要实现Bullet Player Controller的侧向重力,你可以使用Bullet物理引擎提供的力和约束来模拟侧向的重力效果。以下是一个使用Bullet物理引擎实现侧向重力的示例代码:
#include
#include
int main() {
// 创建碰撞检测配置和碰撞检测世界
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btDbvtBroadphase* overlappingPairCache = new btDbvtBroadphase();
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0, -9.8f, 0)); // 设置全局重力
// 创建地面碰撞形状
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
// 创建地面刚体
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0, -50, 0));
btScalar mass(0.);
btVector3 localInertia(0, 0, 0);
btDefaultMotionState* groundMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(mass, groundMotionState, groundShape, localInertia);
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
// 创建玩家碰撞形状
btCollisionShape* playerShape = new btCapsuleShape(1.0, 2.0);
// 创建玩家刚体
btTransform playerTransform;
playerTransform.setIdentity();
playerTransform.setOrigin(btVector3(0, 10, 0));
btScalar playerMass(1.0);
btVector3 playerInertia(0, 0, 0);
playerShape->calculateLocalInertia(playerMass, playerInertia);
btDefaultMotionState* playerMotionState = new btDefaultMotionState(playerTransform);
btRigidBody::btRigidBodyConstructionInfo playerRigidBodyCI(playerMass, playerMotionState, playerShape, playerInertia);
btRigidBody* playerRigidBody = new btRigidBody(playerRigidBodyCI);
dynamicsWorld->addRigidBody(playerRigidBody);
// 模拟10帧
for (int i = 0; i < 10; i++) {
dynamicsWorld->stepSimulation(1 / 60.f, 10);
// 应用侧向重力
btVector3 playerVelocity = playerRigidBody->getLinearVelocity();
playerVelocity.setY(0); // 确保只应用侧向重力
playerRigidBody->applyCentralForce(playerVelocity * -1);
// 打印玩家位置
btTransform playerTransform;
playerRigidBody->getMotionState()->getWorldTransform(playerTransform);
std::cout << "Player position: " << playerTransform.getOrigin().getX() << ", " << playerTransform.getOrigin().getY() << ", " << playerTransform.getOrigin().getZ() << std::endl;
}
// 清理内存
dynamicsWorld->removeRigidBody(playerRigidBody);
delete playerRigidBody->getMotionState();
delete playerRigidBody;
delete playerShape;
dynamicsWorld->removeRigidBody(groundRigidBody);
delete groundRigidBody->getMotionState();
delete groundRigidBody;
delete groundShape;
delete dynamicsWorld;
delete solver;
delete overlappingPairCache;
delete dispatcher;
delete collisionConfiguration;
return 0;
}
这个示例代码使用Bullet物理引擎创建了一个简单的场景,包括一个地面和一个玩家角色。在模拟时,每一帧都会应用侧向重力来模拟玩家的侧向运动。你可以根据实际情况进行修改和扩展。