BulletRigidBodyNode
from panda3d.bullet import BulletRigidBodyNode
- class BulletRigidBodyNode
- Bases: - BulletBodyNode- Inheritance diagram - __init__(*args, **kwargs)
 - angular_damping
 - angular_factor
 - angular_sleep_threshold
 - angular_velocity
 - applyCentralForce()
- C++ Interface: apply_central_force(const BulletRigidBodyNode self, const LVector3f force) - /**
- */ 
 
 - applyCentralImpulse()
- C++ Interface: apply_central_impulse(const BulletRigidBodyNode self, const LVector3f impulse) - /**
- */ 
 
 - applyForce()
- C++ Interface: apply_force(const BulletRigidBodyNode self, const LVector3f force, const LPoint3f pos) - /**
- */ 
 
 - applyImpulse()
- C++ Interface: apply_impulse(const BulletRigidBodyNode self, const LVector3f impulse, const LPoint3f pos) - /**
- */ 
 
 - applyTorque()
- C++ Interface: apply_torque(const BulletRigidBodyNode self, const LVector3f torque) - /**
- */ 
 
 - applyTorqueImpulse()
- C++ Interface: apply_torque_impulse(const BulletRigidBodyNode self, const LVector3f torque) - /**
- */ 
 
 - apply_central_force()
- C++ Interface: apply_central_force(const BulletRigidBodyNode self, const LVector3f force) - /**
- */ 
 
 - apply_central_impulse()
- C++ Interface: apply_central_impulse(const BulletRigidBodyNode self, const LVector3f impulse) - /**
- */ 
 
 - apply_force()
- C++ Interface: apply_force(const BulletRigidBodyNode self, const LVector3f force, const LPoint3f pos) - /**
- */ 
 
 - apply_impulse()
- C++ Interface: apply_impulse(const BulletRigidBodyNode self, const LVector3f impulse, const LPoint3f pos) - /**
- */ 
 
 - apply_torque()
- C++ Interface: apply_torque(const BulletRigidBodyNode self, const LVector3f torque) - /**
- */ 
 
 - apply_torque_impulse()
- C++ Interface: apply_torque_impulse(const BulletRigidBodyNode self, const LVector3f torque) - /**
- */ 
 
 - getAngularSleepThreshold()
- C++ Interface: get_angular_sleep_threshold(BulletRigidBodyNode self) - /**
- */ 
 
 - getClassType()
- C++ Interface: get_class_type() 
 - getInertia()
- C++ Interface: get_inertia(BulletRigidBodyNode self) - /**
- Returns the inertia of the rigid body. Inertia is given as a three 
- component vector. A component value of zero means infinite inertia along 
- this direction. 
 - */ 
 
 - getInvInertiaDiagLocal()
- C++ Interface: get_inv_inertia_diag_local(BulletRigidBodyNode self) - /**
- */ 
 
 - getInvInertiaTensorWorld()
- C++ Interface: get_inv_inertia_tensor_world(BulletRigidBodyNode self) - /**
- */ 
 
 - getInvMass()
- C++ Interface: get_inv_mass(BulletRigidBodyNode self) - /**
- Returns the inverse mass of a rigid body. 
 - */ 
 
 - getLinearDamping()
- C++ Interface: get_linear_damping(BulletRigidBodyNode self) - // Damping - // Damping - /**
- */ 
 
 - getLinearFactor()
- C++ Interface: get_linear_factor(BulletRigidBodyNode self) - // Restrict movement - // Restrict movement - /**
- */ 
 
 - getLinearSleepThreshold()
- C++ Interface: get_linear_sleep_threshold(BulletRigidBodyNode self) - // Deactivation thresholds - // Deactivation thresholds - /**
- */ 
 
 - getLinearVelocity()
- C++ Interface: get_linear_velocity(BulletRigidBodyNode self) - // Velocity - // Velocity - /**
- */ 
 
 - getMass()
- C++ Interface: get_mass(BulletRigidBodyNode self) - /**
- Returns the total mass of a rigid body. A value of zero means that the 
- body is staic, i.e. has an infinite mass. 
 - */ 
 
 - get_angular_sleep_threshold()
- C++ Interface: get_angular_sleep_threshold(BulletRigidBodyNode self) - /**
- */ 
 
 - get_class_type()
- C++ Interface: get_class_type() 
 - get_inertia()
- C++ Interface: get_inertia(BulletRigidBodyNode self) - /**
- Returns the inertia of the rigid body. Inertia is given as a three 
- component vector. A component value of zero means infinite inertia along 
- this direction. 
 - */ 
 
 - get_inv_inertia_diag_local()
- C++ Interface: get_inv_inertia_diag_local(BulletRigidBodyNode self) - /**
- */ 
 
 - get_inv_inertia_tensor_world()
- C++ Interface: get_inv_inertia_tensor_world(BulletRigidBodyNode self) - /**
- */ 
 
 - get_inv_mass()
- C++ Interface: get_inv_mass(BulletRigidBodyNode self) - /**
- Returns the inverse mass of a rigid body. 
 - */ 
 
 - get_linear_damping()
- C++ Interface: get_linear_damping(BulletRigidBodyNode self) - // Damping - // Damping - /**
- */ 
 
 - get_linear_factor()
- C++ Interface: get_linear_factor(BulletRigidBodyNode self) - // Restrict movement - // Restrict movement - /**
- */ 
 
 - get_linear_sleep_threshold()
- C++ Interface: get_linear_sleep_threshold(BulletRigidBodyNode self) - // Deactivation thresholds - // Deactivation thresholds - /**
- */ 
 
 - get_linear_velocity()
- C++ Interface: get_linear_velocity(BulletRigidBodyNode self) - // Velocity - // Velocity - /**
- */ 
 
 - get_mass()
- C++ Interface: get_mass(BulletRigidBodyNode self) - /**
- Returns the total mass of a rigid body. A value of zero means that the 
- body is staic, i.e. has an infinite mass. 
 - */ 
 
 - gravity
 - inertia
 - inv_inertia_diag_local
 - inv_inertia_tensor_world
 - inv_mass
 - linear_damping
- Damping 
 - linear_factor
- Restrict movement 
 - linear_sleep_threshold
- Deactivation thresholds 
 - linear_velocity
- Velocity 
 - mass
 - pickDirtyFlag()
- C++ Interface: pick_dirty_flag(const BulletRigidBodyNode self) - // Special - /**
- Returns TRUE if the transform of the rigid body has changed at least once 
- since the last call to this method. 
 - */ 
 
 - pick_dirty_flag()
- C++ Interface: pick_dirty_flag(const BulletRigidBodyNode self) - // Special - /**
- Returns TRUE if the transform of the rigid body has changed at least once 
- since the last call to this method. 
 - */ 
 
 - setAngularDamping()
- C++ Interface: set_angular_damping(const BulletRigidBodyNode self, float value) - /**
- */ 
 
 - setAngularFactor()
- C++ Interface: set_angular_factor(const BulletRigidBodyNode self, const LVector3f factor) - /**
- */ 
 
 - setAngularSleepThreshold()
- C++ Interface: set_angular_sleep_threshold(const BulletRigidBodyNode self, float threshold) - /**
- */ 
 
 - setAngularVelocity()
- C++ Interface: set_angular_velocity(const BulletRigidBodyNode self, const LVector3f velocity) - /**
- */ 
 
 - setGravity()
- C++ Interface: set_gravity(const BulletRigidBodyNode self, const LVector3f gravity) - // Gravity - // Gravity - /**
- */ 
 
 - setInertia()
- C++ Interface: set_inertia(const BulletRigidBodyNode self, const LVecBase3f inertia) - /**
- Sets the inertia of a rigid body. Inertia is given as a three-component 
- vector. A component value of zero means infinite inertia along this 
- direction. Setting the intertia will override the value which is 
- automatically calculated from the rigid bodies shape. However, it is 
- possible that automatic calculation of intertia is trigger after calling 
- this method, and thus overwriting the explicitly set value again. This 
- happens when: (a) the mass is set after the inertia. (b) a shape is added 
- or removed from the body. (c) the scale of the body changed. 
 - */ 
 
 - setLinearDamping()
- C++ Interface: set_linear_damping(const BulletRigidBodyNode self, float value) - /**
- */ 
 
 - setLinearFactor()
- C++ Interface: set_linear_factor(const BulletRigidBodyNode self, const LVector3f factor) - /**
- */ 
 
 - setLinearSleepThreshold()
- C++ Interface: set_linear_sleep_threshold(const BulletRigidBodyNode self, float threshold) - /**
- */ 
 
 - setLinearVelocity()
- C++ Interface: set_linear_velocity(const BulletRigidBodyNode self, const LVector3f velocity) - /**
- */ 
 
 - setMass()
- C++ Interface: set_mass(const BulletRigidBodyNode self, float mass) - // Mass & inertia - // Mass & inertia - /**
- Sets the mass of a rigid body. This also modifies the inertia, which is 
- automatically computed from the shape of the body. Setting a value of zero 
- for mass will make the body static. A value of zero can be considered an 
- infinite mass. 
 - */ 
 
 - set_angular_damping()
- C++ Interface: set_angular_damping(const BulletRigidBodyNode self, float value) - /**
- */ 
 
 - set_angular_factor()
- C++ Interface: set_angular_factor(const BulletRigidBodyNode self, const LVector3f factor) - /**
- */ 
 
 - set_angular_sleep_threshold()
- C++ Interface: set_angular_sleep_threshold(const BulletRigidBodyNode self, float threshold) - /**
- */ 
 
 - set_angular_velocity()
- C++ Interface: set_angular_velocity(const BulletRigidBodyNode self, const LVector3f velocity) - /**
- */ 
 
 - set_gravity()
- C++ Interface: set_gravity(const BulletRigidBodyNode self, const LVector3f gravity) - // Gravity - // Gravity - /**
- */ 
 
 - set_inertia()
- C++ Interface: set_inertia(const BulletRigidBodyNode self, const LVecBase3f inertia) - /**
- Sets the inertia of a rigid body. Inertia is given as a three-component 
- vector. A component value of zero means infinite inertia along this 
- direction. Setting the intertia will override the value which is 
- automatically calculated from the rigid bodies shape. However, it is 
- possible that automatic calculation of intertia is trigger after calling 
- this method, and thus overwriting the explicitly set value again. This 
- happens when: (a) the mass is set after the inertia. (b) a shape is added 
- or removed from the body. (c) the scale of the body changed. 
 - */ 
 
 - set_linear_damping()
- C++ Interface: set_linear_damping(const BulletRigidBodyNode self, float value) - /**
- */ 
 
 - set_linear_factor()
- C++ Interface: set_linear_factor(const BulletRigidBodyNode self, const LVector3f factor) - /**
- */ 
 
 - set_linear_sleep_threshold()
- C++ Interface: set_linear_sleep_threshold(const BulletRigidBodyNode self, float threshold) - /**
- */ 
 
 - set_linear_velocity()
- C++ Interface: set_linear_velocity(const BulletRigidBodyNode self, const LVector3f velocity) - /**
- */ 
 
 - set_mass()
- C++ Interface: set_mass(const BulletRigidBodyNode self, float mass) - // Mass & inertia - // Mass & inertia - /**
- Sets the mass of a rigid body. This also modifies the inertia, which is 
- automatically computed from the shape of the body. Setting a value of zero 
- for mass will make the body static. A value of zero can be considered an 
- infinite mass. 
 - */ 
 
 - total_force
 - total_torque
 
