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Bullet(Cocos2dx)之分析刚体创建与销毁(Primitives)

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 (btScalar radius) 提供一个球体的半径

2.长方体(盒子)

btBoxShape (const btVector3 &boxHalfExtents) 提供盒子的半尺寸(长宽高的一半)

3.圆柱体(类似box shape)

btCylinderShape (const btVector3 &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 (btScalar radius, btScalar height) 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 (btScalar radius, btScalar height) 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 (const btVector3 *positions, const btScalar *radi, int numSpheres) 

positions每个球体的位置,radi每个球体的半径, 球体个数

Bullet(Cocos2dx)之分析刚体创建与销毁(Primitives)

创建刚体

1.首先获取要创建的刚体形状,以box为例

btCollisionShape* colShape = new btBoxShape(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;    // 1
startTransform.setIdentity();
startTransform.setOrigin(position);
 
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (material.mass != 0.f);
 
btVector3 localInertia(0,0,0);
if (isDynamic)
colShape->calculateLocalInertia(material.mass, localInertia); // 2
 
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform); // 3
btRigidBody::btRigidBodyConstructionInfo rbInfo(material.mass, myMotionState,colShape,localInertia); // 4
rbInfo.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

///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btCollisionWorld::removeCollisionObject 

virtual void 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 them
for (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;
}
           

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