bt.RigidBody

class bt.RigidBody
Represents:c++ class
Wraps:btRigidBody
Bases:bt.CollisionObject

Constructors:

bt.RigidBody(bt.Scalar mass, bt.MotionState motionState, bt.CollisionShape collisionShape, bt.Vector3 localInteria)

Parameters:
bt.RigidBody(bt.Scalar mass, bt.MotionState motionState, bt.CollisionShape collisionShape)

Parameters:

Methods:

:proceedToTransform(bt.Transform newTrans)

Parameters:newTrans (bt.Transform) –
:predictIntegratedTransform(bt.Scalar step, bt.Transform predictedTransform)

Parameters:
:saveKinematicState(bt.Scalar step)

Parameters:step (bt.Scalar) –
:applyGravity()

:clearGravity()

:setGravity(bt.Vector3 acceleration)

Parameters:acceleration (bt.Vector3) –
:getGravity()

Return type:bt.Vector3
:setDamping(bt.Scalar lin_damping, bt.Scalar ang_damping)

Parameters:
:getLinearDamping()

Return type:bt.Scalar
:getAngularDamping()

Return type:bt.Scalar
:getLinearSleepingThreshold()

Return type:bt.Scalar
:getAngularSleepingThreshold()

Return type:bt.Scalar
:applyDamping(bt.Scalar timeStep)

Parameters:timeStep (bt.Scalar) –
:setMassProps(bt.Scalar mass, bt.Vector3 inertia)

Parameters:
:getLinearFactor()

Return type:bt.Vector3
:setLinearFactor(bt.Vector3 linearFactor)

Parameters:linearFactor (bt.Vector3) –
:getInvMass()

Return type:bt.Scalar
:getMass()

Return type:bt.Scalar
:getInvInertiaTensorWorld()

Return type:bt.Matrix3x3
:integrateVelocities(bt.Scalar step)

Parameters:step (bt.Scalar) –
:setCenterOfMassTransform(bt.Transform xform)

Parameters:xform (bt.Transform) –
:applyCentralForce(bt.Vector3 force)

Parameters:force (bt.Vector3) –
:getTotalForce()

Return type:bt.Vector3
:getTotalTorque()

Return type:bt.Vector3
:getInvInertiaDiagLocal()

Return type:bt.Vector3
:setInvInertiaDiagLocal(bt.Vector3 diagInvInertia)

Parameters:diagInvInertia (bt.Vector3) –
:setSleepingThresholds(bt.Scalar linear, bt.Scalar angular)

Parameters:
:applyTorque(bt.Vector3 torque)

Parameters:torque (bt.Vector3) –
:applyForce(bt.Vector3 force, bt.Vector3 rel_pos)

Parameters:
:applyCentralImpulse(bt.Vector3 impulse)

Parameters:impulse (bt.Vector3) –
:applyTorqueImpulse(bt.Vector3 torque)

Parameters:torque (bt.Vector3) –
:applyImpulse(bt.Vector3 impulse, bt.Vector3 rel_pos)

Parameters:
:applyPushImpulse(bt.Vector3 impulse, bt.Vector3 rel_pos)

Parameters:
:getPushVelocity()

Return type:bt.Vector3
:getTurnVelocity()

Return type:bt.Vector3
:setPushVelocity(bt.Vector3 v)

Parameters:v (bt.Vector3) –
:setTurnVelocity(bt.Vector3 v)

Parameters:v (bt.Vector3) –
:applyCentralPushImpulse(bt.Vector3 impulse)

Parameters:impulse (bt.Vector3) –
:applyTorqueTurnImpulse(bt.Vector3 torque)

Parameters:torque (bt.Vector3) –
:clearForces()

:updateInertiaTensor()

:getCenterOfMassPosition()

Return type:bt.Vector3
:getOrientation()

Return type:bt.Quaternion
:getCenterOfMassTransform()

Return type:bt.Transform
:getLinearVelocity()

Return type:bt.Vector3
:getAngularVelocity()

Return type:bt.Vector3
:setLinearVelocity(bt.Vector3 lin_vel)

Parameters:lin_vel (bt.Vector3) –
:setAngularVelocity(bt.Vector3 ang_vel)

Parameters:ang_vel (bt.Vector3) –
:getVelocityInLocalPoint(bt.Vector3 rel_pos)

Parameters:rel_pos (bt.Vector3) –
Return type:bt.Vector3
:getPushVelocityInLocalPoint(bt.Vector3 rel_pos)

Parameters:rel_pos (bt.Vector3) –
Return type:bt.Vector3
:translate(bt.Vector3 v)

Parameters:v (bt.Vector3) –
:getAabb(bt.Vector3 aabbMin, bt.Vector3 aabbMax)

Parameters:
:computeImpulseDenominator(bt.Vector3 pos, bt.Vector3 normal)

Parameters:
Return type:

bt.Scalar

:updateDeactivation(bt.Scalar timeStep)

Parameters:timeStep (bt.Scalar) –
:wantsSleeping()

Return type:bool
:getBroadphaseProxy()

Return type:bt.BroadphaseProxy
:setNewBroadphaseProxy(bt.BroadphaseProxy broadphaseProxy)

Parameters:broadphaseProxy (bt.BroadphaseProxy) –
:getMotionState()

Return type:bt.MotionState
:setMotionState(bt.MotionState motionState)

Parameters:motionState (bt.MotionState) –
:setAngularFactor(bt.Vector3 angFac)

Parameters:angFac (bt.Vector3) –
:setAngularFactor(bt.Scalar angFac)

Parameters:angFac (bt.Scalar) –
:getAngularFactor()

Return type:bt.Vector3
:isInWorld()

Return type:bool
:addConstraintRef(bt.TypedConstraint c)

Parameters:c (bt.TypedConstraint) –
:removeConstraintRef(bt.TypedConstraint c)

Parameters:c (bt.TypedConstraint) –
:getConstraintRef(int index)

Parameters:index (int) –
Return type:bt.TypedConstraint
:getNumConstraintRefs()

Return type:int
:setFlags(int flags)

Parameters:flags (int) –
:getFlags()

Return type:int
:computeGyroscopicImpulseImplicit_World(bt.Scalar dt)

Parameters:dt (bt.Scalar) –
Return type:bt.Vector3
:computeGyroscopicImpulseImplicit_Body(bt.Scalar step)

Parameters:step (bt.Scalar) –
Return type:bt.Vector3
:computeGyroscopicForceExplicit(bt.Scalar maxGyroscopicForce)

Parameters:maxGyroscopicForce (bt.Scalar) –
Return type:bt.Vector3
:getLocalInertia()

Return type:bt.Vector3

Static Methods:

.upcast(bt.CollisionObject colObj)

Parameters:colObj (bt.CollisionObject) –
Return type:bt.RigidBody