官方文档:http://bulletphysics.org
开源代码:https://github.com/bulletphysics/bullet3/releases
API文档:http://bulletphysics.org/Bullet/BulletFull/annotated.html
1. 初始化物体
- 物体的形状由
btCollisionShape
对象维护; - 物体的位置,旋转状态由
btTransform
对象维护; - 最终需要将物体封装成
btRigidBody
或btSoftBody
或其它对象; - 然后将步骤3的对象加入到场景中。
例如
btCollisionShape* shape = new btBoxShape(btVector3(btScalar(1000.),btScalar(10.),btScalar(1000.)));
btTransform trans; // 位置、旋转维护对象
trans.setIdentity();
trans.setOrigin(btVector3(0, -10, 0)); // 设置位置
btScalar mass=0.f;
btVector3 localInertia(0, 0, 0);
bool isDynamic = (mass != 0.f);
if (isDynamic)
shape->calculateLocalInertia(mass, localInertia); // 设置惯性
btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia);
btRigidBody* body = new btRigidBody(cInfo); // 封装成刚体
g_world->addRigidBody(body); // 将物体添加到场景
2. 常见物体对象
- btCollisionObject 基类
- btRigidBody 刚体
- btSoftBody 流体
2.1. 物体对象常用函数
-
btCollisionShape* btCollisionObject::getCollisionShape()
- btCollisionObject对象中获取形状维护对象
-
void btCollisionObject::setFriction(btScalar frict)
- 设置摩擦力
- 默认值:0
-
void btCollisionObject::setRestitution(btScalar rest)
- 设置碰撞反弹系数
- 默认值:0
-
void btRigidBody::applyImpulse(const btVector3 & impulse, const btVector3 & rel_pos)
- 设置冲量/动量(通过这个设置初始速度)
-
void btRigidBody::applyCentralImpulse(const btVector3 & impulse)
- 设置冲量/动量(通过这个设置初始速度)
- 默认值:0
3. 初始化常见物体形状
http://bulletphysics.org/Bullet/BulletFull/classbtCollisionShape.html
常见的物体有长方体、球体、胶囊体、三角网格集合。
- btCollisionShap
- 基类
- btBoxShape
- 长方体
- BOX_SHAPE_PROXYTYPE
- btSphereShape
- 球体
- SPHERE_SHAPE_PROXYTYPE
- btCapsuleShape
- 胶囊体
- CAPSULE_SHAPE_PROXYTYPE
- btBvhTriangleMeshShap
- 三角网格
- TRIANGLE_MESH_SHAPE_PROXYTYPE
3.1. 物体对象常用函数
-
int btCollisionShape::getShapeType() const
- 获取物品类型,类型参考以下枚举
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" //for the shape types
3.2. 三角网格
- 构造函数
btBvhTriangleMeshShape::btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface,bool useQuantizedAabbCompression)
- 构造函数
btBvhTriangleMeshShape::btBvhTriangleMeshShape(btStridingMeshInterface* meshInterface,bool useQuantizedAabbCompression, bool buildBvh = true)
-
btTriangleIndexVertexArray
类集成于btStridingMeshInterface
接口。 -
btIndexedMesh
三角网格顶点列表和索引列表维护类
3.2.1. 三角网格数据假设格式如下
- 顶点表 Vertex Buff
- 三角形表 Index Buff
#define Landscape03.txCount 1980 // 顶点数量
#define Landscape03.dxCount 11310 // 三角形数量
#include "LinearMath/btScalar.h"
btScalar Landscape03.tx[] = { // 顶点坐标列表(三维)
-3.0.0f,3.99193.,113.3.1f,
-3.0.0f,3.18397f,117.188f,
-3.6.094f,1.63.63.,113.3.1f,
...};
unsigned short Landscape03.dx[] = { // 三角形列表
0,1,3.
3,3.1,
3.3,4,
5,4,3,
4,5,6,
...};
3.2.3. btStridingMeshInterface
接口
通用高性能三角网格访问接口。
btStridingMeshInterface* meshInterface = new btTriangleIndexVertexArray();
btIndexedMesh part;
part.m_vertexBase = (const unsigned char*)LandscapeVtx[i];
part.m_vertexStride = sizeof(btScalar) * 3;
part.m_numVertices = LandscapeVtxCount[i];
part.m_triangleIndexBase = (const unsigned char*)LandscapeIdx[i];
part.m_triangleIndexStride = sizeof( short) * 3;
part.m_numTriangles = LandscapeIdxCount[i]/3;
part.m_indexType = PHY_SHORT;
meshInterface->addIndexedMesh(part,PHY_SHORT);
bool useQuantizedAabbCompression = true;
btBvhTriangleMeshShape* trimeshShape = new btBvhTriangleMeshShape(meshInterface,useQuantizedAabbCompression);
3.3. 长方体
- 构造函数
btBoxShape::btBoxShape(const btVector3 & boxHalfExtents)
- 长宽高,封装成
btVector3
对象
3.4. 球
- 构造函数
btSphereShape::btSphereShape(btScalar radius)
- radius xyz轴的半径,可以设置为椭圆球
3.5. 胶囊体
- 构造函数
btCapsuleShape::btCapsuleShape()
- 构造函数
btCapsuleShape::btCapsuleShape(btScalar radius, btScalar height)
- radius 胶囊体半径,可以设置为椭圆球
- height 胶囊体长度,height为圆心之间的距离
- 胶囊体的aabb的边的长度为 {radius2, radius2, radius*2+height}