Example #1
0
    def	initPhysics(self):
        self.setTexturing(True);
        #self.setShadows(True);
        #self.setDebugMode(bullet.btIDebugDraw.DBG_NoHelpText)

        self.setCameraDistance(SCALING*50.0);

        # collision configuration contains default setup for memory, collision setup
        self.m_collisionConfiguration = bullet.btDefaultCollisionConfiguration();

        # use the default collision dispatcher. 
        # For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
        self.m_dispatcher = bullet.btCollisionDispatcher(self.m_collisionConfiguration);

        self.m_broadphase = bullet.btDbvtBroadphase();

        # the default constraint solver. 
        # For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
        self.m_solver = bullet.btSequentialImpulseConstraintSolver();

        self.m_dynamicsWorld = bullet.btDiscreteDynamicsWorld(
                self.m_dispatcher,
                self.m_broadphase,
                self.m_solver,
                self.m_collisionConfiguration);
        self.m_dynamicsWorld.setGravity((0,-10,0));

        self.initGroundShape()
        self.initRigidBodies()
 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.time_step = 1.0/60.0
     self.broadphase = bullet.btDbvtBroadphase()
     self.collision_configuration = bullet.btDefaultCollisionConfiguration()
     self.dispatcher = bullet.btCollisionDispatcher(
         self.collision_configuration
     )
     self.solver = bullet.btSequentialImpulseConstraintSolver()
     self.dynamics_world = bullet.btDiscreteDynamicsWorld(
         self.dispatcher,
         self.broadphase,
         self.solver,
         self.collision_configuration
     )
 def setUp(self):
     self.cinfo = bullet.btDefaultCollisionConstructionInfo()
     self.config = bullet.btDefaultCollisionConfiguration(self.cinfo)
     self.cd = bullet.btCollisionDispatcher(self.config)
Example #5
0
import bullet

if __name__=="__main__":
    broadphase = bullet.btDbvtBroadphase();
    collisionConfiguration = bullet.btDefaultCollisionConfiguration();
    dispatcher = bullet.btCollisionDispatcher(collisionConfiguration);

    solver = bullet.btSequentialImpulseConstraintSolver();
    dynamicsWorld = bullet.btDiscreteDynamicsWorld(
            dispatcher, broadphase, solver, collisionConfiguration);

    dynamicsWorld.setGravity((0,-10,0));

    groundShape = bullet.btStaticPlaneShape((0,1,0), 1);

    fallShape = bullet.btSphereShape(1);

    groundMotionState = bullet.btDefaultMotionState(
            bullet.btTransform(
                bullet.btQuaternion(0,0,0,1),
                (0,-1,0)
                )
            );

    groundRigidBodyCI=bullet.btRigidBodyConstructionInfo(0,
            groundMotionState, groundShape, (0,0,0));
    groundRigidBody = bullet.btRigidBody(groundRigidBodyCI);
    dynamicsWorld.addRigidBody(groundRigidBody);
 
    fallMotionState = bullet.btDefaultMotionState(
            bullet.btTransform(