我使用bulletsharp(子弹物理的C#包装器)进行一些碰撞检测。一切都很顺利,直到我试图在运行时将现有刚体的碰撞形状从盒子改为复合。我这样做是为了再次以更高的精度模拟碰撞。问题是:未检测到复合形状的碰撞。
情境:
DicreteDynamicsWorld
包含一些RigidBody
与BoxShape
RigidBody
与BoxShape
的碰撞发生(并被检测到)RigidBody
的形状更改为CompoundShape
RigidBody
DicreteDynamicsWorld
RigidBody.CollisionShape
= CompoundShape
RigidBody.MotionState.WorldTransform
RigidBody
添加到DicreteDynamicsWorld
说明:
CollisionShape
从BoxShape
更改为CompoundShape
成功(正确CollisionShape
和正确位置)DicreteDynamicsWorld.Dispatcher.NumManifolds > 0
DicreteDynamicsWorld.StepSimulation(...)
根据要求提供了一些代码段:
如果您需要特别的东西,请告诉我。我的解决方案太大而且太复杂,无法发布完整的代码......
RigidBody创作:
// Create rigid body
MotionState motionState = new DefaultMotionState(startTransform);
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(0.0f, motionState, collisionShape);
RigidBody rigidBody = new RigidBody(rbInfo);
rbInfo.Dispose();
// Kinematic body: mass=0 -> static/kinematic -> use flag
bool isKinematicBody = (compModel.Children[i].Type ==...) || ... ;
rigidBody.CollisionFlags = isKinematicBody ? CollisionFlags.KinematicObject : CollisionFlags.StaticObject;
rigidBody.ActivationState = ActivationState.DisableDeactivation;
基本步骤:
// Get old collision data
if (compModel.Children[i].Container.TryGetValue(ContainerType.Collision, out container))
collisionData = ((ContainerCollision) container).CollisionData;
// Get geometry
if (compModel.Children[i].Container.TryGetValue(ContainerType.Geometry, out container))
{
verticesGeo = ((ContainerGeometry) container).GeometryData.Vertices;
trianglesGeo = ((ContainerGeometry) container).GeometryData.Triangles;
}
// Remove rigid body from world
_world.RemoveRigidBody(collisionData.RigidBody);
// Create new shape
List<Vector3> vertices = Utility.ToBulletVector3List(verticesGeo);
List<int> indices = Utility.ListIntArrayToListInt(trianglesGeo);
CompoundShape collisionShape = ConvexDecomposition(compModel.Children[i].Id, vertices, indices);
// Set collision shape
collisionData.RigidBody.CollisionShape = collisionShape;
// Set position
collisionData.RigidBody.MotionState.WorldTransform *= collisionData.PositionDifference;
// Add rigid body to world
_world.AddRigidBody(collisionData.RigidBody, collisionData.CollisionGroup, collisionData.CollisionMask);
CollisionContainer:
public interface IContainer
{
ContainerType Type { get; }
}
public struct ContainerCollision : IContainer
{
public ContainerType Type
{
get { return ContainerType.Collision; }
}
public CollisionData CollisionData;
}
结构碰撞数据:
public struct CollisionData
{
public BulletSharp.RigidBody RigidBody;
public BulletSharp.Matrix PositionDifference;
public BulletSharp.Vector3 ZeroPosition;
public short CollisionGroup;
public short CollisionMask;
}
任何想法,我做错了什么?
感谢。
答案 0 :(得分:1)
假设你的形状发生了变化
CompoundShape collisionShape = ConvexDecomposition(compModel.Children[i].Id, vertices, indices);
// Set collision shape
collisionData.RigidBody.CollisionShape = collisionShape;
// Set position
collisionData.RigidBody.MotionState.WorldTransform *= collisionData.PositionDifference;
// Add rigid body to world
_world.AddRigidBody(collisionData.RigidBody, collisionData.CollisionGroup, collisionData.CollisionMask);
可能你必须从一开始就重新计算整个RigidBody,我不知道你是怎么做到的,所以我会告诉你一个例子我是怎么做的。
public virtual RigidBody LocalCreateRigidBody(float mass, Matrix startTransform, CollisionShape shape)
{
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.0f);
Vector3 localInertia = Vector3.Zero;
if (isDynamic)
shape.CalculateLocalInertia(mass, out localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
DefaultMotionState myMotionState = new DefaultMotionState(startTransform);
RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, shape, localInertia);
RigidBody body = new RigidBody(rbInfo);
rbInfo.Dispose();
return body;
}
话虽如此,请记下你的“collisionData”(我猜它是一个类?)和RigidBody的命名(它可能与BulletSharp类有冲突?)
对您的进步有最好的指导,如果您有任何问题,请随时与我联系!