PhysicsManager

from panda3d.physics import PhysicsManager
class PhysicsManager

Bases: DTOOL_SUPER_BASE

Physics don’t get much higher-level than this. Attach as many Physicals (particle systems, etc..) as you want, pick an integrator and go.

Inheritance diagram

Inheritance diagram of PhysicsManager

__init__(*args, **kwargs)
addAngularForce()

C++ Interface: add_angular_force(const PhysicsManager self, AngularForce f)

/**
  • Adds a global angular force to the physics manager

*/

addLinearForce()

C++ Interface: add_linear_force(const PhysicsManager self, LinearForce f)

/**
  • Adds a global linear force to the physics manager

*/

add_angular_force()

C++ Interface: add_angular_force(const PhysicsManager self, AngularForce f)

/**
  • Adds a global angular force to the physics manager

*/

add_linear_force()

C++ Interface: add_linear_force(const PhysicsManager self, LinearForce f)

/**
  • Adds a global linear force to the physics manager

*/

attachAngularIntegrator()

C++ Interface: attach_angular_integrator(const PhysicsManager self, AngularIntegrator i)

/**
  • Hooks an angular integrator into the manager

*/

attachLinearIntegrator()

C++ Interface: attach_linear_integrator(const PhysicsManager self, LinearIntegrator i)

/**
  • Hooks a linear integrator into the manager

*/

attachPhysical()

C++ Interface: attach_physical(const PhysicsManager self, Physical p)

/**
  • Registers a Physical class with the manager

*/

attachPhysicalNode()

C++ Interface: attach_physical_node(const PhysicsManager self, PhysicalNode p)

// use attach_physical_node instead.

/**
  • Registers a physicalnode with the manager

*/

attachPhysicalnode()

C++ Interface: attach_physicalnode(const PhysicsManager self, PhysicalNode p)

// use attach_physical_node instead.

/**
  • Please call attach_physical_node instead.

*/

attach_angular_integrator()

C++ Interface: attach_angular_integrator(const PhysicsManager self, AngularIntegrator i)

/**
  • Hooks an angular integrator into the manager

*/

attach_linear_integrator()

C++ Interface: attach_linear_integrator(const PhysicsManager self, LinearIntegrator i)

/**
  • Hooks a linear integrator into the manager

*/

attach_physical()

C++ Interface: attach_physical(const PhysicsManager self, Physical p)

/**
  • Registers a Physical class with the manager

*/

attach_physical_node()

C++ Interface: attach_physical_node(const PhysicsManager self, PhysicalNode p)

// use attach_physical_node instead.

/**
  • Registers a physicalnode with the manager

*/

attach_physicalnode()

C++ Interface: attach_physicalnode(const PhysicsManager self, PhysicalNode p)

// use attach_physical_node instead.

/**
  • Please call attach_physical_node instead.

*/

clearAngularForces()

C++ Interface: clear_angular_forces(const PhysicsManager self)

/**
  • Resets the physics manager force vector

*/

clearLinearForces()

C++ Interface: clear_linear_forces(const PhysicsManager self)

/**
  • Resets the physics manager force vector

*/

clearPhysicals()

C++ Interface: clear_physicals(const PhysicsManager self)

/**
  • Resets the physics manager objects vector

*/

clear_angular_forces()

C++ Interface: clear_angular_forces(const PhysicsManager self)

/**
  • Resets the physics manager force vector

*/

clear_linear_forces()

C++ Interface: clear_linear_forces(const PhysicsManager self)

/**
  • Resets the physics manager force vector

*/

clear_physicals()

C++ Interface: clear_physicals(const PhysicsManager self)

/**
  • Resets the physics manager objects vector

*/

debugOutput()

C++ Interface: debug_output(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

debug_output()

C++ Interface: debug_output(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

doPhysics()

C++ Interface: do_physics(const PhysicsManager self, float dt) do_physics(const PhysicsManager self, float dt, Physical p)

/**
  • This is the main high-level API call. Performs integration on every

  • attached Physical.

*/

/**
  • This is the main high-level API call. Performs integration on a single

  • physical. Make sure its associated forces are active.

*/

do_physics()

C++ Interface: do_physics(const PhysicsManager self, float dt) do_physics(const PhysicsManager self, float dt, Physical p)

/**
  • This is the main high-level API call. Performs integration on every

  • attached Physical.

*/

/**
  • This is the main high-level API call. Performs integration on a single

  • physical. Make sure its associated forces are active.

*/

getViscosity()

C++ Interface: get_viscosity(PhysicsManager self)

/**
  • Get the global viscosity.

*/

get_viscosity()

C++ Interface: get_viscosity(PhysicsManager self)

/**
  • Get the global viscosity.

*/

initRandomSeed()

C++ Interface: init_random_seed(const PhysicsManager self)

/**
  • One-time config function, sets up the random seed used by the physics and

  • particle systems. For synchronizing across distributed computers

*/

init_random_seed()

C++ Interface: init_random_seed(const PhysicsManager self)

/**
  • One-time config function, sets up the random seed used by the physics and

  • particle systems. For synchronizing across distributed computers

*/

output()

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

/**
  • Write a string representation of this instance to <out>.

*/

removeAngularForce()

C++ Interface: remove_angular_force(const PhysicsManager self, AngularForce f)

/**
  • takes an angular force out of the physics list

*/

removeLinearForce()

C++ Interface: remove_linear_force(const PhysicsManager self, LinearForce f)

/**
  • takes a linear force out of the physics list

*/

removePhysical()

C++ Interface: remove_physical(const PhysicsManager self, Physical p)

/**
  • takes a physical out of the object list

*/

removePhysicalNode()

C++ Interface: remove_physical_node(const PhysicsManager self, PhysicalNode p)

/**
  • Removes a physicalnode from the manager

*/

remove_angular_force()

C++ Interface: remove_angular_force(const PhysicsManager self, AngularForce f)

/**
  • takes an angular force out of the physics list

*/

remove_linear_force()

C++ Interface: remove_linear_force(const PhysicsManager self, LinearForce f)

/**
  • takes a linear force out of the physics list

*/

remove_physical()

C++ Interface: remove_physical(const PhysicsManager self, Physical p)

/**
  • takes a physical out of the object list

*/

remove_physical_node()

C++ Interface: remove_physical_node(const PhysicsManager self, PhysicalNode p)

/**
  • Removes a physicalnode from the manager

*/

setViscosity()

C++ Interface: set_viscosity(const PhysicsManager self, float viscosity)

/**
  • Set the global viscosity.

*/

set_viscosity()

C++ Interface: set_viscosity(const PhysicsManager self, float viscosity)

/**
  • Set the global viscosity.

*/

write()

C++ Interface: write(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

writeAngularForces()

C++ Interface: write_angular_forces(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

writeLinearForces()

C++ Interface: write_linear_forces(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

writePhysicals()

C++ Interface: write_physicals(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

write_angular_forces()

C++ Interface: write_angular_forces(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

write_linear_forces()

C++ Interface: write_linear_forces(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/

write_physicals()

C++ Interface: write_physicals(PhysicsManager self, ostream out, int indent)

/**
  • Write a string representation of this instance to <out>.

*/