M. *_*ter 3 c++ bullet bulletphysics physics-engine
我想测试子弹物理的春季约束。因此,我创建了一个悬停在地面上方的静态框,并将第二个动态框悬于其下。但是激活弹簧行为无济于事!盒子确实可以自由悬挂。我知道是因为它可以自由旋转。但它不会振荡或发生任何变化。
btCollisionShape *boxShape = createBoxShape(0.2f, 0.2f, 0.2f);
btRigidBody *box1 = createStatic(boxShape);
btRigidBody *box2 = createDynamic(1.0f /*mass*/, boxShape);
box1->setWorldTransform(btTransform(btQuaternion::getIdentity(), { 0.0f, 2.0f, 1.0f }));
box2->setWorldTransform(btTransform(btQuaternion::getIdentity(), { 0.0f, 1.0f, 1.0f }));
btGeneric6DofSpring2Constraint *spring = new btGeneric6DofSpring2Constraint(
*box1, *box2,
btTransform(btQuaternion::getIdentity(), { 0.0f, -1.0f, 0.0f }),
btTransform(btQuaternion::getIdentity(), { 0.0f, 0.0f, 0.0f })
);
// I thought maybe the linear movement is locked, but even using these lines do not help.
// spring->setLinearUpperLimit(btVector3(0.0f, 0.1, 0.0f));
// spring->setLinearLowerLimit(btVector3(0.0f, -0.1, 0.0f));
// Enabling the spring behavior for they y-coordinate (index = 1)
spring->enableSpring(1, true);
spring->setStiffness(1, 0.01f);
spring->setDamping (1, 0.00f);
spring->setEquilibriumPoint();
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怎么了?我在Stiffness和Damping参数上玩了很多。但这并没有改变。设置线性下限和上限将使盒子在y方向上可移动,但仍不会振荡。是的,重力被激活了。
好的,我通过检查Bullet提供的示例项目找到了一个解决方案(可能早些时候想到了这个想法)。我学到的三件事:
btGeneric6DofSpringConstraint和之间的行为略有不同btGeneric6DofSpring2Constraint。前者似乎使非弹簧轴的紫罗兰色变少(在我的情况下是x轴和z轴)。后者似乎施加了更强的阻尼。但这只是初步观察。btGeneric6DofSpringConstraint *spring = new btGeneric6DofSpringConstraint(
*box1, *box2,
btTransform(btQuaternion::getIdentity(), { 0.0f, -1.0f, 0.0f }),
btTransform(btQuaternion::getIdentity(), { 0.0f, 0.0f, 0.0f }),
true
);
// Removing any restrictions on the y-coordinate of the hanging box
// by setting the lower limit above the upper one.
spring->setLinearLowerLimit(btVector3(0.0f, 1.0f, 0.0f));
spring->setLinearUpperLimit(btVector3(0.0f, 0.0f, 0.0f));
// Enabling the spring behavior for they y-coordinate (index = 1)
spring->enableSpring(1, true);
spring->setStiffness(1, 35.0f);
spring->setDamping (1, 0.5f);
spring->setEquilibriumPoint();
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