BulletTriangleMesh
from panda3d.bullet import BulletTriangleMesh
- class BulletTriangleMesh
Bases:
TypedWritableReferenceCount
Inheritance diagram
- __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.
*/
- 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