BulletWorld
from panda3d.bullet import BulletWorld
- class BulletWorld
Bases:
TypedReferenceCount
Inheritance diagram
- 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)
- 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.
*/
- 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.
*/
- 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
- getCharacters()
- getClassType()
C++ Interface: get_class_type()
- getConstraints()
- getGhosts()
- getGroupCollisionFlag()
C++ Interface: get_group_collision_flag(BulletWorld self, int group1, int group2)
- /**
*/
- 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
- /**
*/
- getRigidBodies()
- getSoftBodies()
- getVehicles()
- get_characters()
- get_class_type()
C++ Interface: get_class_type()
- get_constraints()
- get_ghosts()
- get_group_collision_flag()
C++ Interface: get_group_collision_flag(BulletWorld self, int group1, int group2)
- /**
*/
- 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_rigid_bodies()
- get_soft_bodies()
- get_vehicles()
- ghosts
- gravity
- 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
- /**
*/
- 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