def setUp(self):
     self.a = bullet.btVector3Array()
     for i in range(10):
         self.a.append(bullet.btVector3(i, i+1, i+2))
     self.b = bullet.btVector3Array()
     for i in range(10, 20):
         self.b.append(bullet.btVector3(i, i+1, i+2))
Exemple #2
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 def test_interpolation_dynamics(self):
     self.v1 = bullet.btVector3(1, 0, 0)
     self.v2 = bullet.btVector3(0, 1, 0)
     self.o1.interpolation_linear_velocity = self.v1
     self.o1.interpolation_angular_velocity = self.v2
     self.assertEquals(self.o1.interpolation_linear_velocity, self.v1)
     self.assertEquals(self.o1.interpolation_angular_velocity, self.v2)
 def test_interpolation_dynamics(self):
     self.v1 = bullet.btVector3(1, 0, 0)
     self.v2 = bullet.btVector3(0, 1, 0)
     self.o1.interpolation_linear_velocity = self.v1
     self.o1.interpolation_angular_velocity = self.v2
     self.assertEquals(self.o1.interpolation_linear_velocity, self.v1)
     self.assertEquals(self.o1.interpolation_angular_velocity, self.v2)
 def test_set_rotation(self):
     self.q = bullet.btQuaternion(bullet.btVector3(0, 0, -1),
                                  bullet.btRadians(90))
     q1 = bullet.btQuaternion()
     q1.set_rotation(bullet.btVector3(0, 0, -1),
                     bullet.btRadians(90))
     self.assertEqual(self.q, q1)
Exemple #5
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 def setUp(self):
     self.a = bullet.btVector3Array()
     for i in range(10):
         self.a.append(bullet.btVector3(i, i + 1, i + 2))
     self.b = bullet.btVector3Array()
     for i in range(10, 20):
         self.b.append(bullet.btVector3(i, i + 1, i + 2))
 def setUp(self):
     self.q1 = bullet.btQuaternion.identity
     self.q2 = bullet.btQuaternion.identity
     self.v1 = bullet.btVector3(0, 0, 0)
     self.v2 = bullet.btVector3(0, 0, 10)
     self.t1 = bullet.btTransform.identity
     self.t2 = bullet.btTransform.identity
     self.step = 1.0/60
 def test_slerp(self):
     self.q = bullet.btQuaternion(bullet.btVector3(0, 0, -1),
                                  bullet.btRadians(90))
     q1 = bullet.btQuaternion(bullet.btVector3(0, 0, -1), 0)
     q2 = self.q.slerp(q1, 0.5)
     expected = bullet.btQuaternion(bullet.btVector3(0, 0, -1),
                                    bullet.btRadians(45))
     self.assertAlmostEqual(q2.angle(expected), 0)
 def test_index(self):
     v = [float(i) for i in range(0, 9)]
     self.a = bullet.btMatrix3x3(*tuple(v))
     self.assertEqual(self.a[0], bullet.btVector3(*tuple(v[:3])))
     self.assertEqual(self.a[1], bullet.btVector3(*tuple(v[3:-3])))
     w = [4, 5, 6]
     self.a[0] = bullet.btVector3(*tuple(w))
     self.assertEqual(self.a[0], bullet.btVector3(*tuple(w)))
 def test_rotate(self):
     v1 = bullet.btVector3(0, 1, 0)  # up
     v2 = bullet.btVector3(0, 0, -1)  # forward
     expected = bullet.btVector3(1, 0, 0)  # right
     v = v1.rotate(v2, bullet.btRadians(90))
     self.assertAlmostEqual(v.x, expected.x)
     self.assertAlmostEqual(v.y, expected.y)
     self.assertAlmostEqual(v.z, expected.z)
 def test_normalize(self):
     v1 = bullet.btVector3(2, 2, 2)
     v2 = v1.normalized
     v1.normalize()
     self.assertEqual(v1, v2)
     v1 = bullet.btVector3(1, 0, 0)
     v2 = bullet.btVector3(v1)
     self.assertEqual(v1.normalized, v2)
Exemple #11
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    def test_assignment(self):
        self.a[0] = bullet.btVector3(21, 22, 23)
        self.assertEqual(self.a[0], bullet.btVector3(21, 22, 23))

        def _slice():
            self.a[0:3] = bullet.btVector3()

        self.assertRaises(RuntimeError, _slice)
 def test_local_scaling(self):
     self.hull.local_scaling = bullet.btVector3(2, 2, 2)
     self.assertEquals(self.hull.local_scaling, bullet.btVector3(2, 2, 2))
     self.hull.get_aabb_non_virtual(self.t1, self.v1, self.v2)
     self.assertNotEquals(self.v1, self.v3)
     self.v3 = bullet.btVector3(2.08, 2.08, 2.08)
     self.assertEquals(self.v1, -self.v3)
     self.assertEquals(self.v2, self.v3)
 def test_gravity(self):
     self.world.set_gravity(self.gravity)
     self.assertEquals(self.world.gravity, self.gravity)
     self.world.gravity = bullet.btVector3(0, 0, 0)
     self.assertEquals(self.world.get_gravity(),
                       bullet.btVector3(0, 0, 0))
     self.assertEquals(self.world.gravity,
                       bullet.btVector3(0, 0, 0))
 def test_index(self):
     v = [float(i) for i in range(0, 9)]
     self.a = bullet.btMatrix3x3(*tuple(v))
     self.assertEqual(self.a[0], bullet.btVector3(*tuple(v[:3])))
     self.assertEqual(self.a[1], bullet.btVector3(*tuple(v[3:-3])))
     w = [4, 5, 6]
     self.a[0] = bullet.btVector3(*tuple(w))
     self.assertEqual(self.a[0], bullet.btVector3(*tuple(w)))
 def test_ctors(self):
     self.a = bullet.btTransform(bullet.btMatrix3x3(*self.v1))
     self.b = bullet.btTransform(bullet.btMatrix3x3(*self.v1),
                                 bullet.btVector3(0, 0, 0))
     self.c = bullet.btTransform(bullet.btQuaternion.identity)
     self.d = bullet.btTransform(bullet.btQuaternion.identity,
                                 bullet.btVector3(0, 0, 0))
     self.assertEqual(self.a, self.b)
 def test_normalize(self):
     v1 = bullet.btVector3(2, 2, 2)
     v2 = v1.normalized
     v1.normalize()
     self.assertEqual(v1, v2)
     v1 = bullet.btVector3(1, 0, 0)
     v2 = bullet.btVector3(v1)
     self.assertEqual(v1.normalized, v2)
 def test_get_nonvirtual_aabb(self):
     aabb_min = bullet.btVector3()
     aabb_max = bullet.btVector3()
     trans = bullet.btTransform.identity
     self.hull.recalc_local_aabb()
     self.hull.get_nonvirtual_aabb(trans, aabb_min, aabb_max, 0.00)
     self.assertEquals(aabb_min, self.points[0] - self.tolerance)
     self.assertEquals(aabb_max, self.points[4] + self.tolerance)
 def test_rotate(self):
     v1 = bullet.btVector3(0, 1, 0)  # up
     v2 = bullet.btVector3(0, 0, -1)  # forward
     expected = bullet.btVector3(1, 0, 0)  # right
     v = v1.rotate(v2, bullet.btRadians(90))
     self.assertAlmostEqual(v.x, expected.x)
     self.assertAlmostEqual(v.y, expected.y)
     self.assertAlmostEqual(v.z, expected.z)
 def test_get_nonvirtual_aabb(self):
     aabb_min = bullet.btVector3()
     aabb_max = bullet.btVector3()
     trans = bullet.btTransform.identity
     self.hull.recalc_local_aabb()
     self.hull.get_nonvirtual_aabb(trans, aabb_min, aabb_max, 0.00)
     self.assertEquals(aabb_min, self.points[0] - self.tolerance)
     self.assertEquals(aabb_max, self.points[4] + self.tolerance)
 def setUp(self):
     self.q1 = bullet.btQuaternion.identity
     self.q2 = bullet.btQuaternion.identity
     self.v1 = bullet.btVector3(0, 0, 0)
     self.v2 = bullet.btVector3(0, 0, 10)
     self.t1 = bullet.btTransform.identity
     self.t2 = bullet.btTransform.identity
     self.step = 1.0 / 60
 def test_local_scaling(self):
     self.hull.local_scaling = bullet.btVector3(2, 2, 2)
     self.assertEquals(self.hull.local_scaling,
                       bullet.btVector3(2, 2, 2))
     self.hull.get_aabb_non_virtual(self.t1, self.v1, self.v2)
     self.assertNotEquals(self.v1, self.v3)
     self.v3 = bullet.btVector3(2.08, 2.08, 2.08)
     self.assertEquals(self.v1, -self.v3)
     self.assertEquals(self.v2, self.v3)
 def test_add(self):
     v1 = bullet.btVector3(1, 1, 1)
     v2 = bullet.btVector3(1, 1, 1)
     v = v1 + v2
     self.assertIsNotNone(v)
     self.assertEqual(v.x, 2.0)
     v = bullet.btVector3(v1 + v2)
     v1 += v2
     self.assertEqual(v, v1)
 def test_dot(self):
     v1 = bullet.btVector3(2, 2, 2)
     v2 = bullet.btVector3(v1)
     self.assertEqual(v1.dot(v2), 12.0)
     v3 = bullet.btVector3(v1)
     v4 = bullet.btVector3(v1)
     v = v4.dot3(v1, v2, v3)
     expected = bullet.btVector3(12, 12, 12)
     self.assertEqual(v, expected)
 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 test_mul(self):
     v1 = bullet.btVector3(2, 2, 2)
     v = v1 * 2.0
     self.assertEqual(v.x, 4)
     v *= 2.0
     self.assertEqual(v.x, 8)
     v2 = bullet.btVector3(2, 2, 2)
     v *= v2
     self.assertEqual(v.x, 16)
Exemple #26
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 def test_apply_force(self):
     self.v1.y = 10.0
     self.v2.y = 20.0
     self.body2.apply_force(self.v1, self.v3)
     self.body2.apply_torque(self.v2)
     self.v1 = self.body2.get_total_force()
     self.v2 = self.body2.get_total_torque()
     self.assertEquals(self.v1, bullet.btVector3(0, 10, 0))
     self.assertEquals(self.v2, bullet.btVector3(0, 20, 0))
Exemple #27
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 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 test_assignment(self):
        self.a[0] = bullet.btVector3(21, 22, 23)
        self.assertEqual(self.a[0],
                         bullet.btVector3(21, 22, 23))

        def _slice():
            self.a[0:3] = bullet.btVector3()

        self.assertRaises(RuntimeError, _slice)
 def test_apply_force(self):
     self.v1.y = 10.0
     self.v2.y = 20.0
     self.body2.apply_force(self.v1, self.v3)
     self.body2.apply_torque(self.v2)
     self.v1 = self.body2.get_total_force()
     self.v2 = self.body2.get_total_torque()
     self.assertEquals(self.v1, bullet.btVector3(0, 10, 0))
     self.assertEquals(self.v2, bullet.btVector3(0, 20, 0))
 def test_sub(self):
     v1 = bullet.btVector3(1, 1, 1)
     v2 = bullet.btVector3(1, 1, 1)
     v = v1 - v2
     self.assertIsNotNone(v)
     self.assertEqual(v.x, 0.0)
     v = bullet.btVector3(v1 - v2)
     v1 -= v2
     self.assertEqual(v1, v)
 def test_add(self):
     v1 = bullet.btVector3(1, 1, 1)
     v2 = bullet.btVector3(1, 1, 1)
     v = v1 + v2
     self.assertIsNotNone(v)
     self.assertEqual(v.x, 2.0)
     v = bullet.btVector3(v1 + v2)
     v1 += v2
     self.assertEqual(v, v1)
 def test_dot(self):
     v1 = bullet.btVector3(2, 2, 2)
     v2 = bullet.btVector3(v1)
     self.assertEqual(v1.dot(v2), 12.0)
     v3 = bullet.btVector3(v1)
     v4 = bullet.btVector3(v1)
     v = v4.dot3(v1, v2, v3)
     expected = bullet.btVector3(12, 12, 12)
     self.assertEqual(v, expected)
 def test_mul(self):
     v1 = bullet.btVector3(2, 2, 2)
     v = v1 * 2.0
     self.assertEqual(v.x, 4)
     v *= 2.0
     self.assertEqual(v.x, 8)
     v2 = bullet.btVector3(2, 2, 2)
     v *= v2
     self.assertEqual(v.x, 16)
 def test_sub(self):
     v1 = bullet.btVector3(1, 1, 1)
     v2 = bullet.btVector3(1, 1, 1)
     v = v1 - v2
     self.assertIsNotNone(v)
     self.assertEqual(v.x, 0.0)
     v = bullet.btVector3(v1 - v2)
     v1 -= v2
     self.assertEqual(v1, v)
 def test_setval(self):
     v1 = bullet.btVector3(1, 2, 3)
     v2 = bullet.btVector3(2, 4, 6)
     v1.set_value(2, 4, 6)
     self.assertEqual(v1, v2)
     v2.set_zero()
     zerovec = bullet.btVector3(0, 0, 0)
     self.assertEqual(v2, zerovec)
     self.assertTrue(v2.is_zero)
     self.assertTrue(v2.fuzzy_zero)
 def test_origin(self):
     self.a = bullet.btTransform(self.q)
     self.b = bullet.btTransform(self.q)
     self.vec = self.a.get_origin()
     self.assertEqual(self.vec, self.a.get_origin())
     self.assertEqual(self.a.get_origin(), bullet.btVector3(0, 0, 0))
     self.a.origin.set_value(1, 0, 0)
     self.assertEqual(self.a.get_origin(), bullet.btVector3(1, 0, 0))
     self.a.set_origin(bullet.btVector3(0, 1, 0))
     self.assertEqual(self.a.get_origin(), bullet.btVector3(0, 1, 0))
 def test_interpolate(self):
     v1 = bullet.btVector3(0, 1, 0)
     v2 = bullet.btVector3(1, 0, 0)
     v3 = bullet.btVector3(0, 0, 0)
     v3.set_interpolate_3(v1, v2, 0.5)
     expected = bullet.btVector3(0.5, 0.5, 0)
     self.assertEqual(v3, expected)
     v3 = v1.lerp(v2, 0.5)
     expected = bullet.btVector3(0.5, 0.5, 0)
     self.assertEqual(v3, expected)
 def test_interpolate(self):
     v1 = bullet.btVector3(0, 1, 0)
     v2 = bullet.btVector3(1, 0, 0)
     v3 = bullet.btVector3(0, 0, 0)
     v3.set_interpolate_3(v1, v2, 0.5)
     expected = bullet.btVector3(0.5, 0.5, 0)
     self.assertEqual(v3, expected)
     v3 = v1.lerp(v2, 0.5)
     expected = bullet.btVector3(0.5, 0.5, 0)
     self.assertEqual(v3, expected)
 def test_setval(self):
     v1 = bullet.btVector3(1, 2, 3)
     v2 = bullet.btVector3(2, 4, 6)
     v1.set_value(2, 4, 6)
     self.assertEqual(v1, v2)
     v2.set_zero()
     zerovec = bullet.btVector3(0, 0, 0)
     self.assertEqual(v2, zerovec)
     self.assertTrue(v2.is_zero)
     self.assertTrue(v2.fuzzy_zero)
Exemple #40
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 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)
 def test_add_ground(self):
     self.ground_shape = bullet.btStaticPlaneShape(
         bullet.btVector3(0, 1, 0), 1)
     self.ground_motion_state = bullet.btDefaultMotionState(
         bullet.btTransform(bullet.btQuaternion.identity,
                            bullet.btVector3(0, -1, 0)))
     self.ground_rigid_body_cinfo = bullet.btRigidBodyConstructionInfo(
         0, self.ground_motion_state, self.ground_shape,
         bullet.btVector3(0, 0, 0))
     self.ground_rigid_body = \
         bullet.btRigidBody(self.ground_rigid_body_cinfo)
     self.dynamics_world.add_rigid_body(self.ground_rigid_body)
 def test_local_scaling(self):
     self.v1 = bullet.btVector3(2, 2, 2)
     self.hull1.set_local_scaling(self.v1)
     self.assertEquals(self.hull1.get_local_scaling(),
                       bullet.btVector3(2, 2, 2))
     self.assertEquals(self.hull1.local_scaling, bullet.btVector3(2, 2, 2))
     self.hull1.local_scaling = bullet.btVector3(3, 3, 3)
     self.hull1.recalc_local_aabb()
     self.hull1.get_aabb_slow(self.t1, self.v1, self.v2)
     self.v3 = bullet.btVector3(3.08, 3.08, 3.08)
     self.assertEquals(self.v1, -self.v3)
     self.assertEquals(self.v2, self.v3)
 def test_local_scaling(self):
     self.v1 = bullet.btVector3(2, 2, 2)
     self.hull1.set_local_scaling(self.v1)
     self.assertEquals(self.hull1.get_local_scaling(),
                       bullet.btVector3(2, 2, 2))
     self.assertEquals(self.hull1.local_scaling,
                       bullet.btVector3(2, 2, 2))
     self.hull1.local_scaling = bullet.btVector3(3, 3, 3)
     self.hull1.recalc_local_aabb()
     self.hull1.get_aabb_slow(self.t1, self.v1, self.v2)
     self.v3 = bullet.btVector3(3.08, 3.08, 3.08)
     self.assertEquals(self.v1, -self.v3)
     self.assertEquals(self.v2, self.v3)
 def test_add_sphere(self, pos=bullet.btVector3(0, 0, 0)):
     self.sphere_shape = bullet.btSphereShape(1)
     self.sphere_motion_state = bullet.btDefaultMotionState(
         bullet.btTransform(bullet.btQuaternion.identity, pos))
     self.sphere_mass = 1.0
     self.fall_inertia = bullet.btVector3(0, 0, 0)
     self.sphere_shape.calculate_local_inertia(self.sphere_mass,
                                               self.fall_inertia)
     self.sphere_rigid_body_cinfo = bullet.btRigidBodyConstructionInfo(
         self.sphere_mass, self.sphere_motion_state, self.sphere_shape,
         self.fall_inertia)
     self.sphere_rigid_body = \
         bullet.btRigidBody(self.sphere_rigid_body_cinfo)
     self.dynamics_world.add_rigid_body(self.sphere_rigid_body)
 def test_angle(self):
     self.q = bullet.btQuaternion(bullet.btVector3(0, 0, -1),
                                  bullet.btRadians(90))
     q1 = bullet.btQuaternion(bullet.btVector3(0, 0, -1),
                              bullet.btRadians(0))
     angle = self.q.angle(q1)
     expected = bullet.btRadians(45)
     self.assertAlmostEqual(angle, expected)
     angle = self.q.angle_shortest_path(q1)
     expected = bullet.btRadians(90)
     self.assertAlmostEqual(angle, expected)
     angle = self.q.get_angle()
     self.assertAlmostEqual(angle, bullet.btRadians(90))
     angle = self.q.get_angle_shortest_path()
     self.assertAlmostEqual(angle, bullet.btRadians(270))
 def test_add_ground(self):
     self.ground_shape = bullet.btStaticPlaneShape(
         bullet.btVector3(0, 1, 0), 1
     )
     self.ground_motion_state = bullet.btDefaultMotionState(
         bullet.btTransform(bullet.btQuaternion.identity,
                            bullet.btVector3(0, -1, 0))
     )
     self.ground_rigid_body_cinfo = bullet.btRigidBodyConstructionInfo(
         0, self.ground_motion_state, self.ground_shape,
         bullet.btVector3(0, 0, 0)
     )
     self.ground_rigid_body = \
         bullet.btRigidBody(self.ground_rigid_body_cinfo)
     self.dynamics_world.add_rigid_body(self.ground_rigid_body)
 def test_get_supporting_vertex(self):
     """Runtime tests only"""
     self.v2 = self.hull.local_get_supporting_vertex_without_margin(self.v1)
     self.assertGreater(self.v1.x, self.v2.x)
     self.assertGreater(self.v1.y, self.v2.y)
     self.assertGreater(self.v1.z, self.v2.z)
     self.v2 = self.hull.local_get_supporting_vertex_without_margin(self.v1)
     self.v3 = self.v2
     self.assertEquals(self.v2, bullet.btVector3(-1, -1, -1))
     self.v2 = \
         self.hull.local_get_supporting_vertex_without_margin_non_virtual(
             self.v1
         )
     self.assertEquals(self.v2, bullet.btVector3(-1, -1, -1))
     self.hull.local_get_support_vertex_non_virtual(self.v1)
     self.assertEquals(self.v2, self.v3)
 def test_margin(self):
     self.hull1.margin = 0.01
     self.assertEquals(self.hull1.margin, 0.01)
     self.hull1.get_aabb(self.t1, self.v1, self.v2)
     self.v3 = bullet.btVector3(1.05, 1.05, 1.05)
     self.assertEquals(self.v1, -self.v3)
     self.assertEquals(self.v2, self.v3)
 def test_get_supporting_vertex(self):
     """Runtime tests only"""
     self.v2 = self.hull.local_get_supporting_vertex_without_margin(self.v1)
     self.assertGreater(self.v1.x, self.v2.x)
     self.assertGreater(self.v1.y, self.v2.y)
     self.assertGreater(self.v1.z, self.v2.z)
     self.v2 = self.hull.local_get_supporting_vertex_without_margin(self.v1)
     self.v3 = self.v2
     self.assertEquals(self.v2, bullet.btVector3(-1, -1, -1))
     self.v2 = \
         self.hull.local_get_supporting_vertex_without_margin_non_virtual(
             self.v1
         )
     self.assertEquals(self.v2, bullet.btVector3(-1, -1, -1))
     self.hull.local_get_support_vertex_non_virtual(self.v1)
     self.assertEquals(self.v2, self.v3)
 def test_margin(self):
     self.hull1.margin = 0.01
     self.assertEquals(self.hull1.margin, 0.01)
     self.hull1.get_aabb(self.t1, self.v1, self.v2)
     self.v3 = bullet.btVector3(1.05, 1.05, 1.05)
     self.assertEquals(self.v1, -self.v3)
     self.assertEquals(self.v2, self.v3)
 def test_calculate_diff_axis_angle_quaternion(self):
     self.q2.set_rotation(bullet.btVector3(0, 0, -1), bullet.btRadians(90))
     angle = bullet.btRadians(0.0)
     angle = bullet.btTransformUtil.calculate_diff_axis_angle_quaternion(
         self.q1, self.q2, self.v1)
     self.assertFalse(angle == 0.0)
     self.assertEqual(angle, bullet.btRadians(90))
 def test_mul(self):
     self.a = bullet.btTransform.identity
     self.b = bullet.btTransform.identity
     self.a.set_origin(bullet.btVector3(1, 1, 1))
     self.c = self.a * self.b
     self.a *= self.b
     self.assertEqual(self.c, self.a)
 def test_length(self):
     v1 = bullet.btVector3(2, 2, 2)
     length2 = (math.pow(v1.x, 2) + math.pow(v1.y, 2) + math.pow(v1.z, 2))
     length = math.sqrt(length2)
     self.assertEqual(v1.length2, length2)
     self.assertEqual(v1.length, length)
     self.assertEqual(v1.norm, length)
Exemple #55
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 def test_implemented(self):
     self.m = MyMotionState()
     t1 = bullet.btTransform(bullet.btQuaternion.identity,
                             bullet.btVector3(0, 10, 0))
     print('t1', t1)
     self.m.getWorldTransform(t1)
     self.assertEqual(t1, bullet.btTransform.identity)
Exemple #56
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 def test_angular_factor(self):
     self.v1.x = 1.0
     self.body1.angular_factor = self.v1
     self.assertEquals(self.body1.angular_factor, self.v1)
     self.body1.set_angular_factor(1.0)
     self.v2 = bullet.btVector3(1, 1, 1)
     self.assertEquals(self.body1.angular_factor, self.v2)