def initPhysics(self): self.setTexturing(True) #self.setShadows(True); #self.setDebugMode(bullet.btIDebugDraw.DBG_NoHelpText) self.setCameraDistance(SCALING * 50.0) # 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, -10, 0)) self.initGroundShape() self.initRigidBodies()
def initPhysics(self): self.setTexturing(True); #self.setShadows(True); #self.setDebugMode(bullet.btIDebugDraw.DBG_NoHelpText) self.setCameraDistance(SCALING*50.0); # 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,-10,0)); self.initGroundShape() self.initRigidBodies()
def setUp(self): super(DiscreteDynamicsWorldTestCase, self).setUp() self.world = bullet.btDiscreteDynamicsWorld( self.dispatcher, self.broadphase, self.solver, self.collision_config )
def setUp(self): self.time_step = 1.0 / 60.0 self.broadphase = bullet.btDbvtBroadphase() self.collision_configuration = bullet.btDefaultCollisionConfiguration() self.dispatcher = bullet.btCollisionDispatcher( self.collision_configuration) self.solver = bullet.btSequentialImpulseConstraintSolver() self.dynamics_world = bullet.btDiscreteDynamicsWorld( self.dispatcher, self.broadphase, self.solver, self.collision_configuration)
def setUp(self): self.time_step = 1.0/60.0 self.broadphase = bullet.btDbvtBroadphase() self.collision_configuration = bullet.btDefaultCollisionConfiguration() self.dispatcher = bullet.btCollisionDispatcher( self.collision_configuration ) self.solver = bullet.btSequentialImpulseConstraintSolver() self.dynamics_world = bullet.btDiscreteDynamicsWorld( self.dispatcher, self.broadphase, self.solver, self.collision_configuration )
import 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(
def setUp(self): super(DiscreteDynamicsWorldTestCase, self).setUp() self.world = bullet.btDiscreteDynamicsWorld(self.dispatcher, self.broadphase, self.solver, self.collision_config)
import 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)