BulletWorld

from panda3d.bullet import BulletWorld
class BulletWorld

Bases: TypedReferenceCount

Inheritance diagram

Inheritance diagram of BulletWorld

BADynamicAabbTree = 1
BASweepAndPrune = 0
BA_dynamic_aabb_tree = 1
BA_sweep_and_prune = 0
FACallback = 2
FAGroupsMask = 1
FAMask = 0
FA_callback = 2
FA_groups_mask = 1
FA_mask = 0
__init__(*args, **kwargs)
attach()

C++ Interface: attach(const BulletWorld self, TypedObject object)

// AttachRemove

/**

*/

attachCharacter()

C++ Interface: attach_character(const BulletWorld self, BulletBaseCharacterControllerNode node)

/**
  • @deprecated Please use BulletWorld::attach

*/

attachConstraint()

C++ Interface: attach_constraint(const BulletWorld self, BulletConstraint constraint, bool linked_collision)

/**
  • Attaches a single constraint to a world. Collision checks between the

  • linked objects will be disabled if the second parameter is set to TRUE.

*/

attachGhost()

C++ Interface: attach_ghost(const BulletWorld self, BulletGhostNode node)

// Deprecated methods, will be removed soon

/**
  • @deprecated Please use BulletWorld::attach

*/

attachRigidBody()

C++ Interface: attach_rigid_body(const BulletWorld self, BulletRigidBodyNode node)

/**
  • @deprecated Please use BulletWorld::attach

*/

attachSoftBody()

C++ Interface: attach_soft_body(const BulletWorld self, BulletSoftBodyNode node)

/**
  • @deprecated Please use BulletWorld::attach

*/

attachVehicle()

C++ Interface: attach_vehicle(const BulletWorld self, BulletVehicle vehicle)

/**
  • @deprecated Please use BulletWorld::attach

*/

attach_character()

C++ Interface: attach_character(const BulletWorld self, BulletBaseCharacterControllerNode node)

/**
  • @deprecated Please use BulletWorld::attach

*/

attach_constraint()

C++ Interface: attach_constraint(const BulletWorld self, BulletConstraint constraint, bool linked_collision)

/**
  • Attaches a single constraint to a world. Collision checks between the

  • linked objects will be disabled if the second parameter is set to TRUE.

*/

attach_ghost()

C++ Interface: attach_ghost(const BulletWorld self, BulletGhostNode node)

// Deprecated methods, will be removed soon

/**
  • @deprecated Please use BulletWorld::attach

*/

attach_rigid_body()

C++ Interface: attach_rigid_body(const BulletWorld self, BulletRigidBodyNode node)

/**
  • @deprecated Please use BulletWorld::attach

*/

attach_soft_body()

C++ Interface: attach_soft_body(const BulletWorld self, BulletSoftBodyNode node)

/**
  • @deprecated Please use BulletWorld::attach

*/

attach_vehicle()

C++ Interface: attach_vehicle(const BulletWorld self, BulletVehicle vehicle)

/**
  • @deprecated Please use BulletWorld::attach

*/

characters
clearContactAddedCallback()

C++ Interface: clear_contact_added_callback(const BulletWorld self)

/**

*/

clearDebugNode()

C++ Interface: clear_debug_node(const BulletWorld self)

/**
  • Removes a debug node that has been assigned to this BulletWorld.

*/

clearFilterCallback()

C++ Interface: clear_filter_callback(const BulletWorld self)

/**

*/

clearTickCallback()

C++ Interface: clear_tick_callback(const BulletWorld self)

/**

*/

clear_contact_added_callback()

C++ Interface: clear_contact_added_callback(const BulletWorld self)

/**

*/

clear_debug_node()

C++ Interface: clear_debug_node(const BulletWorld self)

/**
  • Removes a debug node that has been assigned to this BulletWorld.

*/

clear_filter_callback()

C++ Interface: clear_filter_callback(const BulletWorld self)

/**

*/

clear_tick_callback()

C++ Interface: clear_tick_callback(const BulletWorld self)

/**

*/

constraints
contactTest()

C++ Interface: contact_test(BulletWorld self, PandaNode node, bool use_filter)

/**
  • Performas a test for all bodies which are currently in contact with the

  • given body. The test returns a BulletContactResult object which may

  • contain zero, one or more contacts.

  • If the optional parameter use_filter is set to TRUE this test will consider

  • filter settings. Otherwise all objects in contact are reported, no matter

  • if they would collide or not.

*/

contactTestPair()

C++ Interface: contact_test_pair(BulletWorld self, PandaNode node0, PandaNode node1)

/**
  • Performas a test if the two bodies given as parameters are in contact or

  • not. The test returns a BulletContactResult object which may contain zero

  • or one contacts.

*/

contact_test()

C++ Interface: contact_test(BulletWorld self, PandaNode node, bool use_filter)

/**
  • Performas a test for all bodies which are currently in contact with the

  • given body. The test returns a BulletContactResult object which may

  • contain zero, one or more contacts.

  • If the optional parameter use_filter is set to TRUE this test will consider

  • filter settings. Otherwise all objects in contact are reported, no matter

  • if they would collide or not.

*/

contact_test_pair()

C++ Interface: contact_test_pair(BulletWorld self, PandaNode node0, PandaNode node1)

/**
  • Performas a test if the two bodies given as parameters are in contact or

  • not. The test returns a BulletContactResult object which may contain zero

  • or one contacts.

*/

debug_node
doPhysics()

C++ Interface: do_physics(const BulletWorld self, float dt, int max_substeps, float stepsize)

/**

*/

do_physics()

C++ Interface: do_physics(const BulletWorld self, float dt, int max_substeps, float stepsize)

/**

*/

filterTest()

C++ Interface: filter_test(BulletWorld self, PandaNode node0, PandaNode node1)

/**
  • Performs a test if two bodies should collide or not, based on the collision

  • filter setting.

*/

filter_test()

C++ Interface: filter_test(BulletWorld self, PandaNode node0, PandaNode node1)

/**
  • Performs a test if two bodies should collide or not, based on the collision

  • filter setting.

*/

force_update_all_aabbs
getCharacter()

C++ Interface: get_character(BulletWorld self, int idx)

/**

*/

getCharacters()
getClassType()

C++ Interface: get_class_type()

getConstraint()

C++ Interface: get_constraint(BulletWorld self, int idx)

/**

*/

getConstraints()
getDebugNode()

C++ Interface: get_debug_node(BulletWorld self)

/**

*/

getForceUpdateAllAabbs()

C++ Interface: get_force_update_all_aabbs(BulletWorld self)

/**

*/

getGhost()

C++ Interface: get_ghost(BulletWorld self, int idx)

/**

*/

getGhosts()
getGravity()

C++ Interface: get_gravity(BulletWorld self)

/**

*/

getGroupCollisionFlag()

C++ Interface: get_group_collision_flag(BulletWorld self, int group1, int group2)

/**

*/

getManifold()

C++ Interface: get_manifold(BulletWorld self, int idx)

/**

*/

getManifolds()
getNumCharacters()

C++ Interface: get_num_characters(BulletWorld self)

// Character controller

// Character controller

// Character controller

/**

*/

getNumConstraints()

C++ Interface: get_num_constraints(BulletWorld self)

// Constraint

// Constraint

// Constraint

/**

*/

getNumGhosts()

C++ Interface: get_num_ghosts(BulletWorld self)

// Ghost object

// Ghost object

// Ghost object

/**

*/

getNumManifolds()

C++ Interface: get_num_manifolds(BulletWorld self)

// Manifolds

// Manifolds

// Manifolds

/**

*/

getNumRigidBodies()

C++ Interface: get_num_rigid_bodies(BulletWorld self)

// Rigid body

// Rigid body

// Rigid body

/**

*/

getNumSoftBodies()

C++ Interface: get_num_soft_bodies(BulletWorld self)

// Soft body

// Soft body

// Soft body

/**

*/

getNumVehicles()

C++ Interface: get_num_vehicles(BulletWorld self)

/**

*/

getRigidBodies()
getRigidBody()

C++ Interface: get_rigid_body(BulletWorld self, int idx)

/**

*/

getSoftBodies()
getSoftBody()

C++ Interface: get_soft_body(BulletWorld self, int idx)

/**

*/

getVehicle()

C++ Interface: get_vehicle(BulletWorld self, int idx)

/**

*/

getVehicles()
getWorldInfo()

C++ Interface: get_world_info(const BulletWorld self)

/**

*/

get_character()

C++ Interface: get_character(BulletWorld self, int idx)

/**

*/

get_characters()
get_class_type()

C++ Interface: get_class_type()

get_constraint()

C++ Interface: get_constraint(BulletWorld self, int idx)

/**

*/

get_constraints()
get_debug_node()

C++ Interface: get_debug_node(BulletWorld self)

/**

*/

get_force_update_all_aabbs()

C++ Interface: get_force_update_all_aabbs(BulletWorld self)

/**

*/

get_ghost()

C++ Interface: get_ghost(BulletWorld self, int idx)

/**

*/

get_ghosts()
get_gravity()

C++ Interface: get_gravity(BulletWorld self)

/**

*/

get_group_collision_flag()

C++ Interface: get_group_collision_flag(BulletWorld self, int group1, int group2)

/**

*/

get_manifold()

C++ Interface: get_manifold(BulletWorld self, int idx)

/**

*/

get_manifolds()
get_num_characters()

C++ Interface: get_num_characters(BulletWorld self)

// Character controller

// Character controller

// Character controller

/**

*/

get_num_constraints()

C++ Interface: get_num_constraints(BulletWorld self)

// Constraint

// Constraint

// Constraint

/**

*/

get_num_ghosts()

C++ Interface: get_num_ghosts(BulletWorld self)

// Ghost object

// Ghost object

// Ghost object

/**

*/

get_num_manifolds()

C++ Interface: get_num_manifolds(BulletWorld self)

// Manifolds

// Manifolds

// Manifolds

/**

*/

get_num_rigid_bodies()

C++ Interface: get_num_rigid_bodies(BulletWorld self)

// Rigid body

// Rigid body

// Rigid body

/**

*/

get_num_soft_bodies()

C++ Interface: get_num_soft_bodies(BulletWorld self)

// Soft body

// Soft body

// Soft body

/**

*/

get_num_vehicles()

C++ Interface: get_num_vehicles(BulletWorld self)

/**

*/

get_rigid_bodies()
get_rigid_body()

C++ Interface: get_rigid_body(BulletWorld self, int idx)

/**

*/

get_soft_bodies()
get_soft_body()

C++ Interface: get_soft_body(BulletWorld self, int idx)

/**

*/

get_vehicle()

C++ Interface: get_vehicle(BulletWorld self, int idx)

/**

*/

get_vehicles()
get_world_info()

C++ Interface: get_world_info(const BulletWorld self)

/**

*/

ghosts
gravity
hasDebugNode()

C++ Interface: has_debug_node(BulletWorld self)

/**

*/

has_debug_node()

C++ Interface: has_debug_node(BulletWorld self)

/**

*/

manifolds
rayTestAll()

C++ Interface: ray_test_all(BulletWorld self, const LPoint3f from_pos, const LPoint3f to_pos, const BitMask mask)

/**

*/

rayTestClosest()

C++ Interface: ray_test_closest(BulletWorld self, const LPoint3f from_pos, const LPoint3f to_pos, const BitMask mask)

// Raycast and other queries

/**

*/

ray_test_all()

C++ Interface: ray_test_all(BulletWorld self, const LPoint3f from_pos, const LPoint3f to_pos, const BitMask mask)

/**

*/

ray_test_closest()

C++ Interface: ray_test_closest(BulletWorld self, const LPoint3f from_pos, const LPoint3f to_pos, const BitMask mask)

// Raycast and other queries

/**

*/

remove()

C++ Interface: remove(const BulletWorld self, TypedObject object)

/**

*/

removeCharacter()

C++ Interface: remove_character(const BulletWorld self, BulletBaseCharacterControllerNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

removeConstraint()

C++ Interface: remove_constraint(const BulletWorld self, BulletConstraint constraint)

/**
  • @deprecated Please use BulletWorld::remove

*/

removeGhost()

C++ Interface: remove_ghost(const BulletWorld self, BulletGhostNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

removeRigidBody()

C++ Interface: remove_rigid_body(const BulletWorld self, BulletRigidBodyNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

removeSoftBody()

C++ Interface: remove_soft_body(const BulletWorld self, BulletSoftBodyNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

removeVehicle()

C++ Interface: remove_vehicle(const BulletWorld self, BulletVehicle vehicle)

/**
  • @deprecated Please use BulletWorld::remove

*/

remove_character()

C++ Interface: remove_character(const BulletWorld self, BulletBaseCharacterControllerNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

remove_constraint()

C++ Interface: remove_constraint(const BulletWorld self, BulletConstraint constraint)

/**
  • @deprecated Please use BulletWorld::remove

*/

remove_ghost()

C++ Interface: remove_ghost(const BulletWorld self, BulletGhostNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

remove_rigid_body()

C++ Interface: remove_rigid_body(const BulletWorld self, BulletRigidBodyNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

remove_soft_body()

C++ Interface: remove_soft_body(const BulletWorld self, BulletSoftBodyNode node)

/**
  • @deprecated Please use BulletWorld::remove

*/

remove_vehicle()

C++ Interface: remove_vehicle(const BulletWorld self, BulletVehicle vehicle)

/**
  • @deprecated Please use BulletWorld::remove

*/

rigid_bodies
setContactAddedCallback()

C++ Interface: set_contact_added_callback(const BulletWorld self, CallbackObject obj)

// Callbacks

/**

*/

setDebugNode()

C++ Interface: set_debug_node(const BulletWorld self, BulletDebugNode node)

// Debug

// Debug

/**

*/

setFilterCallback()

C++ Interface: set_filter_callback(const BulletWorld self, CallbackObject obj)

/**

*/

setForceUpdateAllAabbs()

C++ Interface: set_force_update_all_aabbs(const BulletWorld self, bool force)

/**

*/

setGravity()

C++ Interface: set_gravity(const BulletWorld self, const LVector3f gravity) set_gravity(const BulletWorld self, float gx, float gy, float gz)

/**

*/

/**

*/

setGroupCollisionFlag()

C++ Interface: set_group_collision_flag(const BulletWorld self, int group1, int group2, bool enable)

// Collision filtering

/**

*/

setTickCallback()

C++ Interface: set_tick_callback(const BulletWorld self, CallbackObject obj, bool is_pretick)

/**

*/

set_contact_added_callback()

C++ Interface: set_contact_added_callback(const BulletWorld self, CallbackObject obj)

// Callbacks

/**

*/

set_debug_node()

C++ Interface: set_debug_node(const BulletWorld self, BulletDebugNode node)

// Debug

// Debug

/**

*/

set_filter_callback()

C++ Interface: set_filter_callback(const BulletWorld self, CallbackObject obj)

/**

*/

set_force_update_all_aabbs()

C++ Interface: set_force_update_all_aabbs(const BulletWorld self, bool force)

/**

*/

set_gravity()

C++ Interface: set_gravity(const BulletWorld self, const LVector3f gravity) set_gravity(const BulletWorld self, float gx, float gy, float gz)

/**

*/

/**

*/

set_group_collision_flag()

C++ Interface: set_group_collision_flag(const BulletWorld self, int group1, int group2, bool enable)

// Collision filtering

/**

*/

set_tick_callback()

C++ Interface: set_tick_callback(const BulletWorld self, CallbackObject obj, bool is_pretick)

/**

*/

soft_bodies
sweepTestClosest()

C++ Interface: sweep_test_closest(BulletWorld self, BulletShape shape, const TransformState from_ts, const TransformState to_ts, const BitMask mask, float penetration)

/**
  • Performs a sweep test against all other shapes that match the given group

  • mask. The provided shape must be a convex shape; it is an error to invoke

  • this method using a non-convex shape.

*/

sweep_test_closest()

C++ Interface: sweep_test_closest(BulletWorld self, BulletShape shape, const TransformState from_ts, const TransformState to_ts, const BitMask mask, float penetration)

/**
  • Performs a sweep test against all other shapes that match the given group

  • mask. The provided shape must be a convex shape; it is an error to invoke

  • this method using a non-convex shape.

*/

vehicles
world_info