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BulletRigidBodyNode Class Reference
Inheritance diagram for BulletRigidBodyNode:
BulletBodyNode

List of all members.

Public Member Functions

 BulletRigidBodyNode (string name)
 BulletRigidBodyNode ()
 applyCentralForce (Vec3 const force)
 applyCentralImpulse (Vec3 const impulse)
 applyForce (Vec3 const force, Point3 const pos)
 applyImpulse (Vec3 const impulse, Point3 const pos)
 applyTorque (Vec3 const torque)
 applyTorqueImpulse (Vec3 const torque)
 clearForces ()
float getAngularDamping ()
float getAngularSleepThreshold ()
Vec3 getAngularVelocity ()
Vec3 getGravity ()
Vec3 getInertia ()
 Returns the inertia of the rigid body.
float getLinearDamping ()
float getLinearSleepThreshold ()
Vec3 getLinearVelocity ()
float getMass ()
 Returns the total mass of a rigid body.
 setAngularDamping (float value)
 setAngularFactor (Vec3 const factor)
 setAngularSleepThreshold (float threshold)
 setAngularVelocity (Vec3 const velocity)
 setGravity (Vec3 const gravity)
 setInertia (VBase3 const inertia)
 Sets the inertia of a rigid body.
 setLinearDamping (float value)
 setLinearFactor (Vec3 const factor)
 setLinearSleepThreshold (float threshold)
 setLinearVelocity (Vec3 const velocity)
 setMass (float mass)
 Sets the mass of a rigid body.

Static Public Member Functions

static TypeHandle getClassType ()

Constructor & Destructor Documentation

BulletRigidBodyNode ( string  name)

Member Function Documentation

applyCentralForce ( Vec3 const  force)
applyCentralImpulse ( Vec3 const  impulse)
applyForce ( Vec3 const  force,
Point3 const  pos 
)
applyImpulse ( Vec3 const  impulse,
Point3 const  pos 
)
applyTorque ( Vec3 const  torque)
applyTorqueImpulse ( Vec3 const  torque)
float getAngularDamping ( )
static TypeHandle getClassType ( ) [static]

Reimplemented from BulletBodyNode.

Vec3 getGravity ( )
Vec3 getInertia ( )

Returns the inertia of the rigid body.

Inertia is given as a three component vector. A component value of zero means infinite inertia along this direction.

float getLinearDamping ( )
float getMass ( )

Returns the total mass of a rigid body.

A value of zero means that the body is staic, i.e. has an infinite mass.

setAngularDamping ( float  value)
setAngularFactor ( Vec3 const  factor)
setAngularSleepThreshold ( float  threshold)
setAngularVelocity ( Vec3 const  velocity)
setGravity ( Vec3 const  gravity)
setInertia ( VBase3 const  inertia)

Sets the inertia of a rigid body.

Inertia is given as a three-component vector. A component value of zero means infinite inertia along this direction. Setting the intertia will override the value which is automatically calculated from the rigid bodies shape. However, it is possible that automatic calculation of intertia is trigger after calling this method, and thus overwriting the explicitly set value again. This happens when: (a) the mass is set after the inertia. (b) a shape is added or removed from the body. (c) the scale of the body changed.

setLinearDamping ( float  value)
setLinearFactor ( Vec3 const  factor)
setLinearSleepThreshold ( float  threshold)
setLinearVelocity ( Vec3 const  velocity)
setMass ( float  mass)

Sets the mass of a rigid body.

This also modifies the inertia, which is automatically computed from the shape of the body. Setting a value of zero for mass will make the body static. A value of zero can be considered an infinite mass.

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