BulletRigidBodyNode

from panda3d.bullet import BulletRigidBodyNode
class BulletRigidBodyNode

Bases: BulletBodyNode

Inheritance diagram

Inheritance diagram of BulletRigidBodyNode

__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)

/**

*/

clearForces()

C++ Interface: clear_forces(const BulletRigidBodyNode self)

// Forces

/**

*/

clear_forces()

C++ Interface: clear_forces(const BulletRigidBodyNode self)

// Forces

/**

*/

getAngularDamping()

C++ Interface: get_angular_damping(BulletRigidBodyNode self)

/**

*/

getAngularFactor()

C++ Interface: get_angular_factor(BulletRigidBodyNode self)

/**

*/

getAngularSleepThreshold()

C++ Interface: get_angular_sleep_threshold(BulletRigidBodyNode self)

/**

*/

getAngularVelocity()

C++ Interface: get_angular_velocity(BulletRigidBodyNode self)

/**

*/

getClassType()

C++ Interface: get_class_type()

getGravity()

C++ Interface: get_gravity(BulletRigidBodyNode self)

/**

*/

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.

*/

getTotalForce()

C++ Interface: get_total_force(BulletRigidBodyNode self)

/**

*/

getTotalTorque()

C++ Interface: get_total_torque(BulletRigidBodyNode self)

/**

*/

get_angular_damping()

C++ Interface: get_angular_damping(BulletRigidBodyNode self)

/**

*/

get_angular_factor()

C++ Interface: get_angular_factor(BulletRigidBodyNode self)

/**

*/

get_angular_sleep_threshold()

C++ Interface: get_angular_sleep_threshold(BulletRigidBodyNode self)

/**

*/

get_angular_velocity()

C++ Interface: get_angular_velocity(BulletRigidBodyNode self)

/**

*/

get_class_type()

C++ Interface: get_class_type()

get_gravity()

C++ Interface: get_gravity(BulletRigidBodyNode self)

/**

*/

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.

*/

get_total_force()

C++ Interface: get_total_force(BulletRigidBodyNode self)

/**

*/

get_total_torque()

C++ Interface: get_total_torque(BulletRigidBodyNode self)

/**

*/

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