【发布时间】:2018-01-08 14:21:27
【问题描述】:
我正在使用 bulletsharp(子弹物理的 C# 包装器)进行一些碰撞检测。一切都很顺利,直到我尝试在运行时将现有刚体的碰撞形状从盒子更改为复合。我这样做是为了再次以更高的精度模拟碰撞。问题是:没有检测到复合形状的碰撞。
场景:
-
DicreteDynamicsWorld包含一些RigidBody和BoxShape - 两个运动学
RigidBody与BoxShape发生碰撞(并被检测到) - 使用 HACD 算法将这两个
RigidBody的形状更改为CompoundShape进行凸分解 - 从
DicreteDynamicsWorld中删除RigidBody -
RigidBody.CollisionShape=CompoundShape - 使用
RigidBody.MotionState.WorldTransform设置位置 - 将
RigidBody添加到DicreteDynamicsWorld - 撤消导致碰撞的移动(一个对象不包含另一个)
- 重复动作
- 未检测到碰撞
备注:
- 将
CollisionShape从BoxShape更改为CompoundShape成功(正确的CollisionShape和正确的位置) - 对于碰撞检测,我在
DicreteDynamicsWorld.StepSimulation(...)之后使用DicreteDynamicsWorld.Dispatcher.NumManifolds > 0
按要求提供一些代码 sn-ps:
如果你需要一些特别的东西,请告诉我。我的解决方案太大太复杂,无法发布完整代码...
刚体创建:
// 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);
碰撞容器:
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?
谢谢。
【问题讨论】:
-
欢迎来到 SO。你能发布一些代码而不是伪代码吗?
-
请发布实际代码。
标签: c# collision-detection bulletphysics bullet