官方文檔:http://bulletphysics.org
開源代碼:https://github.com/bulletphysics/bullet3/releases
API文檔:http://bulletphysics.org/Bullet/BulletFull/annotated.html
bullet3的三種碰撞檢測
以下三種方式都是可以達到碰撞檢測的效果:
btCollisionWorld::contactTest檢測指定對象是否與場景發生碰撞;btCollisionWorld::performDiscreteCollisionDetection檢測場景中所有的碰撞;btDynamicsWorld::stepSimulation模擬運動。
還有一種射線檢測,但是與這里的物體碰撞稍微有些區別,這里就不展開來講了。
0. 准備工作
先創建一個場景,增加一個地板(box)
btDefaultCollisionConfiguration* g_colConfig;
btCollisionDispatcher* g_dispatcher;
btBroadphaseInterface* g_broadInterface;
btSequentialImpulseConstraintSolver* g_solver;
btDynamicsWorld* g_world; // 場景信息,退出的時候需要delete
g_colConfig = new btDefaultCollisionConfiguration();
g_dispatcher = new btCollisionDispatcher(g_colConfig);
g_broadInterface = new btDbvtBroadphase();
g_solver = new btSequentialImpulseConstraintSolver;
g_world = new btDiscreteDynamicsWorld(g_dispatcher, g_broadInterface, g_solver, g_colConfig);
g_world->setGravity(btVector3(0,-10,0)); // 設置重力加速度
// add a test box
{
btCollisionShape* shape = new btBoxShape(btVector3(btScalar(1000.),btScalar(10.),btScalar(1000.)));
btTransform trans;
trans.setIdentity();
trans.setOrigin(btVector3(0, -10, 0));
btScalar mass=0.f;
btVector3 localInertia(0, 0, 0);
bool isDynamic = (mass != 0.f);
if (isDynamic)
shape->calculateLocalInertia(mass, localInertia);
btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia);
btRigidBody* body = new btRigidBody(cInfo);
g_world->addRigidBody(body);
}
1. btCollisionWorld::contactTest
完整函數內容為
void btCollisionWorld::contactTest(btCollisionObject * colObj, ContactResultCallback & resultCallback)
contactTest會對確定的colObj對象與btCollisionWorld中的所有對象進行接觸檢測,並調用ContactResultCallBack回調。
其實這個函數不算碰撞檢測,只是算接觸檢測,如果距離為0,是會觸發回調的。
1.1. 繼承回調的結構體
ContactResultCallback結構體有一個名為addSingleResult的純虛函數,在繼承的時候一定要實現addSingleResult函數。這個也是碰撞的時候執行的回調函數。是這個結構體的核心。碰撞信息會存儲在btManifoldPoint & cp中,使用方法也比較簡單,可以參考API文檔的接口。其它地方的碰撞,也是用這個對象存儲,處理方法是一樣的。
// 碰撞檢測回調
struct MyColCallBack : btCollisionWorld::ContactResultCallback
{
public:
btScalar addSingleResult(
btManifoldPoint & cp,
const btCollisionObjectWrapper * colObj0Wrap,
int partId0,
int index0,
const btCollisionObjectWrapper * colObj1Wrap,
int partId1,
int index1)
{
btVector3 posA = cp.getPositionWorldOnA();
btVector3 posB = cp.getPositionWorldOnB();
printf("col pos for A {%f, %f, %f}\n", posA.getX(), posA.getY(), posA.getZ());
printf("col pos for B {%f, %f, %f}\n", posB.getX(), posB.getY(), posB.getZ());
return btScalar(0.f);
};
};
1.2. 碰撞檢測
// 創建一個球體,並加入到場景中
btCollisionShape* shape = new btSphereShape(btScalar(1.f));
btTransform trans;
trans.setIdentity();
trans.setOrigin(btVector3(0, 1, 0));
btScalar mass=1.f;
btVector3 localInertia(0, 0, 0);
bool isDynamic = (mass != 0.f);
if (isDynamic)
shape->calculateLocalInertia(mass, localInertia);
btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia);
btRigidBody* g_body = new btRigidBody(cInfo);
g_world->addRigidBody(g_body);
// 創建回調並碰撞檢測
MyColCallBack callBack;
g_world->contactTest(g_body, callBack);
// todo delete
運行結果:

2. btCollisionWorld::performDiscreteCollisionDetection
performDiscreteCollisionDetection會對場景中的所有物體進行一次碰撞檢測。而contactTest是對確定的物體進行碰撞檢測。
g_world->performDiscreteCollisionDetection();
list<btCollisionObject*> m_collisionObjects;
int numManifolds = g_world->getDispatcher()->getNumManifolds();
for(int i=0; i<numManifolds; i++)
{
btPersistentManifold* contactManifold = g_world->getDispatcher()->getManifoldByIndexInternal(i);
btCollisionObject* obA = (btCollisionObject*)(contactManifold->getBody0());
btCollisionObject* obB = (btCollisionObject*)(contactManifold->getBody1());
int numContacts = contactManifold->getNumContacts();
for(int j=0; j<numContacts; j++)
{
btManifoldPoint& pt = contactManifold->getContactPoint(j);
if(pt.getDistance()<=0.f)
{
m_collisionObjects.push_back(obA);
m_collisionObjects.push_back(obB);
btVector3 posA = pt.getPositionWorldOnA();
btVector3 posB = pt.getPositionWorldOnB();
printf("%d A -> {%f, %f, %f}\n", i, posA.getX(), posA.getY(), posA.getZ()); // 碰撞點
printf("%d B -> {%f, %f, %f}\n", i, posB.getX(), posB.getY(), posB.getZ());
}
}
}
這里需要注意一下,多個物體兩兩碰撞的時候,列表m_collisionObjects內是存在重復的可能的,往往需要去重一下。
m_collisionObjects.sort();
m_collisionObjects.unique();
運行結果:
這里我多加了一個半徑為1,位置為{1,1,0}的求,然后基本上兩個球和地板發生了兩兩碰撞。

3. btDynamicsWorld::stepSimulation
完整的函數內容為:
virtual int btDynamicsWorld::stepSimulation(
btScalar timeStep,
int maxSubSteps = 1,
btScalar fixedTimeStep = btScalar(1.)/btScalar(60.))
stepSimulation其實不是用來做碰撞檢測的,而是用來做物理運動模擬的。既然能做運動模擬,那肯定也能夠做碰撞檢測了。
3.1. 模擬運動
設置場景的重力加速為btVector3(0,-10,0),增加一個半徑為1,位置為{0,100,0}的球體,並設置其質量為1,沖量為{2,0,0},即球體會以x軸速度為2,Y軸以-10的加速度做拋物線運動。
// 設置重力加速度
g_world->setGravity(btVector3(0,-10,0));
// 創建一個球體,並加入到場景中
btCollisionShape* shape = new btSphereShape(btScalar(1.f));
btTransform trans;
trans.setIdentity();
trans.setOrigin(btVector3(0, 100, 0));
btScalar mass=1.f;
btVector3 localInertia(0, 0, 0);
bool isDynamic = (mass != 0.f);
if (isDynamic)
shape->calculateLocalInertia(mass, localInertia);
btDefaultMotionState* myMotionState = new btDefaultMotionState(trans);
btRigidBody::btRigidBodyConstructionInfo cInfo(mass, myMotionState, shape, localInertia);
btRigidBody* g_body = new btRigidBody(cInfo);
g_body->applyCentralImpulse(btVector3(2,0,0)); // 設置沖量
g_world->addRigidBody(g_body);
for (i=0;i<10;i++)
{
g_world->stepSimulation(1.f/60.f,10); // 模擬運動
trans = g_body->getWorldTransform();
printf("world pos = %f,%f,%f\n", trans.getOrigin().getX(),
trans.getOrigin().getY(),
trans.getOrigin().getZ());
}
}
執行結果

