子弹物理,btBvhTriangleMeshShape 和 btStaticPlaneShape 之间的碰撞不起作用

mr_*_*ify 1 c++ bullet bulletphysics visual-studio-2012

首先一些事实:我尝试使用 Visual Studio 2012 在 C++ 中使用 Bullet 实现碰撞检测。到目前为止,我有一个球体:

    btCollisionShape* fallShape = new btSphereShape(100); 
    btDefaultMotionState* fallMotionState =
            new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,500,0)));
    btScalar mass = 1000;
    btVector3 fallInertia(0,0,0);
    fallShape->calculateLocalInertia(mass,fallInertia);
    btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass,fallMotionState,fallShape,fallInertia);
    btRigidBody* fallRigidBody = new btRigidBody(fallRigidBodyCI);
    physicsWorld->addRigidBody(fallRigidBody);
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我的水平,实现为 btBvhTriangleMeshShape:

    triangles.addTriangle(btVector3 (0, 0, 0),btVector3 (0, 0, 0),btVector3 (0, 0, 0));

btCollisionShape* levelShape = new btBvhTriangleMeshShape(&triangles, true, true);
    btDefaultMotionState* levelMotionState = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),btVector3(0,0,0)));
  btRigidBody::btRigidBodyConstructionInfo
      levelRigidBodyCI(0,levelMotionState,levelShape,btVector3(0,0,0));
   btRigidBody* levelRigidBody = new btRigidBody(levelRigidBodyCI);
    physicsWorld->addRigidBody(levelRigidBody);
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我知道三角形中只有一个三角形,但它们会发生碰撞。

我现在的问题是,当它们发生碰撞时,我的程序会关闭,没有任何特定错误,只是来自 Visual Studio 的未处理异常窗口。

有人有想法吗?

Las*_*low 5

为了供将来参考,下面是btBvhTriangleMeshShape受上述问题启发的 C++ 中的一个简短的 flat 工作示例。质量是0.0f因为网格显然是一个静态对象。

btVector3 vertex1, vertex2, vertex3, vertex4;
btTriangleMesh* triangleMeshTerrain = new btTriangleMesh();

for (int i = -250; i < 250; i = i + 10) {
    for (int j = -250; j < 250; j = j + 10) {

        vertex1 = btVector3(i, 0.0f, j);
        vertex2 = btVector3(i + 10.0f, 0.0f, j);
        vertex3 = btVector3(i + 10.0f, 0.0f, j + 10.0f);
        vertex4 = btVector3(i, 0.0f, j + 10.0f);

        triangleMeshTerrain->addTriangle(vertex1, vertex2, vertex3);
        triangleMeshTerrain->addTriangle(vertex1, vertex3, vertex4);
    }
}

btCollisionShape* collisionShapeTerrain = new btBvhTriangleMeshShape(triangleMeshTerrain, true);

btDefaultMotionState* motionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -15, 0)));

btRigidBody::btRigidBodyConstructionInfo rigidBodyConstructionInfo(0.0f, motionState, collisionShapeTerrain, btVector3(0, 0, 0));
btRigidBody* rigidBodyTerrain = new btRigidBody(rigidBodyConstructionInfo);
rigidBodyTerrain->setFriction(btScalar(0.9));

m_dynamicsWorld->addRigidBody(rigidBodyTerrain);
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