BulletTriangleMesh

from panda3d.bullet import BulletTriangleMesh
class BulletTriangleMesh

Bases: TypedWritableReferenceCount

Inheritance diagram

Inheritance diagram of BulletTriangleMesh

__init__(*args, **kwargs)
addArray()

C++ Interface: add_array(const BulletTriangleMesh self, const PointerToArray points, const PointerToArray indices, bool remove_duplicate_vertices)

/**
  • Adds triangle information from an array of points and indices referring to

  • these points. This is more efficient than adding triangles one at a time.

  • If remove_duplicate_vertices is true, it will make sure that it does not

  • add duplicate vertices if they already exist in the triangle mesh, within

  • the tolerance specified by set_welding_distance(). This comes at a

  • significant performance cost, especially for large meshes.

*/

addGeom()

C++ Interface: add_geom(const BulletTriangleMesh self, const Geom geom, bool remove_duplicate_vertices, const TransformState ts)

/**
  • Adds the geometry from the indicated Geom from the triangle mesh. This is

  • a one-time copy operation, and future updates to the Geom will not be

  • reflected.

  • If remove_duplicate_vertices is true, it will make sure that it does not

  • add duplicate vertices if they already exist in the triangle mesh, within

  • the tolerance specified by set_welding_distance(). This comes at a

  • significant performance cost, especially for large meshes.

*/

addTriangle()

C++ Interface: add_triangle(const BulletTriangleMesh self, const LPoint3f p0, const LPoint3f p1, const LPoint3f p2, bool remove_duplicate_vertices)

/**
  • Adds a triangle with the indicated coordinates.

  • If remove_duplicate_vertices is true, it will make sure that it does not

  • add duplicate vertices if they already exist in the triangle mesh, within

  • the tolerance specified by set_welding_distance(). This comes at a

  • significant performance cost, especially for large meshes.

*/

add_array()

C++ Interface: add_array(const BulletTriangleMesh self, const PointerToArray points, const PointerToArray indices, bool remove_duplicate_vertices)

/**
  • Adds triangle information from an array of points and indices referring to

  • these points. This is more efficient than adding triangles one at a time.

  • If remove_duplicate_vertices is true, it will make sure that it does not

  • add duplicate vertices if they already exist in the triangle mesh, within

  • the tolerance specified by set_welding_distance(). This comes at a

  • significant performance cost, especially for large meshes.

*/

add_geom()

C++ Interface: add_geom(const BulletTriangleMesh self, const Geom geom, bool remove_duplicate_vertices, const TransformState ts)

/**
  • Adds the geometry from the indicated Geom from the triangle mesh. This is

  • a one-time copy operation, and future updates to the Geom will not be

  • reflected.

  • If remove_duplicate_vertices is true, it will make sure that it does not

  • add duplicate vertices if they already exist in the triangle mesh, within

  • the tolerance specified by set_welding_distance(). This comes at a

  • significant performance cost, especially for large meshes.

*/

add_triangle()

C++ Interface: add_triangle(const BulletTriangleMesh self, const LPoint3f p0, const LPoint3f p1, const LPoint3f p2, bool remove_duplicate_vertices)

/**
  • Adds a triangle with the indicated coordinates.

  • If remove_duplicate_vertices is true, it will make sure that it does not

  • add duplicate vertices if they already exist in the triangle mesh, within

  • the tolerance specified by set_welding_distance(). This comes at a

  • significant performance cost, especially for large meshes.

*/

getClassType()

C++ Interface: get_class_type()

getNumTriangles()

C++ Interface: get_num_triangles(BulletTriangleMesh self)

/**
  • Returns the number of triangles in this triangle mesh.

*/

getWeldingDistance()

C++ Interface: get_welding_distance(BulletTriangleMesh self)

/**
  • Returns the value previously set with set_welding_distance(), or the

  • value of 0 if none was set.

*/

get_class_type()

C++ Interface: get_class_type()

get_num_triangles()

C++ Interface: get_num_triangles(BulletTriangleMesh self)

/**
  • Returns the number of triangles in this triangle mesh.

*/

get_welding_distance()

C++ Interface: get_welding_distance(BulletTriangleMesh self)

/**
  • Returns the value previously set with set_welding_distance(), or the

  • value of 0 if none was set.

*/

output()

C++ Interface: output(BulletTriangleMesh self, ostream out)

/**

*/

preallocate()

C++ Interface: preallocate(const BulletTriangleMesh self, int num_verts, int num_indices)

/**
  • Used to reserve memory in anticipation of the given amount of vertices and

  • indices being added to the triangle mesh. This is useful if you are about

  • to call add_triangle() many times, to prevent unnecessary reallocations.

*/

setWeldingDistance()

C++ Interface: set_welding_distance(const BulletTriangleMesh self, float distance)

/**
  • Sets the square of the distance at which vertices will be merged

  • together when adding geometry with remove_duplicate_vertices set to true.

  • The default is 0, meaning vertices will only be merged if they have the

  • exact same position.

*/

set_welding_distance()

C++ Interface: set_welding_distance(const BulletTriangleMesh self, float distance)

/**
  • Sets the square of the distance at which vertices will be merged

  • together when adding geometry with remove_duplicate_vertices set to true.

  • The default is 0, meaning vertices will only be merged if they have the

  • exact same position.

*/

triangles
vertices
welding_distance
write()

C++ Interface: write(BulletTriangleMesh self, ostream out, int indent_level)

/**

*/