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