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