c – 检测与子弹的碰撞
作者:互联网
我用Ogre3D创建了一个应用程序,已经生成了子弹的对象,我现在需要的只是检测对象之间的碰撞.
我查看了CollisionInterfaceDemo演示,但它并不能满足我的需求.
检测三个球体之间碰撞的必要步骤是什么,只知道它是否发生碰撞(我不关心碰撞点)?
我只知道我可以通过设置其变换来移动CollisionObject.
解决方法:
如果您正在使用Bullet,您可以查看几个演示,以帮助您前进.
但基本上,这是破败(大部分是从他们的例子中得到的):
在你的标题或物理系统的任何地方:
btDefaultCollisionConfiguration* mPhysicsConfig;
btCollisionDispatcher* mPhysicsDispatcher;
btBroadphaseInterface* mPhysicsCache;
btSequentialImpulseConstraintSolver* mPhysicsSolver;
btDiscreteDynamicsWorld* mPhysicsWorld;
btAlignedObjectArray<btCollisionShape*> mPhysicsShapes;
首先(初始化):
///collision configuration contains default setup for memory, collision setup.
mPhysicsConfig = new btDefaultCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
mPhysicsDispatcher = new btCollisionDispatcher(mPhysicsConfig);
///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
mPhysicsCache = new btDbvtBroadphase();
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
mPhysicsSolver = new btSequentialImpulseConstraintSolver;
mPhysicsWorld = new btDiscreteDynamicsWorld(mPhysicsDispatcher,mPhysicsCache,mPhysicsSolver,mPhysicsConfig);
mPhysicsWorld->setGravity(btVector3(0,-9.81f,0));
每个帧(这通常在Update函数中):
mPhysicsWorld->stepSimulation( timestep , 10 );
添加一个球体(只是返回指针以便在创建后更容易访问):
btRigidBody* MyPhysicsSystem::CreateSphere(float sx, float px, float py, float pz, float mass)
{
btCollisionShape* colShape = new btSphereShape(btScalar(sx));
mPhysicsShapes.push_back(colShape);
btTransform startTransform;
startTransform.setIdentity();
btScalar tMass(mass);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (tMass != 0.f);
btVector3 localInertia(0,0,0);
if (isDynamic)
colShape->calculateLocalInertia(tMass,localInertia);
startTransform.setOrigin(btVector3(px,py,pz));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass,myMotionState,colShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
mPhysicsWorld->addRigidBody(body);
return body;
}
这就是它!
重申:
>初始化模拟所需的内容.
>创建一个对象并将其添加到项目符号的“世界”中.
>按时间步长更新每个帧的世界.
Bullet将为您处理碰撞.如果您需要某种方式在发生冲突时完成功能,我相信您可以将自定义回调分配为将发生的冲突行为.
>这是子弹参考的链接:
http://bulletphysics.com/Bullet/BulletFull/
>一个完整的纲要
检测并响应与子弹的碰撞:
http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Callbacks_and_Triggers
希望这可以帮助!
标签:bulletphysics,c 来源: https://codeday.me/bug/20190902/1791465.html