code: def check_multiple_physics_control(self, bp_vehicles, index_bp=None):
      num_veh = 10
      vehicles = []
      pc_a = []
      pc_b = []
      for i in range(0, num_veh):
          veh_tranf = self.world.get_map().get_spawn_points()[i]
          bp_vehicle = (
              bp_vehicles[index_bp]
              if index_bp is not None
              else bp_vehicles[i]
          )
          vehicles.append(self.world.spawn_actor(bp_vehicle, veh_tranf))
          drag_coeff = 3.0 + 0.1 * i
          pc_a.append(
              change_physics_control(vehicles[i], drag=drag_coeff)
          )
          vehicles[i].apply_physics_control(pc_a[i])
  
      self.wait(2)
  
      for i in range(0, num_veh):
          pc_b.append(vehicles[i].get_physics_control())
  
      for i in range(0, num_veh):
          equal, msg = equal_physics_control(pc_a[i], pc_b[i])
          if not equal:
              self.fail("%s: %s" % (bp_vehicle.id, msg))
  
      pc_a = []
      pc_b = []
      for i in range(0, num_veh):
          friction = 1.0 + 0.1 * i
          lstiff = 500 + 100 * i
          pc_a.append(
              change_physics_control(
                  vehicles[i], tire_friction=friction, long_stiff=lstiff
              )
          )
          vehicles[i].apply_physics_control(pc_a[i])
  
      self.wait(2)
  
      for i in range(0, num_veh):
          pc_b.append(vehicles[i].get_physics_control())
  
      for i in range(0, num_veh):
          equal, msg = equal_physics_control(pc_a[i], pc_b[i])
          if not equal:
              self.fail("%s: %s" % (bp_vehicle.id, msg))
  
      for i in range(0, num_veh):
          vehicles[i].destroy()
  
imports: from .None import SyncSmokeTest
  from .None import SmokeTest
  import carla
  import time
  import math
  import numpy
  from enum import Enum
label_desc: Use image node_id 3 for calling the TestApplyVehiclePhysics obj's underlying member method code with example usage: obj.check_multiple_physics_control(bp_vehicles, index_bp) without return types