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)
inertia, principal = cs.calculatePrincipalAxisTransform(masses) print('\nCenter of Mass: ', principal.getOrigin().topy()) print('Inertia Values: ', inertia) print('Inertia Principal Axis: ', principal.getRotation().topy()) del t1, t2, csSphere # Construct the rigid body for the compound shape based on the just computed # inertia tensor. print('\nTotal Mass: {}'.format(sum(masses))) ci = azBullet.RigidBodyConstructionInfo( sum(masses), azBullet.DefaultMotionState(principal), cs, inertia, ) body = RigidBody(ci) # Add the body with its compound shape to the simulation. sim.addRigidBody(body) del masses, ci # Apply an initial force and torque (only valid for the first simulation step # because Bullet will clear all the forces afterwards). body.clearForces() body.applyCentralForce(Vec3(*(0, 1, 0))) # body.applyTorque(Vec3(*(0, 1, 0))) # Step the simulation and print the position of the Ball. for ii in range(10): wt = body.getMotionState().getWorldTransform() pos = wt.getOrigin().topy()
# 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) fallRigidBody = RigidBody(ci) fallRigidBody.setRestitution(0.5)