Example #1
0
    def __init__(self, app):
        self.app = app
        self.body = {}
        
        app.world = self

        self.frameListener = WorldFrameListener(self)
        app.root.addFrameListener(self.frameListener)
        self.worldNode = app.sceneManager.getRootSceneNode().createChildSceneNode("World")
        
        self.physCollisionConfiguration = bullet.btDefaultCollisionConfiguration() 
        self.physDispatcher = bullet.btCollisionDispatcher (self.physCollisionConfiguration)
        
        # self.physBroadphase = bullet.btAxisSweep3(bullet.btVector3(-1000, -1000, -1000), bullet.btVector3(1000, 1000, 1000))
        self.physBroadphase = bullet.btDbvtBroadphase()
        self.physGhostCallback = bullet.btGhostPairCallback()
        self.physBroadphase.getOverlappingPairCache().setInternalGhostPairCallback(self.physGhostCallback)
        self.physSolver = bullet.btSequentialImpulseConstraintSolver() 
        self.physWorld = bullet.btDiscreteDynamicsWorld(self.physDispatcher, self.physBroadphase, self.physSolver, self.physCollisionConfiguration)
        self.physWorld.setGravity(bullet.btVector3(0, -10, 0))

        # self.cells = {}
        self.entities = {}

        self.setupWorld()
 def __init__(self, sceneManager):
    
     self.sceneManager = sceneManager
     """
     bounds = ogre.AxisAlignedBox(-100.0, -100.0, -100.0, 100.0, 100.0, 100.0)
     self.world = dynamics.DynamicsWorld(self.sceneManager, bounds, ogre.Vector3(0.0, -9.91, 0.0))
     """
     self.collisionConfiguration = bullet.get_btDefaultCollisionConfiguration()
     self.dispatcher = bullet.get_btCollisionDispatcher1(self.collisionConfiguration)
     
     self.broadphase = bullet.btDbvtBroadphase()
     self.solver = bullet.btSequentialImpulseConstraintSolver()
     
     self.world = bullet.btDiscreteDynamicsWorld(self.dispatcher, self.broadphase, self.solver, self.collisionConfiguration)
     self.world.setGravity(bullet.btVector3(0, 0, 0))
     
     self.bodies = []
     self.shapes = []
     self.cubes = []
     self.motionStates = []
     self.elapsedTime = 0.0
     self.duration = 10.0
     
     self.curCubeIdx = 0
     
     self.tangentBundle = None
     
     return None
Example #3
0
 def load_level(self):
     """Setup the bullet world"""
     logging.info("Loading dynamic world...")
     self.collisionConfiguration = bullet.get_btDefaultCollisionConfiguration()
     self.dispatcher = bullet.get_btCollisionDispatcher1(self.collisionConfiguration)
     self.broadphase = bullet.btDbvtBroadphase()
     self.solver = bullet.btSequentialImpulseConstraintSolver()
     self.dynamics_world = bullet.btDiscreteDynamicsWorld(self.dispatcher,
                                                          self.broadphase,
                                                          self.solver,
                                                          self.collisionConfiguration)
     logging.info("Dynamic world loaded!")
Example #4
0
# s = bullet.btBoxShape(bullet.btVector3(10,10,10))
# body = bullet.btRigidBody(1, ms, s)
# print body

# collisionConfiguration = bullet.btDefaultCollisionConfiguration()

collisionConfiguration = bullet.get_btDefaultCollisionConfiguration()
dispatcher = bullet.get_btCollisionDispatcher1(collisionConfiguration)

# worldAabbMin = bullet.btVector3(-1000,-1000,-1000)
# worldAabbMax = bullet.btVector3(1000,1000,1000)
# maxProxies = 32766
# broadphase = bullet.btAxisSweep3(worldAabbMin, worldAabbMax, maxProxies)
# solver = bullet.btSequentialImpulseConstraintSolver()

broadphase = bullet.btDbvtBroadphase()
solver = bullet.btSequentialImpulseConstraintSolver()

world = bullet.btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration)
world.setGravity(bullet.btVector3(0, -10, 0))
world.getDispatchInfo().m_enableSPU = True

print "WORLD:=", world

print solver
print broadphase
print dispatcher
print collisionConfiguration
for x in range(30):
    world.stepSimulation(x * 1 / 30)
    print getDeltaTimeMicroseconds()