6 java physics collision game-engine jbullet
我正在尝试学习如何在我正在进行的项目中使用jBullet,并且我已经查看了源代码提供的演示,但我无法弄清楚这些演示如何显示对象.有没有人有一个很好的资源,他们可以指出我或提供一个基本的例子,在屏幕上显示一个或两个对象?
提前谢谢你,我很抱歉我没有任何代码可以显示我可以快速写一些如果需要但只是真正寻找方向去.
谢谢,
我正在使用的多维数据集的代码,所以我试图添加碰撞,但我不确定如何使用jbullet:
public void Draw() {
// center point posX, posY, posZ
float radius = size / 2;
//top
glPushMatrix();
glBegin(GL_QUADS);
{
glColor3f(1.0f,0.0f,0.0f); // red
glVertex3f(posX + radius, posY + radius, posZ - radius);
glVertex3f(posX - radius, posY + radius, posZ - radius);
glVertex3f(posX - radius, posY + radius, posZ + radius);
glVertex3f(posX + radius, posY + radius, posZ + radius);
}
glEnd();
glPopMatrix();
//bottom
glPushMatrix();
glBegin(GL_QUADS);
{
glColor3f(1.0f,1.0f,0.0f); // ?? color
glVertex3f(posX + radius, posY - radius, posZ + radius);
glVertex3f(posX - radius, posY - radius, posZ + radius);
glVertex3f(posX - radius, posY - radius, posZ - radius);
glVertex3f(posX + radius, posY - radius, posZ - radius);
}
glEnd();
glPopMatrix();
//right side
glPushMatrix();
glBegin(GL_QUADS);
{
glColor3f(1.0f,0.0f,1.0f); // ?? color
glVertex3f(posX + radius, posY + radius, posZ + radius);
glVertex3f(posX + radius, posY - radius, posZ + radius);
glVertex3f(posX + radius, posY - radius, posZ - radius);
glVertex3f(posX + radius, posY + radius, posZ - radius);
}
glEnd();
glPopMatrix();
//left side
glPushMatrix();
glBegin(GL_QUADS);
{
glColor3f(0.0f,1.0f,1.0f); // ?? color
glVertex3f(posX - radius, posY + radius, posZ - radius);
glVertex3f(posX - radius, posY - radius, posZ - radius);
glVertex3f(posX - radius, posY - radius, posZ + radius);
glVertex3f(posX - radius, posY + radius, posZ + radius);
}
glEnd();
glPopMatrix();
//front side
glPushMatrix();
glBegin(GL_QUADS);
{
glColor3f(0.0f,0.0f,1.0f); //blue
glVertex3f(posX + radius, posY + radius, posZ + radius);
glVertex3f(posX - radius, posY + radius, posZ + radius);
glVertex3f(posX - radius, posY - radius, posZ + radius);
glVertex3f(posX + radius, posY - radius, posZ + radius);
}
glEnd();
glPopMatrix();
//back side
glPushMatrix();
glBegin(GL_QUADS);
{
glColor3f(0.0f,1.0f,0.0f); // green
glVertex3f(posX + radius, posY - radius, posZ - radius);
glVertex3f(posX - radius, posY - radius, posZ - radius);
glVertex3f(posX - radius, posY + radius, posZ - radius);
glVertex3f(posX + radius, posY + radius, posZ - radius);
}
glEnd();
glPopMatrix();
}
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这是我从hello world测试代码中转换的代码,这看起来对每个人都是正确的吗?:
public static void HelloWorld() {
BroadphaseInterface broadphase = new DbvtBroadphase();
DefaultCollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();
DiscreteDynamicsWorld dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
// set the gravity of our world
dynamicsWorld.setGravity(new Vector3f(0, -10, 0));
// setup our collision shapes
CollisionShape groundShape = new StaticPlaneShape(new Vector3f(0, 1, 0), 1);
CollisionShape fallShape = new SphereShape(1);
// setup the motion state
DefaultMotionState groundMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, -1, 0), 1.0f)));
RigidBodyConstructionInfo groundRigidBodyCI = new RigidBodyConstructionInfo(0, groundMotionState, groundShape, new Vector3f(0,0,0));
RigidBody groundRigidBody = new RigidBody(groundRigidBodyCI);
dynamicsWorld.addRigidBody(groundRigidBody); // add our ground to the dynamic world..
// setup the motion state for the ball
DefaultMotionState fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, 50, 0), 1.0f)));
//This we're going to give mass so it responds to gravity
int mass = 1;
Vector3f fallInertia = new Vector3f(0,0,0);
fallShape.calculateLocalInertia(mass,fallInertia);
RigidBodyConstructionInfo fallRigidBodyCI = new RigidBodyConstructionInfo(mass,fallMotionState,fallShape,fallInertia);
RigidBody fallRigidBody = new RigidBody(fallRigidBodyCI);
//now we add it to our physics simulation
dynamicsWorld.addRigidBody(fallRigidBody);
for (int i=0 ; i<300 ; i++) {
dynamicsWorld.stepSimulation(1/60.f, 10);
Transform trans = new Transform();
fallRigidBody.getMotionState().getWorldTransform(trans);
System.out.println("sphere height: " + trans.origin.y);
}
}
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小智 4
jBullet HelloWorld 的示例代码:
public static void HelloWorld() {
BroadphaseInterface broadphase = new DbvtBroadphase();
DefaultCollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();
DiscreteDynamicsWorld dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
// set the gravity of our world
dynamicsWorld.setGravity(new Vector3f(0, -10, 0));
// setup our collision shapes
CollisionShape groundShape = new StaticPlaneShape(new Vector3f(0, 1, 0), 1);
CollisionShape fallShape = new SphereShape(1);
// setup the motion state
DefaultMotionState groundMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, -1, 0), 1.0f)));
RigidBodyConstructionInfo groundRigidBodyCI = new RigidBodyConstructionInfo(0, groundMotionState, groundShape, new Vector3f(0,0,0));
RigidBody groundRigidBody = new RigidBody(groundRigidBodyCI);
dynamicsWorld.addRigidBody(groundRigidBody); // add our ground to the dynamic world..
// setup the motion state for the ball
DefaultMotionState fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, 50, 0), 1.0f)));
//This we're going to give mass so it responds to gravity
int mass = 1;
Vector3f fallInertia = new Vector3f(0,0,0);
fallShape.calculateLocalInertia(mass,fallInertia);
RigidBodyConstructionInfo fallRigidBodyCI = new RigidBodyConstructionInfo(mass,fallMotionState,fallShape,fallInertia);
RigidBody fallRigidBody = new RigidBody(fallRigidBodyCI);
//now we add it to our physics simulation
dynamicsWorld.addRigidBody(fallRigidBody);
for (int i=0 ; i<300 ; i++) {
dynamicsWorld.stepSimulation(1/60.f, 10);
Transform trans = new Transform();
fallRigidBody.getMotionState().getWorldTransform(trans);
System.out.println("sphere height: " + trans.origin.y);
}
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}