BulletWorld

from acron.bullet import BulletWorld
class BulletWorld

Bases:

Bases: TypedReferenceCount

Inheritance diagram

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enum BroadphaseAlgorithm

Configuration

enumerator BA_sweep_and_prune = 0
enumerator BA_dynamic_aabb_tree = 1
enum FilterAlgorithm
enumerator FA_mask = 0
enumerator FA_groups_mask = 1
enumerator FA_callback = 2
__init__()
attach()

AttachRemove

attach_character()

Deprecated: Please use BulletWorld.attach

attach_constraint()

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()

Deprecated methods, will be removed soon

Deprecated: Please use BulletWorld.attach

attach_rigid_body()

Deprecated: Please use BulletWorld.attach

attach_soft_body()

Deprecated: Please use BulletWorld.attach

attach_vehicle()

Deprecated: Please use BulletWorld.attach

property characters → Sequence[BulletBaseCharacterControllerNode]
clear_contact_added_callback()
clear_debug_node()

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

clear_filter_callback()
clear_tick_callback()
property constraints → Sequence[BulletConstraint]
contact_test()

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()

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.

property debug_node → BulletDebugNode

Getter Setter

Debug

Debug

do_physics()
filter_test()

Performs a test if two bodies should collide or not, based on the collision filter setting.

property force_update_all_aabbs → bool
get_character()
get_characters() → list
static get_class_type()
get_constraint()
get_constraints() → list
get_debug_node()
get_force_update_all_aabbs()
get_ghost()
get_ghosts() → list
get_gravity()
get_group_collision_flag()
get_manifold()
get_manifolds() → list
get_num_characters()

Character controller

Character controller

Character controller

get_num_constraints()

Constraint

Constraint

Constraint

get_num_ghosts()

Ghost object

Ghost object

Ghost object

get_num_manifolds()

Manifolds

Manifolds

Manifolds

get_num_rigid_bodies()

Rigid body

Rigid body

Rigid body

get_num_soft_bodies()

Soft body

Soft body

Soft body

get_num_vehicles()
get_rigid_bodies() → list
get_rigid_body()
get_soft_bodies() → list
get_soft_body()
get_vehicle()
get_vehicles() → list
get_world_info()
property ghosts → Sequence[BulletGhostNode]
property gravity → LVector3

Getter Setter

has_debug_node()
property manifolds → Sequence[BulletPersistentManifold]
ray_test_all()
ray_test_closest()

Raycast and other queries

remove()
remove_character()

Deprecated: Please use BulletWorld.remove

remove_constraint()

Deprecated: Please use BulletWorld.remove

remove_ghost()

Deprecated: Please use BulletWorld.remove

remove_rigid_body()

Deprecated: Please use BulletWorld.remove

remove_soft_body()

Deprecated: Please use BulletWorld.remove

remove_vehicle()

Deprecated: Please use BulletWorld.remove

property rigid_bodies → Sequence[BulletRigidBodyNode]
set_contact_added_callback()

Callbacks

set_debug_node()

Debug

Debug

set_filter_callback()
set_force_update_all_aabbs()
set_gravity()
set_group_collision_flag()

Collision filtering

set_tick_callback()
property soft_bodies → Sequence[BulletSoftBodyNode]
sweep_test_closest()

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.

property vehicles → Sequence[BulletVehicle]
property world_info → BulletSoftBodyWorldInfo