相关链接:http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Shapes
Bullet基本图形简介Bullet提供的基本图形包括球体、长方体、圆柱体、胶囊体、圆锥体、多球体
当然还有一个Plane,一个无限的平面
1.球体是个很简单的形状:
btSphereShape(btScalarradius)提供一个球体的半径
2.长方体(盒子)
btBoxShape(constbtVector3&BoxHalfExtents)提供盒子的半尺寸(长宽高的一半)
3.圆柱体(类似Boxshape)
btCylinderShape(constbtVector3&halfExtents)提供半尺寸(半径,高度,不知)
默认轴为y轴,btCylinderShapeX(x轴),btCylinderShapeZ(z轴)
4.胶囊体
btCapsuleShape(btScalarradius,btScalarheight)提供半球形半径,圆柱体高度,实际高度为2*radius+height
默认轴为y轴,btCapsuleShapeX(x轴),btCapsuleShapeZ(z轴)
5.圆锥体
btConeshape(btScalarradius,btScalarheight)提供底面半径,高度
默认轴为y轴,btConeshapeX(x轴),btConeshapeZ(z轴)
6.多球体(多个球体组合)
btMultiSphereShape(constbtVector3*positions,constbtScalar*radi,intnumSpheres)
positions每个球体的位置,radi每个球体的半径,球体个数
创建刚体
1.首先获取要创建的刚体形状,以Box为例
btCollisionShape*colShape=newbtBoxShape(size*0.5f);//halfSize
因为btBoxShape继承自btCollisionShape
2.设置刚体的其他基本信息
(1).刚体的变换矩阵
(2).刚体的惯性(动态物体才有)
(3).MotionState提供插值,同步活动的物体等
(4).刚体的材质信息
(5).创建刚体
bttransform starttransform; // 1starttransform.setIDentity();starttransform.setorigin(position); //rigIDbody is dynamic if and only if mass is non zero,otherwise staticbool isDynamic = (material.mass != 0.f); btVector3 localinertia(0,0);if (isDynamic)colShape->calculateLocalinertia(material.mass,localinertia); // 2 //using motionstate is recommended,it provIDes interpolation capabilitIEs,and only synchronizes 'active' objectsbtDefaultMotionState* myMotionState = new btDefaultMotionState(starttransform); // 3btRigIDBody::btRigIDBodyConstructionInfo rbInfo(material.mass,myMotionState,colShape,localinertia); // 4rbInfo.m_restitution = material.restitution;rbInfo.m_friction = material.friction;rbInfo.m_rollingFriction = material.rollingFriction;btRigIDBody* body = new btRigIDBody(rbInfo); // 5
3.将刚体添加到world
_world->addRigIDBody(body);
销毁刚体1.因为刚体继承自btCollisionObject所以从world获取_world->getCollisionObjectArray()
2.如果obj为刚体则要转换为刚体btRigIDBody*body=btRigIDBody::upcast(obj);
因为刚体有可能包含MoitonState,
3.删除刚体的MotionState,和CollisionShape,(CollisionShape不就是obj吗?查看两者的值是不一样的)
4.从世界移除obj,不是应该移除刚体吗?看源码注释可知
///removeCollisionObjectwillfirstcheckifitisarigIDbody,ifsocallremoveRigIDBodyotherwisecallbtCollisionWorld::removeCollisionObject
virtualvoID removeCollisionObject(btCollisionObject*collisionObject);
5.释放obj,因为是用new生成的,new实际是Bullet的内存分配方式,重载new
6.释放完毕
//remove the bodIEs from the dynamics world and delete themfor (i = _world->getNumCollisionObjects() - 1; i >= 0; i--){btCollisionObject* obj = _world->getCollisionObjectArray()[i];btRigIDBody* body = btRigIDBody::upcast(obj);if (body && body->getMotionState()){delete body->getMotionState();delete body->getCollisionShape();}_world->removeCollisionObject(obj); delete obj;}总结
以上是内存溢出为你收集整理的Bullet(Cocos2dx)之分析刚体创建与销毁(Primitives)全部内容,希望文章能够帮你解决Bullet(Cocos2dx)之分析刚体创建与销毁(Primitives)所遇到的程序开发问题。
如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。
欢迎分享,转载请注明来源:内存溢出
评论列表(0条)