Example #1
0
    def __init__(self):
        self.m_defaultContactProcessingThreshold=bullet.BT_LARGE_FLOAT
        self.m_idle=False
        self.keep=[]
        # setup
        #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((0.0, -10.0, 0.0));
Example #2
0
import swigbullet as 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(bullet.btQuaternion(0, 0, 0, 1), (0, 50, 0)))

    mass = 1
    fallInertia = (0, 0, 0)
    fallShape.calculateLocalInertia(mass, fallInertia)
    fallRigidBodyCI = bullet.btRigidBodyConstructionInfo(mass, fallMotionState, fallShape, fallInertia)
    fallRigidBody = bullet.btRigidBody(fallRigidBodyCI)
    dynamicsWorld.addRigidBody(fallRigidBody)