def main(): dynamicsWorld = DiscreteDynamicsWorld() groundShape = BoxShape(Vector3(50, 50, 50)) groundTransform = Transform() groundTransform.setIdentity() groundTransform.setOrigin(Vector3(0, -56, 0)) groundMotion = DefaultMotionState() groundMotion.setWorldTransform(groundTransform) ground = RigidBody(groundMotion, groundShape) dynamicsWorld.addRigidBody(ground) ballShape = BoxShape(Vector3(1, 1, 1)) ballTransform = Transform() ballTransform.setIdentity() ballTransform.setOrigin(Vector3(2, 10, 0)) ballMotion = DefaultMotionState() ballMotion.setWorldTransform(ballTransform) ball = RigidBody(ballMotion, ballShape, 1.0) dynamicsWorld.addRigidBody(ball) for i in range(100): dynamicsWorld.stepSimulation(1.0 / 60.0, 10) for obj in ballMotion, groundMotion: o = obj.getWorldTransform().getOrigin() print 'world pos = %0.6f,%0.6f,%0.6f' % (o.x, o.y, o.z)
def __init__(self, filename, view): Model.__init__(self, filename, view) TriangleMesh.__init__(self, filename) # Create rigid body tvia = TriangleIndexVertexArray() tvia.addIndexedMesh(self.mesh) shape = BvhTriangleMeshShape(tvia) shape.buildOptimizedBvh() transform = Transform() transform.setIdentity() transform.setOrigin(bVector3(0, 0, 0)) motion = DefaultMotionState() motion.setWorldTransform(transform) self.body = RigidBody.fromConstructionInfo(motion, # MotionState motion shape, # CollisionShape shape 0.0, # btScalar mass bVector3(0, 0, 0), # Vector3 inertia transform, # Transform worldTransform 0.0, # btScalar linearDamping 0.0, # btScalar angularDamping 0.75, # btScalar friction 0.95, # btScalar restitution 0.0, # btScalar linearSleepingThreshold 0.0) # btScalar angularSleepingThreshold self.motion = motion self.body.setContactProcessingThreshold(0)
def __init__(self): self.boxHalfExtents = Vector3(20, 2, 20) groundShape = BoxShape(self.boxHalfExtents) groundTransform = Transform() groundTransform.setIdentity() groundTransform.setOrigin(Vector3(0, -4, 0)) groundMotion = DefaultMotionState() groundMotion.setWorldTransform(groundTransform) self.body = RigidBody(groundMotion, groundShape) self.body.setRestitution(0.5) self.motion = groundMotion
def __init__(self, position, color, radius=2): self.radius = radius ballShape = SphereShape(self.radius) ballTransform = Transform() ballTransform.setIdentity() ballTransform.setOrigin(position) ballMotion = DefaultMotionState() ballMotion.setWorldTransform(ballTransform) self.body = RigidBody(ballMotion, ballShape, 2.0) self.body.setRestitution(0.9) self.motion = ballMotion self.quad = gluNewQuadric() self.color = color
def __init__(self): # Vertices are coordinates in three-space. These four will define two # triangles, with two vertices shared between them. self.groundVertices = array([ 0, 0, 0, 10, 0, 0, 10, 0, 10, 0, 0, 10], 'f') # These indices are used to find vertices in the groundVertices array. # They index a vertex, not an individual float. So a value of 1 refers # to the 2nd triple in groundVertices (ie 10, 0, 0). Three indices # define one triangle, so this array defines two triangles. self.groundIndices = array( [0, 1, 2, 2, 3, 0], 'i') # Create a single triangle mesh to use as part of the array of triangle # meshes that will define the shape of the ground object. groundMesh = IndexedMesh() # Set the indices of this mesh. Specify the number of triangles it # will define (2), the stride in bytes between the beginning of index # triples, and the array actually containing the data. Since this # index data is tightly packed, the stride is just the size of a single # index times the number of indices per triangle (3). groundMesh.setIndices( 2, 3 * self.groundIndices.itemsize, self.groundIndices) # Set the vertex data of this mesh. Specify the number of vertices it # will define (4), the stride in bytes between the beginning of vertex # triples, and the array actually containing the data. Since the # vertex data is tightly packed, the stride is just the size of a # single vertex component (ie x, y, or z value) times the number of # components per vertex (3). groundMesh.setVertices( 4, 3 * self.groundVertices.itemsize, self.groundVertices) # Create a container for the single IndexedMesh, but we could add more # to this if we had any. groundStuff = TriangleIndexVertexArray() groundStuff.addIndexedMesh(groundMesh) # Create a shape based on that array of IndexedMesh instances. groundShape = BvhTriangleMeshShape(groundStuff) # Since the data is completely specified at this point, tell the shape # to build its optimized internal data structure. XXX This is somewhat # bad, and forgetting to do it will cause problems like segfaults. It # would be nice if it were not required. groundShape.buildOptimizedBvh() # Position the ground at an offset so that it's actually centered at # the origin (we could also have used -5s and 5s in the vertex data, # instead of 0s and 10s). groundTransform = Transform() groundTransform.setIdentity() groundTransform.setOrigin(Vector3(-5, -5, -5)) # Install a motion state object which we can inspect later to find out # if the ground has moved (it won't, though). groundMotion = DefaultMotionState() groundMotion.setWorldTransform(groundTransform) # Create the actual collision object using the motion state and the # shape. self.body = RigidBody(groundMotion, groundShape) self.motion = groundMotion
def __init__(self): # Vertices are coordinates in three-space. These four will define two # triangles, with two vertices shared between them. self.groundVertices = array([0, 0, 0, 10, 0, 0, 10, 0, 10, 0, 0, 10], 'f') # These indices are used to find vertices in the groundVertices array. # They index a vertex, not an individual float. So a value of 1 refers # to the 2nd triple in groundVertices (ie 10, 0, 0). Three indices # define one triangle, so this array defines two triangles. self.groundIndices = array([0, 1, 2, 2, 3, 0], 'i') # Create a single triangle mesh to use as part of the array of triangle # meshes that will define the shape of the ground object. groundMesh = IndexedMesh() # Set the indices of this mesh. Specify the number of triangles it # will define (2), the stride in bytes between the beginning of index # triples, and the array actually containing the data. Since this # index data is tightly packed, the stride is just the size of a single # index times the number of indices per triangle (3). groundMesh.setIndices(2, 3 * self.groundIndices.itemsize, self.groundIndices) # Set the vertex data of this mesh. Specify the number of vertices it # will define (4), the stride in bytes between the beginning of vertex # triples, and the array actually containing the data. Since the # vertex data is tightly packed, the stride is just the size of a # single vertex component (ie x, y, or z value) times the number of # components per vertex (3). groundMesh.setVertices(4, 3 * self.groundVertices.itemsize, self.groundVertices) # Create a container for the single IndexedMesh, but we could add more # to this if we had any. groundStuff = TriangleIndexVertexArray() groundStuff.addIndexedMesh(groundMesh) # Create a shape based on that array of IndexedMesh instances. groundShape = BvhTriangleMeshShape(groundStuff) # Since the data is completely specified at this point, tell the shape # to build its optimized internal data structure. XXX This is somewhat # bad, and forgetting to do it will cause problems like segfaults. It # would be nice if it were not required. groundShape.buildOptimizedBvh() # Position the ground at an offset so that it's actually centered at # the origin (we could also have used -5s and 5s in the vertex data, # instead of 0s and 10s). groundTransform = Transform() groundTransform.setIdentity() groundTransform.setOrigin(Vector3(-5, -5, -5)) # Install a motion state object which we can inspect later to find out # if the ground has moved (it won't, though). groundMotion = DefaultMotionState() groundMotion.setWorldTransform(groundTransform) # Create the actual collision object using the motion state and the # shape. self.body = RigidBody(groundMotion, groundShape) self.motion = groundMotion