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.htmlhtml
如下三种方式都是能够达到碰撞检测的效果:git
btCollisionWorld::contactTest
检测指定对象是否与场景发生碰撞;btCollisionWorld::performDiscreteCollisionDetection
检测场景中全部的碰撞;btDynamicsWorld::stepSimulation
模拟运动。还有一种射线检测,可是与这里的物体碰撞稍微有些区别,这里就不展开来说了。github
先建立一个场景,增长一个地板(box)app
btDefaultCollisionConfiguration* g_colConfig; btCollisionDispatcher* g_dispatcher; btBroadphaseInterface* g_broadInterface; btSequentialImpulseConstraintSolver* g_solver; btDynamicsWorld* g_world; // 场景信息,退出的时候须要delete g_colConfig = new btDefaultCollisionConfiguration(); g_dispatcher = new btCollisionDispatcher(g_colConfig); g_broadInterface = new btDbvtBroadphase(); g_solver = new btSequentialImpulseConstraintSolver; g_world = new btDiscreteDynamicsWorld(g_dispatcher, g_broadInterface, g_solver, g_colConfig); g_world->setGravity(btVector3(0,-10,0)); // 设置重力加速度 // add a test box { btCollisionShape* shape = new btBoxShape(btVector3(btScalar(1000.),btScalar(10.),btScalar(1000.))); btTransform trans; trans.setIdentity(); trans.setOrigin(btVector3(0, -10, 0)); btScalar mass=0.f; btVector3 localInertia(0, 0, 0); bool isDynamic = (mass != 0.f); if (isDynamic) shape->calculateLocalInertia(mass, localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(trans); btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia); btRigidBody* body = new btRigidBody(cInfo); g_world->addRigidBody(body); }
btCollisionWorld::contactTest
完整函数内容为函数
void btCollisionWorld::contactTest(btCollisionObject * colObj, ContactResultCallback & resultCallback)
contactTest
会对肯定的colObj对象与btCollisionWorld
中的全部对象进行接触检测,并调用ContactResultCallBack
回调。
其实这个函数不算碰撞检测,只是算接触检测,若是距离为0,是会触发回调的。spa
ContactResultCallback
结构体有一个名为addSingleResult
的纯虚函数,在继承的时候必定要实现addSingleResult
函数。这个也是碰撞的时候执行的回调函数。是这个结构体的核心。碰撞信息会存储在btManifoldPoint & cp
中,使用方法也比较简单,能够参考API文档的接口。其它地方的碰撞,也是用这个对象存储,处理方法是同样的。3d
// 碰撞检测回调 struct MyColCallBack : btCollisionWorld::ContactResultCallback { public: btScalar addSingleResult( btManifoldPoint & cp, const btCollisionObjectWrapper * colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper * colObj1Wrap, int partId1, int index1) { btVector3 posA = cp.getPositionWorldOnA(); btVector3 posB = cp.getPositionWorldOnB(); printf("col pos for A {%f, %f, %f}\n", posA.getX(), posA.getY(), posA.getZ()); printf("col pos for B {%f, %f, %f}\n", posB.getX(), posB.getY(), posB.getZ()); return btScalar(0.f); }; };
// 建立一个球体,并加入到场景中 btCollisionShape* shape = new btSphereShape(btScalar(1.f)); btTransform trans; trans.setIdentity(); trans.setOrigin(btVector3(0, 1, 0)); btScalar mass=1.f; btVector3 localInertia(0, 0, 0); bool isDynamic = (mass != 0.f); if (isDynamic) shape->calculateLocalInertia(mass, localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(trans); btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia); btRigidBody* g_body = new btRigidBody(cInfo); g_world->addRigidBody(g_body); // 建立回调并碰撞检测 MyColCallBack callBack; g_world->contactTest(g_body, callBack); // todo delete
运行结果:
code
btCollisionWorld::performDiscreteCollisionDetection
performDiscreteCollisionDetection
会对场景中的全部物体进行一次碰撞检测。而contactTest
是对肯定的物体进行碰撞检测。orm
g_world->performDiscreteCollisionDetection(); list<btCollisionObject*> m_collisionObjects; int numManifolds = g_world->getDispatcher()->getNumManifolds(); for(int i=0; i<numManifolds; i++) { btPersistentManifold* contactManifold = g_world->getDispatcher()->getManifoldByIndexInternal(i); btCollisionObject* obA = (btCollisionObject*)(contactManifold->getBody0()); btCollisionObject* obB = (btCollisionObject*)(contactManifold->getBody1()); int numContacts = contactManifold->getNumContacts(); for(int j=0; j<numContacts; j++) { btManifoldPoint& pt = contactManifold->getContactPoint(j); if(pt.getDistance()<=0.f) { m_collisionObjects.push_back(obA); m_collisionObjects.push_back(obB); btVector3 posA = pt.getPositionWorldOnA(); btVector3 posB = pt.getPositionWorldOnB(); printf("%d A -> {%f, %f, %f}\n", i, posA.getX(), posA.getY(), posA.getZ()); // 碰撞点 printf("%d B -> {%f, %f, %f}\n", i, posB.getX(), posB.getY(), posB.getZ()); } } }
这里须要注意一下,多个物体两两碰撞的时候,列表m_collisionObjects
内是存在重复的可能的,每每须要去重一下。htm
m_collisionObjects.sort(); m_collisionObjects.unique();
运行结果:
这里我多加了一个半径为1,位置为{1,1,0}的求,而后基本上两个球和地板发生了两两碰撞。
btDynamicsWorld::stepSimulation
完整的函数内容为:
virtual int btDynamicsWorld::stepSimulation( btScalar timeStep, int maxSubSteps = 1, btScalar fixedTimeStep = btScalar(1.)/btScalar(60.))
stepSimulation
其实不是用来作碰撞检测的,而是用来作物理运动模拟的。既然能作运动模拟,那确定也可以作碰撞检测了。
设置场景的重力加速为btVector3(0,-10,0)
,增长一个半径为1,位置为{0,100,0}的球体,并设置其质量为1,冲量为{2,0,0},即球体会以x轴速度为2,Y轴以-10的加速度作抛物线运动。
// 设置重力加速度 g_world->setGravity(btVector3(0,-10,0)); // 建立一个球体,并加入到场景中 btCollisionShape* shape = new btSphereShape(btScalar(1.f)); btTransform trans; trans.setIdentity(); trans.setOrigin(btVector3(0, 100, 0)); btScalar mass=1.f; btVector3 localInertia(0, 0, 0); bool isDynamic = (mass != 0.f); if (isDynamic) shape->calculateLocalInertia(mass, localInertia); btDefaultMotionState* myMotionState = new btDefaultMotionState(trans); btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia); btRigidBody* g_body = new btRigidBody(cInfo); g_body->applyCentralImpulse(btVector3(2,0,0)); // 设置冲量 g_world->addRigidBody(g_body); for (i=0;i<10;i++) { g_world->stepSimulation(1.f/60.f,10); // 模拟运动 trans = g_body->getWorldTransform(); printf("world pos = %f,%f,%f\n", trans.getOrigin().getX(), trans.getOrigin().getY(), trans.getOrigin().getZ()); } }
执行结果