子弹物理碰撞检测

时间:2018-01-08 14:21:27

标签: c# collision-detection bulletphysics bullet

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RigidBodyBoxShape
  • 两个运动RigidBodyBoxShape的碰撞发生(并被检测到)
  • 使用HACD算法进行凸分解,将这两个RigidBody的形状更改为CompoundShape
  • RigidBody
  • 移除DicreteDynamicsWorld
  • RigidBody.CollisionShape = CompoundShape
  • 使用RigidBody.MotionState.WorldTransform
  • 设置排名
  • RigidBody添加到DicreteDynamicsWorld
  • 撤消导致碰撞的移动(一个物体不包含另一个物体)
  • 重复动作
  • 未检测到碰撞

说明:

  • CollisionShapeBoxShape更改为CompoundShape成功(正确CollisionShape和正确位置)
  • 对于碰撞检测,我在DicreteDynamicsWorld.Dispatcher.NumManifolds > 0
  • 之后使用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。

1 个答案:

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!

相关问题