def runSimulation(sim): # Create the collision shapes for the ball and ground. cs_ball = SphereShape(1) cs_ground = StaticPlaneShape(Vec3(0, 1, 0), 1) # Create a Rigid Body for the static (ie mass=0) Ground. q0 = Quaternion(0, 0, 0, 1) ms = DefaultMotionState(Transform(q0, Vec3(0, -1, 0))) ci = RigidBodyConstructionInfo(0, ms, cs_ground) rb_ground = RigidBody(ci, bodyID=1) del ms, ci # Create a Rigid body for the dynamic (ie mass > 0) Ball. ms = DefaultMotionState(Transform(q0, Vec3(0, 5, 0))) inertia = cs_ball.calculateLocalInertia(1) ci = RigidBodyConstructionInfo(1, ms, cs_ball, inertia) rb_ball = RigidBody(ci, bodyID=2) del ms, inertia, ci # Ensure that Bullet never deactivates the objects. rb_ground.forceActivationState(4) rb_ball.forceActivationState(4) # Add both bodies to the simulation. sim.addRigidBody(rb_ground) sim.addRigidBody(rb_ball) # Sanity check: the ball must be at position y=5 pos = rb_ball.getMotionState().getWorldTransform().getOrigin() pos = pos.topy() assert pos[1] == 5 # Step the simulation long enough for the ball to fall down and # come to rest on the plane. for ii in range(10): sim.stepSimulation(1, 100) # Verify that the y-position of the ball is such that the ball # rests on the plane. pos = rb_ball.getMotionState().getWorldTransform().getOrigin() return pos.topy()
def getRB(pos=Vec3(0, 0, 0), cshape=SphereShape(1), bodyID=0): """ 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) rb = RigidBody(ci, bodyID) # Ensure the body remains activated. rb.forceActivationState(4) return rb