Esempio n. 1
0
    def test_motionstate(self):
        """
        Set and get a motion state.
        """
        # Get RigidBody object.
        body = getRB()

        # Create a new Transform.
        pos = Vec3(1, 2, 3.5)
        rot = Quaternion(0, 1, 0, 0)
        t = Transform()
        t.setOrigin(pos)
        t.setRotation(rot)

        # It must be impossible to instantiate 'MotionState' directly.
        with pytest.raises(NotImplementedError):
            MotionState()

        # Create a MotionState and apply the new transform.
        ms_ref = DefaultMotionState()
        ms_ref.setWorldTransform(t)

        # Verify the MotionState does not yet match ours.
        ms = body.getMotionState()
        assert ms.getWorldTransform().getOrigin() != pos
        assert ms.getWorldTransform().getRotation() != rot

        # Apply- and query the MotionState.
        body.setMotionState(ms_ref)
        ms = body.getMotionState()

        # Verify the MotionState is correct.
        assert ms.getWorldTransform().getOrigin() == pos
        assert ms.getWorldTransform().getRotation() == rot
Esempio n. 2
0
def getRB(pos=Vec3(0, 0, 0), cshape=SphereShape(1)):
    """
    Return a Rigid Body plus auxiliary information (do *not* delete; see
    note below).

    .. note:: Do not delete the tuple until the end of the test
    because it may lead to memory access violations. The reason is that a
    rigid body requires several indepenent structures that need to remain
    in memory.
    """
    t = Transform(Quaternion(0, 0, 0, 1), pos)
    ms = DefaultMotionState(t)
    mass = 1

    # Build construction info and instantiate the rigid body.
    ci = RigidBodyConstructionInfo(mass, ms, cshape)
    return RigidBody(ci)
Esempio n. 3
0
 def moveBody(rb, pos):
     trans = Transform()
     trans.setOrigin(pos)
     ms = DefaultMotionState()
     ms.setWorldTransform(trans)
     rb.setMotionState(ms)
Esempio n. 4
0
from azBullet import StaticPlaneShape, SphereShape
from azBullet import DefaultMotionState, Transform
from azBullet import RigidBody, RigidBodyConstructionInfo

# Instantiate the Bullet simulation.
sim = azBullet.BulletBase()
sim.setGravity(Vec3(0, -10, 0))

# Create the collision shape for Ball and Ground.
ballShape = SphereShape(1)
groundShape = StaticPlaneShape(Vec3(0, 1, 0), 1)

# Create the rigid body for the Ground. Since it is a static body its mass must
# be zero.
mass = 0
groundRigidBodyState = DefaultMotionState(
    Transform(Quaternion(0, 0, 0, 1), Vec3(0, -1, 0)))
ci = RigidBodyConstructionInfo(mass, groundRigidBodyState, groundShape)
groundRigidBody = RigidBody(ci)
groundRigidBody.setRestitution(1.0)
sim.addRigidBody(groundRigidBody)
del mass, ci

# Create the rigid body for the Ball. Since it is a dynamic body we need to
# specify mass and inertia. The former we need to do ourselves but Bullet can
# do the heavy lifting for the Inertia and compute it for us.
fallRigidBodyState = DefaultMotionState(
    Transform(Quaternion(0, 0, 0, 1), Vec3(0, 20, 0)))
mass = 1
fallInertia = ballShape.calculateLocalInertia(mass)
ci = RigidBodyConstructionInfo(mass, fallRigidBodyState, ballShape,
                               fallInertia)