【问题标题】:Bullet Physics - Orienting a rigid bodyBullet Physics - 定向刚体
【发布时间】:2015-04-09 19:27:24
【问题描述】:

我正在尝试定位子弹中的圆柱体。现在,圆柱体是模拟中唯一的东西。我在这里找到了一些答案,并相信我很接近,但仍然没有轮换。这是我创建圆柱体的函数,也许有人会跳出来。

我做错了什么?

void CreateCylinder(int index, double x, double y, double z, double radius, double length, int yaw, int pitch, int roll) {

    btScalar mass = 1;
    btVector3 position(x,y,z);
    btVector3 cylInertia(0,0,0);

    //create collision shape
    btCollisionShape* cylColl = new btCylinderShape(btVector3(radius,length,1));

    //default motion state
    btDefaultMotionState* ms = new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1), btVector3(0,10,0)));

    //calculate inertia
    cylColl->calculateLocalInertia(mass, cylInertia);

    //construction info
    btRigidBody::btRigidBodyConstructionInfo cylCI(
        mass,
        ms,
        cylColl,          //collision shape
        cylInertia //inertia
    );

    btRigidBody *cylinder = new btRigidBody(cylCI);



    //orient cylinder
    btTransform tr;
    tr.setIdentity();
    btQuaternion quat;
    quat.setEuler(yaw,pitch,roll); //or quat.setEulerZYX depending on the ordering you want
    tr.setRotation(quat);

    //apply transform to cylinder rigid body
    cylinder->setCenterOfMassTransform(tr);


    body[index] = cylinder;
    m_dynamicsWorld->addRigidBody(body[index]);

}

【问题讨论】:

    标签: c++ bullet


    【解决方案1】:

    您必须修改正文的WorldTransform,而不是CenterOfMassTransform。您可以在 DefaultMotionState 以及 Body 本身中执行此操作。

    【讨论】:

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