**
*/
- set_transform_dirty()
C++ Interface: set_transform_dirty(const BulletBodyNode self)
// Special
- /**
This method enforces an update of the Bullet transform, that is copies the
scene graph transform to the Bullet transform. This is achieved by alling
the protected PandaNode hook ‘transform_changed’.
*/
- shape_bounds
- shape_mat
- shape_pos
- shape_transform
- shapes
- static
Static and kinematic