Example #1
0
 def test_gravity(self):
     world = DiscreteDynamicsWorld()
     world.setGravity(Vector3(3, 2, 1))
     gravity = world.getGravity()
     self.assertEqual(gravity.x, 3)
     self.assertEqual(gravity.y, 2)
     self.assertEqual(gravity.z, 1)
Example #2
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 def test_gravity(self):
     world = DiscreteDynamicsWorld()
     world.setGravity(Vector3(3, 2, 1))
     gravity = world.getGravity()
     self.assertEqual(gravity.x, 3)
     self.assertEqual(gravity.y, 2)
     self.assertEqual(gravity.z, 1)
Example #3
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 def test_isInWorld(self):
     body = RigidBody()
     self.assertFalse(body.isInWorld())
     world = DiscreteDynamicsWorld()
     world.addRigidBody(body)
     self.assertTrue(body.isInWorld())
     world.removeRigidBody(body)
     self.assertFalse(body.isInWorld())
Example #4
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 def test_cycle(self):
     world = DiscreteDynamicsWorld()
     class Cheat(RigidBody):
         pass
     body = Cheat(None, BoxShape(Vector3(3, 4, 5)))
     body.cycle = world
     world.addRigidBody(body)
     del body, world
     import gc
     gc.collect()
Example #5
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    def test_cycle(self):
        world = DiscreteDynamicsWorld()

        class Cheat(RigidBody):
            pass

        body = Cheat(None, BoxShape(Vector3(3, 4, 5)))
        body.cycle = world
        world.addRigidBody(body)
        del body, world
        import gc
        gc.collect()
Example #6
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 def test_isInWorld(self):
     body = RigidBody()
     self.assertFalse(body.isInWorld())
     world = DiscreteDynamicsWorld()
     world.addRigidBody(body)
     self.assertTrue(body.isInWorld())
     world.removeRigidBody(body)
     self.assertFalse(body.isInWorld())
Example #7
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    def test_linearVelocity(self):
        world = DiscreteDynamicsWorld()
        world.setGravity(Vector3(0, 0, 0))
        obj = RigidBody(None, None, 1)
        obj.setLinearVelocity(Vector3(1, 2, 3))
        world.addRigidBody(obj)
        expectedSteps = 64
        numSteps = world.stepSimulation(1.0, expectedSteps,
                                        1.0 / expectedSteps)
        self.assertEqual(numSteps, expectedSteps)

        position = obj.getMotionState().getWorldTransform().getOrigin()
        self.assertEquals(position.x, 1)
        self.assertEquals(position.y, 2)
        self.assertEquals(position.z, 3)
Example #8
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    def test_stepSimulation(self):
        world = DiscreteDynamicsWorld()
        world.setGravity(Vector3(1, 2, 3))
        obj = RigidBody(None, None, 1)
        world.addRigidBody(obj)
        expectedSteps = 64
        numSteps = world.stepSimulation(1.0, expectedSteps,
                                        1.0 / expectedSteps)
        self.assertEqual(numSteps, expectedSteps)

        position = obj.getMotionState().getWorldTransform().getOrigin()

        # Unfortunately, there is some error (as compared to physical reality)
        # in Bullet's results.  My fault?  Bullet's fault?  I'm not sure.
        self.assertEqual(position.x, 0.5 + 0.5 / expectedSteps)
        self.assertEqual(position.y, 1.0 + 1.0 / expectedSteps)
        self.assertEqual(position.z, 1.5 + 1.5 / expectedSteps)
Example #9
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    def test_linearVelocity(self):
        world = DiscreteDynamicsWorld()
        world.setGravity(Vector3(0, 0, 0))
        obj = RigidBody(None, None, 1)
        obj.setLinearVelocity(Vector3(1, 2, 3))
        world.addRigidBody(obj)
        expectedSteps = 64
        numSteps = world.stepSimulation(1.0, expectedSteps, 1.0 / expectedSteps)
        self.assertEqual(numSteps, expectedSteps)

        position = obj.getMotionState().getWorldTransform().getOrigin()
        self.assertEquals(position.x, 1)
        self.assertEquals(position.y, 2)
        self.assertEquals(position.z, 3)
Example #10
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 def test_applyImpulse(self):
     body = RigidBody(mass=1.0)
     body.applyImpulse(Vector3(1, 2, 3), Vector3(1, 1, 1))
     world = DiscreteDynamicsWorld()
     world.setGravity(Vector3(0, 0, 0))
     world.addRigidBody(body)
     expectedSteps = 64
     numSteps = world.stepSimulation(1.0, expectedSteps,
                                     1.0 / expectedSteps)
     self.assertEqual(numSteps, expectedSteps)
     transform = body.getMotionState().getWorldTransform()
     position = transform.getOrigin()
     self.assertEqual(position.x, 1.0)
     self.assertEqual(position.y, 2.0)
     self.assertEqual(position.z, 3.0)
     rot = transform.getRotation()
     self.assertNotEqual((rot.getX(), rot.getY(), rot.getZ(), rot.getW()),
                         (0, 0, 0, 1))
Example #11
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    def test_stepSimulation(self):
        world = DiscreteDynamicsWorld()
        world.setGravity(Vector3(1, 2, 3))
        obj = RigidBody(None, None, 1)
        world.addRigidBody(obj)
        expectedSteps = 64
        numSteps = world.stepSimulation(1.0, expectedSteps, 1.0 / expectedSteps)
        self.assertEqual(numSteps, expectedSteps)

        position = obj.getMotionState().getWorldTransform().getOrigin()

        # Unfortunately, there is some error (as compared to physical reality)
        # in Bullet's results.  My fault?  Bullet's fault?  I'm not sure.
        self.assertEqual(position.x, 0.5 + 0.5 / expectedSteps)
        self.assertEqual(position.y, 1.0 + 1.0 / expectedSteps)
        self.assertEqual(position.z, 1.5 + 1.5 / expectedSteps)
Example #12
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 def test_applyCentralImpulse(self):
     body = RigidBody(mass=1.0)
     body.applyCentralImpulse(Vector3(1, 2, 3))
     world = DiscreteDynamicsWorld()
     world.setGravity(Vector3(0, 0, 0))
     world.addRigidBody(body)
     expectedSteps = 64
     numSteps = world.stepSimulation(1.0, expectedSteps, 1.0 / expectedSteps)
     self.assertEqual(numSteps, expectedSteps)
     transform = body.getMotionState().getWorldTransform()
     position = transform.getOrigin()
     self.assertEqual(position.x, 1.0)
     self.assertEqual(position.y, 2.0)
     self.assertEqual(position.z, 3.0)
     rot = transform.getRotation()
     self.assertEqual(
         (rot.getX(), rot.getY(), rot.getZ(), rot.getW()), (0, 0, 0, 1))
Example #13
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class DebugDrawerTests(TestCase):
    def setUp(self):
        self.world = DiscreteDynamicsWorld()
        self.recorder = DebugRecorder()
        self.recorder.setDebugMode(DRAW_WIREFRAME | DRAW_CONTACT_POINTS)
        self.world.setDebugDrawer(self.recorder)


    def test_debugFlags(self):
        """
        Various integer debug flags are exposed on the bullet module.
        """
        # Values should agree with those from btIDebugDraw.h
        self.assertEqual(0, NO_DEBUG)
        self.assertEqual(1 << 0, DRAW_WIREFRAME)
        self.assertEqual(1 << 1, DRAW_AABB)
        self.assertEqual(1 << 2, DRAW_FEATURES_TEXT)
        self.assertEqual(1 << 3, DRAW_CONTACT_POINTS)
        self.assertEqual(1 << 6, DRAW_TEXT)
        self.assertEqual(1 << 11, DRAW_CONSTRAINTS)
        self.assertEqual(1 << 12, DRAW_CONSTRAINT_LIMITS)


    def test_lines(self):
        """
        Some lines are drawn using the debug drawer when
        L{CollisionWorld.debugDrawWorld} is called.
        """
        obj = CollisionObject()
        shape = BoxShape(Vector3(1, 2, 3))
        obj.setCollisionShape(shape)
        self.world.addCollisionObject(obj)
        self.world.debugDrawWorld()
        self.assertTrue(len(self.recorder.lines) > 0)
        for line in self.recorder.lines:
            self.assertEquals(len(line), 9)


    def test_collisions(self):
        """
        When objects collide and L{CollisionWorld.debugDrawWorld} is called,
        collisions are drawn using the debug drawer.
        """
        def objAt(pos):
            obj = RigidBody(None, BoxShape(Vector3(1, 1, 1)), 1.0)
            xform = Transform()
            xform.setOrigin(pos)
            obj.setWorldTransform(xform)
            return obj

        first = objAt(Vector3(-2, 0, 0))
        first.applyCentralForce(Vector3(50, 0, 0))
        second = objAt(Vector3(2, 0, 0))
        second.applyCentralForce(Vector3(-50, 0, 0))

        self.world.addRigidBody(first)
        self.world.addRigidBody(second)

        # Simulate the world enough for them to hit each other
        for i in range(100):
            self.world.stepSimulation(1.0 / 60.0)
            self.world.debugDrawWorld()
        self.assertTrue(len(self.recorder.contacts) > 0)
        for contact in self.recorder.contacts:
            self.assertEquals(len(contact), 11)
Example #14
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 def setUp(self):
     self.world = DiscreteDynamicsWorld()
     self.recorder = DebugRecorder()
     self.recorder.setDebugMode(DRAW_WIREFRAME | DRAW_CONTACT_POINTS)
     self.world.setDebugDrawer(self.recorder)
Example #15
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 def test_removeAction(self):
     world = DiscreteDynamicsWorld()
     action = KinematicCharacterController(SphereShape(1), 1.0, 1)
     world.addAction(action)
     world.removeAction(action)
Example #16
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 def test_removeRigidBody(self):
     world = DiscreteDynamicsWorld()
     body = RigidBody()
     world.addRigidBody(body)
     world.removeRigidBody(body)
Example #17
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 def test_empty(self):
     world = DiscreteDynamicsWorld()
     self.assertEqual(world.getNumCollisionObjects(), 0)
Example #18
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 def test_empty(self):
     world = DiscreteDynamicsWorld()
     self.assertEqual(world.getNumCollisionObjects(), 0)
Example #19
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 def setUp(self):
     self.world = DiscreteDynamicsWorld()
     self.recorder = DebugRecorder()
     self.recorder.setDebugMode(DRAW_WIREFRAME | DRAW_CONTACT_POINTS)
     self.world.setDebugDrawer(self.recorder)
Example #20
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class DebugDrawerTests(TestCase):
    def setUp(self):
        self.world = DiscreteDynamicsWorld()
        self.recorder = DebugRecorder()
        self.recorder.setDebugMode(DRAW_WIREFRAME | DRAW_CONTACT_POINTS)
        self.world.setDebugDrawer(self.recorder)

    def test_debugFlags(self):
        """
        Various integer debug flags are exposed on the bullet module.
        """
        # Values should agree with those from btIDebugDraw.h
        self.assertEqual(0, NO_DEBUG)
        self.assertEqual(1 << 0, DRAW_WIREFRAME)
        self.assertEqual(1 << 1, DRAW_AABB)
        self.assertEqual(1 << 2, DRAW_FEATURES_TEXT)
        self.assertEqual(1 << 3, DRAW_CONTACT_POINTS)
        self.assertEqual(1 << 6, DRAW_TEXT)
        self.assertEqual(1 << 11, DRAW_CONSTRAINTS)
        self.assertEqual(1 << 12, DRAW_CONSTRAINT_LIMITS)

    def test_lines(self):
        """
        Some lines are drawn using the debug drawer when
        L{CollisionWorld.debugDrawWorld} is called.
        """
        obj = CollisionObject()
        shape = BoxShape(Vector3(1, 2, 3))
        obj.setCollisionShape(shape)
        self.world.addCollisionObject(obj)
        self.world.debugDrawWorld()
        self.assertTrue(len(self.recorder.lines) > 0)
        for line in self.recorder.lines:
            self.assertEquals(len(line), 9)

    def test_collisions(self):
        """
        When objects collide and L{CollisionWorld.debugDrawWorld} is called,
        collisions are drawn using the debug drawer.
        """
        def objAt(pos):
            obj = RigidBody(None, BoxShape(Vector3(1, 1, 1)), 1.0)
            xform = Transform()
            xform.setOrigin(pos)
            obj.setWorldTransform(xform)
            return obj

        first = objAt(Vector3(-2, 0, 0))
        first.applyCentralForce(Vector3(50, 0, 0))
        second = objAt(Vector3(2, 0, 0))
        second.applyCentralForce(Vector3(-50, 0, 0))

        self.world.addRigidBody(first)
        self.world.addRigidBody(second)

        # Simulate the world enough for them to hit each other
        for i in range(100):
            self.world.stepSimulation(1.0 / 60.0)
            self.world.debugDrawWorld()
        self.assertTrue(len(self.recorder.contacts) > 0)
        for contact in self.recorder.contacts:
            self.assertEquals(len(contact), 11)
Example #21
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 def test_removeRigidBody(self):
     world = DiscreteDynamicsWorld()
     body = RigidBody()
     world.addRigidBody(body)
     world.removeRigidBody(body)
Example #22
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 def test_removeAction(self):
     world = DiscreteDynamicsWorld()
     action = KinematicCharacterController(SphereShape(1), 1.0, 1)
     world.addAction(action)
     world.removeAction(action)