Пример #1
0
 def createGhostObjectEntity(self, sceneNode, radius):
     
     pos = sceneNode.getPosition()
     transform = bullet.btTransform()
     transform.setIdentity()
     transform.setOrigin(bullet.btVector3(pos.x, pos.y, pos.z))
     
     ghostObject = bullet.btPairCachingGhostObject()
     
     ghostObject.setWorldTransform(transform)
     
     sphereShape = bullet.btSphereShape(1.0)
     
     ghostObject.setCollisionShape(sphereShape)
     #ghostObject.setCollisionFlags(bullet.btCollisionObject.CO_GHOST_OBJECT)
     
     
     
     actionEntity = ActionEntity(self.world, ghostObject, sceneNode)
     
     self.world.addCollisionObject(ghostObject, bullet.btBroadphaseProxy.SensorTrigger, bullet.btBroadphaseProxy.AllFilter)
     #self.world.getBroadphase().getOverlappingPairCache().setInternalGhostPairCallback(bullet.btGhostPairCallback())
     #self.world.addAction(actionEntity)
     
     self.shapes.append(sphereShape)
     
     return actionEntity       
Пример #2
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 def _addCube(self, pos, cubeBounds=ogre.Vector3(0.3, 0.3, 0.3), tangentBundle=None):
     #cubeBounds=bullet.btVector3(0.3, 0.3, 0.3)):
     ent = self.sceneManager.createEntity("Bulletbox.mesh")
     ent.setMaterialName("GridNormalMap3")
     node = self.sceneManager.getRootSceneNode().createChildSceneNode()
     node.attachObject(ent)
     node.scale(cubeBounds)
     #node.scale(cubeBounds.getX(), cubeBounds.getY(), cubeBounds.getZ())
     mass = 1.0
     res = 0.01
     bodyFriction = 0.2
     fallInertia = bullet.btVector3(0, 0, 0)
     cubeIdx = len(self.bodies)
     
     cubeShape = bullet.btBoxShape(collisions.OgreBtConverter.to(cubeBounds))
     cubeShape.calculateLocalInertia(mass, fallInertia)
     cubeMotionState = OgreMotionState(bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), bullet.btVector3(pos.x, pos.y, pos.z)), node, tb=tangentBundle)
     cubeBodyCI = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, cubeMotionState, cubeShape, fallInertia)
     cubeBody = bullet.btRigidBody(cubeBodyCI)
     cubeBody.setActivationState(4) #state is never deactivate
     cubeMotionState.rb = cubeBody
     self.world.addRigidBody(cubeBody)
     
     self.motionStates.append(cubeMotionState)
     
     """
     cubeShape = collisions.BoxCollisionShape(cubeBounds)
     cubeBody = dynamics.RigidBody("cube" + str(cubeIdx), self.world)
     cubeBody.setShape(node, cubeShape, res, bodyFriction, mass, pos)
     cubeBody.getBulletRigidBody().setActivationState(4)
     """
     self.bodies.append(cubeBody)
     self.shapes.append(cubeShape)
     return cubeBody
Пример #3
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    def update(self, pos, orientation, acceleration, velocity):
        if(self.rigidBody != None):
            #self.rigidBody.applyForce(physics.toBtVector3(acceleration), physics.toBtVector3(pos));
            self.rigidBody.proceedToTransform(bullet.btTransform(physics.toBtQuaternion(ogre.Quaternion(0, (0, 1, 0))), physics.toBtVector3(pos)));
            self.rigidBody.setAngularVelocity(bullet.btVector3(0,0,0));
            self.rigidBody.setLinearVelocity(bullet.btVector3(0,0,0));

            
        self.orientation = orientation;
        acceleration = orientation * acceleration;
        self.velocity = orientation*velocity;

        orientationx = ogre.Quaternion((5.0*(acceleration.z))*(math.pi/180.0), (1,0,0));
        orientationz = ogre.Quaternion((5.0*(acceleration.x))*(math.pi/180.0), (0,0,1));

        orientation = orientation * orientationx * orientationz;
        self.mainCamera.setOrientation(orientation);

        self.mainCamera.setPosition(pos);


        if self.multipleCameras:
            sqrPt5 = math.sqrt(0.5);
            
            leftOrientation = orientation * ogre.Quaternion(self.cameraAngle * (math.pi/180.0), (0,1,0));
            self.leftCamera.setOrientation(leftOrientation);
            self.leftCamera.setPosition(pos);
                    
            rightOrientation = orientation * ogre.Quaternion(-self.cameraAngle * (math.pi/180.0), (0,1,0));
            self.rightCamera.setOrientation(rightOrientation);
            self.rightCamera.setPosition(pos);
Пример #4
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    def createBody(self, mass, position):
        
        position = bullet.btVector3(*position)
        transform = bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), position)
        
        if self.hasGhostObject:
            body = bullet.btPairCachingGhostObject()
            body.setCollisionShape(self.physShape)
            body.setWorldTransform(transform)
            self.world.physWorld.addCollisionObject(body, getTagBits(self.tags), getTagBits(self.collisionTags))
        else:
            self.motionState = self.MotionState(self, transform)
            self.physMass = mass

            localInertia = bullet.btVector3(0, 0, 0)
            self.physShape.calculateLocalInertia(mass, localInertia)
        
            construct = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, self.motionState, self.physShape, localInertia)
            body = bullet.btRigidBody(construct)
            
            self.world.physWorld.addRigidBody(body, getTagBits(self.tags), getTagBits(self.collisionTags))
        
        body.setCollisionFlags(body.getCollisionFlags() | self.physFlags)
        body.setUserData(self)
        self.physBody = body
Пример #5
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 def createBoxes( self ):
     print 2
     ent = self.sceneManager.createEntity( "box", "cube.mesh" )
     print 2
     node = self.sceneManager.getRootSceneNode().createChildSceneNode()
     print 2
     node.attachObject( ent )
     print 2
     ent.setMaterialName( "Examples/RustySteel")
     print 2
     
     mass = 10
     fallInertia = bullet.btVector3(0, 0, 0)
     print 2
     shape=bullet.btSphereShape(1)
     print 2
     shape.calculateLocalInertia(mass, fallInertia)
     print "Creating motionState"
     motionState=OgreMotionState(bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), bullet.btVector3(0, 50, 0)))
     print "creating construct"
     construct = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, motionState, shape, fallInertia)
     print "creating object"
     Object=bullet.btRigidBody(construct) # ...this should work in my eyes 
     print "adding rigidBody"
     self.world.addRigidBody(Object)
     print "completed" 
     self.world.stepSimulation(1)   
Пример #6
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 def add_block_without_rebuild(self, block, x, y, z):
     transform = bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), bullet.btVector3(x * Block.size,
                                                                                      y * Block.size,
                                                                                      z * Block.size))
     self.collision_shape.addChildShape(transform, BOX_COLLISION_SHAPE)
     self.collision_shape_indicies[(x, y, z)] = self.block_count
     self._blocks[(x, y, z)] = block
     self.block_count += 1
Пример #7
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 def register_collision_object(self, size, x, y, z, rotation=bullet.btQuaternion(0, 0, 0, 1), mass=0, motion_state=bullet.btDefaultMotionState):
     """Register a simple collision object with bullet."""
     shape = bullet.btBoxShape(bullet.btVector3(size / 2, size / 2, size / 2))
     transform = bullet.btTransform(rotation, bullet.btVector3(x, y, z))
     inertia = bullet.btVector3(0, 0, 0)
     motion_state = motion_state(transform)
     construction = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, motion_state, shape, inertia)
     rigid_body = bullet.btRigidBody(construction)
     self.dynamics_world.addRigidBody(rigid_body, 1, 1)
     return rigid_body, motion_state, shape
Пример #8
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 def fireCube(self, pos, force):
     cube = self.cubes[(self.curCubeIdx) % len(self.cubes)]
     self.curCubeIdx += 1
     transform = bullet.btTransform()
     transform.setOrigin(bullet.btVector3(pos.x, pos.y, pos.z))
     cube.clearForces()
     cube.setLinearVelocity(bullet.btVector3(0.0, 0.0, 0.0))
     cube.setWorldTransform(transform)
     impulse = bullet.btVector3(force.x, force.y, force.z)
     cube.applyImpulse(impulse, bullet.btVector3(0.0, 0.0, 0.0))
Пример #9
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 def create_compound_shape(self, x, y, z, mass=0):
     """Create a compound shape and register it with bullet."""
     shape = bullet.btCompoundShape()
     transform = bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), bullet.btVector3(x, y, z))
     inertia = bullet.btVector3(0, 0, 0)
     motion_state = bullet.btDefaultMotionState(transform)
     construction = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, motion_state, shape, inertia)
     rigid_body = bullet.btRigidBody(construction)
     self.dynamics_world.addRigidBody(rigid_body, 1, 1)
     return rigid_body, motion_state, shape
Пример #10
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 def __init__(self, dynamicsWorld):
     """Base Collision Object for Testing"""
     self.mShape = None
     self.dynamicsWorld = dynamicsWorld
     self.mRigidBody = None
     self.mTransform = bullet.btTransform()
     self.mTransform.setIdentity()
     self.mInertia = bullet.btVector3(0, 0, 0)
     self.mMotionState = None
     self.mMass = 0.0
     self.mTriMesh = None
Пример #11
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    def createGround(self, sceneNode):
        groundShape = bullet.btStaticPlaneShape(bullet.btVector3(0,1,0),0);
        # Skapa motion state
        motionState = bullet.btDefaultMotionState(bullet.btTransform(
            bullet.btQuaternion(0,0,0,1), bullet.btVector3(0,-1,0)));
        constructInfo = bullet.btRigidBody.btRigidBodyConstructionInfo(
            0, motionState, groundShape, bullet.btVector3(0,0,0));
        rigidBody = bullet.btRigidBody(constructInfo);

        self.bodies.append(PhysicsWorld.Body(groundShape, motionState, constructInfo, rigidBody));
        self.world.addRigidBody(rigidBody);
Пример #12
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 def __init__(self, dynamicsWorld):
     """Base Collision Object for Testing"""
     self.mShape = None
     self.dynamicsWorld = dynamicsWorld
     self.mRigidBody = None
     self.mTransform = bullet.btTransform()
     self.mTransform.setIdentity()
     self.mInertia = bullet.btVector3(0, 0, 0)
     self.mMotionState = None
     self.mMass = 0.0
     self.mTriMesh = None
Пример #13
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 def register_entity(self, entity, mass, motion_state):
     """Register an entity that is moved by the engine. This allows the
     physics system to work together with the engine in order to know
     about the movement the engine produces, but also the movement that is
     caused through the physics simulations"""
     #logging.info("Registering %s with the physics system. kinematic=%s" % (str(entity), str(kinematic)))
     entity.shape = self._create_collision_entity(entity)
     transform = bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1),
                                    bullet.btVector3(entity.position.x,
                                                     entity.position.y,
                                                     entity.position.z))
     inertia = bullet.btVector3(0, 0, 0)
     entity.motion_state = motion_state(transform)
     construction = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, entity.motion_state, entity.shape, inertia)
     entity.rigid_body = bullet.btRigidBody(construction)
     self.dynamics_world.addRigidBody(entity.rigid_body, 1, 1)
     return entity.rigid_body
Пример #14
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    def createCameraBody(self, camera, halfSize, mass):
        pos = camera.getPosition();
        rot = camera.getOrientation();
        
        # Skapa motion state
        motionState = bullet.btDefaultMotionState(bullet.btTransform(
            bullet.btQuaternion(0,0,0,1), bullet.btVector3(pos.x,pos.y,pos.z)));

        shape = bullet.btBoxShape(toBtVector3(halfSize));
        inertia = bullet.btVector3(0,0,0);
        shape.calculateLocalInertia(mass, inertia);
        
        constructInfo = bullet.btRigidBody.btRigidBodyConstructionInfo(
            mass, motionState, shape, inertia);
        rigidBody = bullet.btRigidBody(constructInfo);

        self.bodies.append(PhysicsWorld.Body(shape, motionState, constructInfo, rigidBody));
        self.world.addRigidBody(rigidBody);
        return rigidBody;
Пример #15
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    def __init__(self, app, pos, rot):
        self.app = app

        self.shape = bullet.btEmptyShape()
        _tr = bullet.btTransform()
        _tr.setIdentity()
        _tr.setOrigin(bullet.btVector3(pos.x, pos.y, pos.z))
        _tr.setRotation(bullet.btQuaternion(rot.x, rot.y, rot.z, rot.w))

        _local_inertia = bullet.btVector3(0,0,0)
        self.shape.calculateLocalInertia(self.MASS, _local_inertia)

        self.motion_state = bullet.btDefaultMotionState(_tr)

        self.rb_info = bullet.btRigidBody.btRigidBodyConstructionInfo(
            self.MASS, self.motion_state, self.shape, _local_inertia)
        self.body = bullet.btRigidBody(self.rb_info)
        self.body.setCollisionFlags(self.body.getCollisionFlags() \
            | bullet.btCollisionObject.CF_KINEMATIC_OBJECT)

        self.app.world.getBulletDynamicsWorld().addRigidBody(self.body)
Пример #16
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 def createSphere(self, pos, radius, node):
     
     mass = 1.0
     res = 0.1
     bodyFriction = 0.8
     fallInertia = bullet.btVector3(0, 0, 0)
     sphereId = len(self.bodies)
     
     sphereShape = bullet.btSphereShape(radius)
     sphereShape.calculateLocalInertia(mass, fallInertia)
     sphereMotionState = OgreMotionState(bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), bullet.btVector3(pos.x, pos.y, pos.z)), node)
     sphereBodyCI = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, sphereMotionState, sphereShape, fallInertia)
     sphereBody = bullet.btRigidBody(sphereBodyCI)
     sphereBody.setActivationState(4)
     sphereBody.setCollisionFlags(bullet.btCollisionObject.CF_KINEMATIC_OBJECT)
     self.world.addRigidBody(sphereBody)
     
     self.motionStates.append(sphereMotionState)
     
     self.bodies.append(sphereBody)
     self.shapes.append(sphereShape)
     
     return None
Пример #17
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 def updateAction(self, deltaTime):
     transform = bullet.btTransform()
     pos = self.sceneNode.getPosition()
     
     transform.setOrigin(bullet.btVector3(pos.x, pos.y, pos.z))
     
     self.ghostObject.setWorldTransform(transform)
     
     
     manifoldArray = bullet.btManifoldArray()
     pairArray = self.ghostObject.getOverlappingPairCache().getOverlappingPairArray()
     collision = False
     for i in range(pairArray.size()):
         manifoldArray.clear()
         pair = pairArray[i] 
         collisionPair = self.world.getPairCache().findPair(pair.m_pProxy0, pair.m_pProxy1)
         if collisionPair is None:
             continue
         proxyObject = collisionPair.m_pProxy1.m_clientObject
         if proxyObject == self.target:
             continue
         if (collisionPair.m_algorithm):
             collisionPair.m_algorithm.getAllContactManifolds(manifoldArray)
         
         for j in manifoldArray:
             directionSign = None
             if j.getBody0() == self.ghostObject:
                 directionSign = -1.0
             else:
                 directionSign = 1.0
             for k in range(j.getNumContacts()):
                 pt = j.getContactPoint(k)
                 if pt.getDistance() < 0.0:
                     collision = True
                     
     if collision:
         self.entity.onCollision()
Пример #18
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        self.Position = ogre.Vector3(WorldTrans.getOrigin().x(), WorldTrans.getOrigin().y(), WorldTrans.getOrigin().z())
        self.Quaternion = ogre.Quaternion(
            WorldTrans.getRotation().w(),
            WorldTrans.getRotation().x(),
            WorldTrans.getRotation().y(),
            WorldTrans.getRotation().z(),
        )
        # print "setWorldTrans", WorldTrans


mass = 10
fallInertia = bullet.btVector3(0, 0, 0)
shape = bullet.btSphereShape(1)
shape.calculateLocalInertia(mass, fallInertia)
print "Creating motionState"
motionState = OgreMotionState(bullet.btTransform(bullet.btQuaternion(0, 0, 0, 1), bullet.btVector3(0, 50, 0)))
print "1"
construct = bullet.btRigidBody.btRigidBodyConstructionInfo(mass, motionState, shape, fallInertia)
print "1"
Object = bullet.btRigidBody(construct)  # ...this should work in my eyes
print dir(Object)
print "1"
world.addRigidBody(Object)
print "1"

for x in range(90):
    world.stepSimulation(x * 1 / 30)

    print "OBJECT:",
    print Object.getAabb(bullet.btVector3(0, 0, 0), bullet.btVector3(10, 10, 10))
    print Object.getMotionState
Пример #19
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 def setOrientation(self, rot):
     _tr = bullet.btTransform()
     self.body.getMotionState().getWorldTransform(_tr)
     _tr.setRotation(bullet.btQuaternion(rot.x, rot.y, rot.z, rot.w))
     self.body.getMotionState().setWorldTransform(_tr)
Пример #20
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 def setPosition(self, pos):
     _tr = bullet.btTransform()
     self.body.getMotionState().getWorldTransform(_tr)
     _tr.setOrigin(bullet.btVector3(pos.x, pos.y, pos.z))
     self.body.getMotionState().setWorldTransform(_tr)
Пример #21
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 def _create_simple_tr():
     _tr = bullet.btTransform()
     _tr.setIdentity()
     _tr.setOrigin(bullet.btVector3(0, 0, 0))
     _tr.setRotation(bullet.btQuaternion(0, 0, 0, 1))
     return _tr
Пример #22
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def transform_zero():
    return bullet.btTransform(bullet.btQuaternion(0, 0, 0, 0),
                              bullet.btVector3(0, 0, 0))
Пример #23
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def transform_from_ogre(v, q):
    return bullet.btTransform(ogre2bullet_quaternion(q), ogre2bullet_vector(v))
Пример #24
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import sys
sys.path.insert(0,'..')
import PythonOgreConfig

import ogre.renderer.OGRE as ogre
import ogre.physics.bullet as bullet
t = bullet.btTransform()
ms = bullet.btDefaultMotionState (t)
s = bullet.btBoxShape(bullet.btVector3(10,10,10))
body = bullet.btRigidBody(1, ms, s)
print body


collisionConfiguration = bullet.btDefaultCollisionConfiguration()
dispatcher = bullet.btCollisionDispatcher (collisionConfiguration)

worldAabbMin = bullet.btVector3(-1000,-1000,-1000)
worldAabbMax = bullet.btVector3(1000,1000,1000)
maxProxies = 32766

broadphase = bullet.btAxisSweep3(worldAabbMin, worldAabbMax, maxProxies)

solver = bullet.btSequentialImpulseConstraintSolver()

world = bullet.btDiscreteDynamicsWorld(dispatcher, broadphase , solver, collisionConfiguration)
world.getDispatchInfo().m_enableSPU = True
world.setGravity(bullet.btVector3(0,-10,0))

print world
print dir(world)
print solver