BulletSoftBodyNode

from panda3d.bullet import BulletSoftBodyNode
class BulletSoftBodyNode

Bases:

Bases: BulletBodyNode

Inheritance diagram

Inheritance diagram of BulletSoftBodyNode

property aabb BoundingBox
add_force(force: panda3d.core.LVector3)
add_force(force: panda3d.core.LVector3, node: int)
add_velocity(velocity: panda3d.core.LVector3)
add_velocity(velocity: panda3d.core.LVector3, node: int)
append_anchor(node: int, body: BulletRigidBodyNode, pivot: panda3d.core.LVector3, disable: bool)
append_anchor(node: int, body: BulletRigidBodyNode, disable: bool)

Anchors

append_angular_joint(body: BulletBodyNode, axis: panda3d.core.LVector3, erp: float, cfm: float, split: float, control: BulletSoftBodyControl)
append_linear_joint(body: BulletBodyNode, pos: panda3d.core.LPoint3, erp: float, cfm: float, split: float)
append_linear_joint(body: BulletBodyNode, cluster: int, erp: float, cfm: float, split: float)
append_material() BulletSoftBodyMaterial
property cfg BulletSoftBodyConfig
cluster_com(cluster: int) panda3d.core.LVecBase3
generate_bending_constraints(distance: int, material: BulletSoftBodyMaterial)
generate_clusters(k: int, maxiterations: int)

Cluster

get_aabb() panda3d.core.BoundingBox
get_cfg() BulletSoftBodyConfig
static get_class_type() panda3d.core.TypeHandle
get_closest_node_index(point: panda3d.core.LVecBase3, local: bool) int

Returns the index of the node which is closest to the given point. The distance between each node and the given point is computed in world space if local=false, and in local space if local=true.

get_mass(node: int) float
get_material(idx: int) BulletSoftBodyMaterial
get_materials() list
get_node(idx: int) BulletSoftBodyNodeElement
get_nodes() list
get_num_clusters() int
get_num_materials() int

Materials

get_num_nodes() int
get_total_mass() float
get_volume() float
get_wind_velocity() panda3d.core.LVector3
get_world_info() BulletSoftBodyWorldInfo

Rendering

static make_ellipsoid(info: BulletSoftBodyWorldInfo, center: panda3d.core.LPoint3, radius: panda3d.core.LVecBase3, res: int) BulletSoftBodyNode
static make_patch(info: BulletSoftBodyWorldInfo, corner00: panda3d.core.LPoint3, corner10: panda3d.core.LPoint3, corner01: panda3d.core.LPoint3, corner11: panda3d.core.LPoint3, resx: int, resy: int, fixeds: int, gendiags: bool) BulletSoftBodyNode
static make_rope(info: BulletSoftBodyWorldInfo, from: panda3d.core.LPoint3, to: panda3d.core.LPoint3, res: int, fixeds: int) BulletSoftBodyNode

Factory

static make_tet_mesh(info: BulletSoftBodyWorldInfo, points: panda3d.core.PTA_LVecBase3, indices: panda3d.core.PTA_int, tetralinks: bool) BulletSoftBodyNode
static make_tet_mesh(info: BulletSoftBodyWorldInfo, ele: str, face: str, node: str) BulletSoftBodyNode
static make_tri_mesh(info: BulletSoftBodyWorldInfo, geom: panda3d.core.Geom, randomizeConstraints: bool) BulletSoftBodyNode
static make_tri_mesh(info: BulletSoftBodyWorldInfo, points: panda3d.core.PTA_LVecBase3, indices: panda3d.core.PTA_int, randomizeConstraints: bool) BulletSoftBodyNode
property materials Sequence[BulletSoftBodyMaterial]
property nodes Sequence[BulletSoftBodyNodeElement]
property num_clusters int
randomize_constraints()
release_cluster(index: int)
release_clusters()
set_mass(node: int, mass: float)
set_pose(bvolume: bool, bframe: bool)
set_total_density(density: float)
set_total_mass(mass: float, fromfaces: bool)
set_velocity(velocity: panda3d.core.LVector3)
set_volume_density(density: float)
set_volume_mass(mass: float)

Mass, volume, density

set_wind_velocity(velocity: panda3d.core.LVector3)
property wind_velocity LVector3
property world_info BulletSoftBodyWorldInfo