BulletBodyNode

from panda3d.bullet import BulletBodyNode
class BulletBodyNode

Bases: PandaNode

Inheritance diagram

Inheritance diagram of BulletBodyNode

__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
forceActive()

C++ Interface: force_active(const BulletBodyNode self, bool active)

/**

*/

force_active()

C++ Interface: force_active(const BulletBodyNode self, bool active)

/**

*/

friction
getAnisotropicFriction()

C++ Interface: get_anisotropic_friction(BulletBodyNode self)

/**

*/

getCcdMotionThreshold()

C++ Interface: get_ccd_motion_threshold(BulletBodyNode self)

/**

*/

getCcdSweptSphereRadius()

C++ Interface: get_ccd_swept_sphere_radius(BulletBodyNode self)

// CCD

// CCD

/**

*/

getClassType()

C++ Interface: get_class_type()

getCollisionResponse()

C++ Interface: get_collision_response(BulletBodyNode self)

/**

*/

getContactProcessingThreshold()

C++ Interface: get_contact_processing_threshold(BulletBodyNode self)

/**

*/

getDeactivationTime()

C++ Interface: get_deactivation_time(BulletBodyNode self)

/**

*/

getFriction()

C++ Interface: get_friction(BulletBodyNode self)

/**

*/

getNumShapes()

C++ Interface: get_num_shapes(BulletBodyNode self)

/**

*/

getRestitution()

C++ Interface: get_restitution(BulletBodyNode self)

// Friction and Restitution

// Friction and Restitution

/**

*/

getShape()

C++ Interface: get_shape(BulletBodyNode self, int idx)

/**

*/

getShapeBounds()

C++ Interface: get_shape_bounds(BulletBodyNode self)

/**
  • Returns the current bounds of all collision shapes owned by this body.

*/

getShapeMat()

C++ Interface: get_shape_mat(BulletBodyNode self, int idx)

/**

*/

getShapePos()

C++ Interface: get_shape_pos(BulletBodyNode self, int idx)

/**

*/

getShapeTransform()

C++ Interface: get_shape_transform(BulletBodyNode self, int idx)

/**

*/

getShapes()
get_anisotropic_friction()

C++ Interface: get_anisotropic_friction(BulletBodyNode self)

/**

*/

get_ccd_motion_threshold()

C++ Interface: get_ccd_motion_threshold(BulletBodyNode self)

/**

*/

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_collision_response()

C++ Interface: get_collision_response(BulletBodyNode self)

/**

*/

get_contact_processing_threshold()

C++ Interface: get_contact_processing_threshold(BulletBodyNode self)

/**

*/

get_deactivation_time()

C++ Interface: get_deactivation_time(BulletBodyNode self)

/**

*/

get_friction()

C++ Interface: get_friction(BulletBodyNode self)

/**

*/

get_num_shapes()

C++ Interface: get_num_shapes(BulletBodyNode self)

/**

*/

get_restitution()

C++ Interface: get_restitution(BulletBodyNode self)

// Friction and Restitution

// Friction and Restitution

/**

*/

get_shape()

C++ Interface: get_shape(BulletBodyNode self, int idx)

/**

*/

get_shape_bounds()

C++ Interface: get_shape_bounds(BulletBodyNode self)

/**
  • Returns the current bounds of all collision shapes owned by this body.

*/

get_shape_mat()

C++ Interface: get_shape_mat(BulletBodyNode self, int idx)

/**

*/

get_shape_pos()

C++ Interface: get_shape_pos(BulletBodyNode self, int idx)

/**

*/

get_shape_transform()

C++ Interface: get_shape_transform(BulletBodyNode self, int idx)

/**

*/

get_shapes()
hasAnisotropicFriction()

C++ Interface: has_anisotropic_friction(BulletBodyNode self)

/**

*/

hasContactResponse()

C++ Interface: has_contact_response(BulletBodyNode self)

/**

*/

has_anisotropic_friction()

C++ Interface: has_anisotropic_friction(BulletBodyNode self)

/**

*/

has_contact_response()

C++ Interface: has_contact_response(BulletBodyNode self)

/**

*/

isActive()

C++ Interface: is_active(BulletBodyNode self)

// Deactivation

// Deactivation

/**

*/

isDeactivationEnabled()

C++ Interface: is_deactivation_enabled(BulletBodyNode self)

/**

*/

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.

*/

isKinematic()

C++ Interface: is_kinematic(BulletBodyNode self)

/**

*/

isStatic()

C++ Interface: is_static(BulletBodyNode self)

// Static and kinematic

// Static and kinematic

/**

*/

is_active()

C++ Interface: is_active(BulletBodyNode self)

// Deactivation

// Deactivation

/**

*/

is_deactivation_enabled()

C++ Interface: is_deactivation_enabled(BulletBodyNode self)

/**

*/

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_kinematic()

C++ Interface: is_kinematic(BulletBodyNode self)

/**

*/

is_static()

C++ Interface: is_static(BulletBodyNode self)

// Static and kinematic

// Static and kinematic

/**

*/

kinematic
notifiesCollisions()

C++ Interface: notifies_collisions(BulletBodyNode self)

/**

*/

notifies_collisions()

C++ Interface: notifies_collisions(BulletBodyNode self)

/**

*/

notifyCollisions()

C++ Interface: notify_collisions(const BulletBodyNode self, bool value)

/**

*/

notify_collisions()

C++ Interface: notify_collisions(const BulletBodyNode self, bool value)

/**

*/

removeShape()

C++ Interface: remove_shape(const BulletBodyNode self, BulletShape shape)

/**

*/

remove_shape()

C++ Interface: remove_shape(const BulletBodyNode self, BulletShape shape)

/**

*/

restitution

Friction and Restitution

setActive()

C++ Interface: set_active(const BulletBodyNode self, bool active, bool force)

/**

*/

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.

*/

setFriction()

C++ Interface: set_friction(const BulletBodyNode self, float friction)

/**

*/

setIntoCollideMask()

C++ Interface: set_into_collide_mask(const BulletBodyNode self, BitMask mask)

// Contacts

/**

*/

setKinematic()

C++ Interface: set_kinematic(const BulletBodyNode self, bool value)

/**

*/

setRestitution()

C++ Interface: set_restitution(const BulletBodyNode self, float restitution)

/**

*/

setStatic()

C++ Interface: set_static(const BulletBodyNode self, bool value)

/**

*/

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_active()

C++ Interface: set_active(const BulletBodyNode self, bool active, bool force)

/**

*/

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_friction()

C++ Interface: set_friction(const BulletBodyNode self, float friction)

/**

*/

set_into_collide_mask()

C++ Interface: set_into_collide_mask(const BulletBodyNode self, BitMask mask)

// Contacts

/**

*/

set_kinematic()

C++ Interface: set_kinematic(const BulletBodyNode self, bool value)

/**

*/

set_restitution()

C++ Interface: set_restitution(const BulletBodyNode self, float restitution)

/**

*/

set_static()

C++ Interface: set_static(const BulletBodyNode self, bool value)

/**

*/

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