我正在尝试在bulletphysics中实现一个简单的ghost对象,这就是我创建ghost对象的方式:
btGhostPairCallback* ghostCall = new btGhostPairCallback();
world->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostCall);
btGhostObject* ghostObj = new btGhostObject();
btCollisionShape* shape = new btBoxShape(btVector3(ofGetWidth()+1000, ofGetHeight()+1000, 50));
ghostObj->setCollisionShape(shape);
btTransform trans;
trans.setIdentity();
trans.setOrigin(btVector3(0,0,-500));
ghostObj->setWorldTransform(trans);
ghostObj->setCollisionFlags( btCollisionObject::CF_NO_CONTACT_RESPONSE);
world->addCollisionObject(ghostObj,btBroadphaseProxy::SensorTrigger,btBroadphaseProxy::AllFilter & ~btBroadphaseProxy::SensorTrigger);
这是尝试找到碰撞的方法:
btCollisionObject* obj = world->getCollisionObjectArray()[j];
btRigidBody* body = btRigidBody::upcast(obj);
btAlignedObjectArray < btCollisionObject* > objsInsidePairCachingGhostObject;
btAlignedObjectArray < btCollisionObject* >* pObjsInsideGhostObject = NULL;
btGhostObject* ghost = btGhostObject::upcast(obj);
if(ghost){
objsInsidePairCachingGhostObject.resize(0);
pObjsInsideGhostObject = &ghost->getOverlappingPairs();
cout << ghost->getNumOverlappingObjects() << endl;
但是我总是得到一个回复,我所有的世界物体都与幽灵物体相撞。
任何人都可以帮助我获得一个功能简单的鬼对象吗?
感谢
答案 0 :(得分:3)
从我对GhostObject的了解很少,你就会覆盖它的默认碰撞标志。尝试更改此行
ghostObj->setCollisionFlags( btCollisionObject::CF_NO_CONTACT_RESPONSE);
为:
ghostObj->setCollisionFlags( ghostObj->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
HTH
答案 1 :(得分:1)
虽然我同意通过将新标志添加到现有标志集来正确设置冲突标志,但我也想指出btBoxShape的参数是btVector3,它定义了一半-extents 对象。这意味着宽度,高度和长度实际上是那些参数的两倍。