def test_add_ground(self): self.ground_shape = bullet.btStaticPlaneShape( bullet.btVector3(0, 1, 0), 1) self.ground_motion_state = bullet.btDefaultMotionState( bullet.btTransform(bullet.btQuaternion.identity, bullet.btVector3(0, -1, 0))) self.ground_rigid_body_cinfo = bullet.btRigidBodyConstructionInfo( 0, self.ground_motion_state, self.ground_shape, bullet.btVector3(0, 0, 0)) self.ground_rigid_body = \ bullet.btRigidBody(self.ground_rigid_body_cinfo) self.dynamics_world.add_rigid_body(self.ground_rigid_body)
def test_add_ground(self): self.ground_shape = bullet.btStaticPlaneShape( bullet.btVector3(0, 1, 0), 1 ) self.ground_motion_state = bullet.btDefaultMotionState( bullet.btTransform(bullet.btQuaternion.identity, bullet.btVector3(0, -1, 0)) ) self.ground_rigid_body_cinfo = bullet.btRigidBodyConstructionInfo( 0, self.ground_motion_state, self.ground_shape, bullet.btVector3(0, 0, 0) ) self.ground_rigid_body = \ bullet.btRigidBody(self.ground_rigid_body_cinfo) self.dynamics_world.add_rigid_body(self.ground_rigid_body)
def setUp(self): # Describe a cube self.points = [ bullet.btVector3(-1, -1, -1), bullet.btVector3(-1, 1, -1), bullet.btVector3(-1, -1, 1), bullet.btVector3(-1, 1, 1), bullet.btVector3(1, 1, 1), bullet.btVector3(1, -1, 1), bullet.btVector3(1, -1, -1), bullet.btVector3(1, 1, -1) ] self.hull1 = bullet.btConvexHullShape(self.points) self.hull2 = bullet.btBox2dShape(self.points[4]) self.shape1 = bullet.btCompoundShape() self.plane = bullet.btStaticPlaneShape(bullet.btVector3(0, 0, 0), 1.0) self.v1 = bullet.btVector3(0, 0, 0) self.v2 = bullet.btVector3(0, 0, 0) self.v3 = bullet.btVector3(0, 0, 0) self.t1 = bullet.btTransform.identity
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(
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)