def setUp(self): self.o1 = bullet.btCollisionObject() self.shape = bullet.btSphereShape(1.0) self.bp = bullet.btDbvtBroadphase() self.v1 = bullet.btVector3(0, 0, 0) self.v2 = bullet.btVector3(0, 0, 0) self.v3 = bullet.btVector3(0, 0, 0) self.t1 = bullet.btTransform.identity self.t2 = bullet.btTransform.identity
def setUp(self): self.solver = bullet.btSequentialImpulseConstraintSolver() self.cinfo = bullet.btDefaultCollisionConstructionInfo() self.collision_config = \ bullet.btDefaultCollisionConfiguration(self.cinfo) self.broadphase = bullet.btDbvtBroadphase() self.dispatcher = bullet.btCollisionDispatcher(self.collision_config) self.gravity = bullet.btVector3(0, -9.8, 0) self.time_step = 1.0 / 60 self.collision_object = bullet.btCollisionObject() self.v1 = bullet.btVector3(0, 0, 0)
def setUp(self): self.solver = bullet.btSequentialImpulseConstraintSolver() self.cinfo = bullet.btDefaultCollisionConstructionInfo() self.collision_config = \ bullet.btDefaultCollisionConfiguration(self.cinfo) self.broadphase = bullet.btDbvtBroadphase() self.dispatcher = bullet.btCollisionDispatcher(self.collision_config) self.gravity = bullet.btVector3(0, -9.8, 0) self.time_step = 1.0/60 self.collision_object = bullet.btCollisionObject() self.v1 = bullet.btVector3(0, 0, 0)