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android - 使用 bullet3d 物理在 libgdx 中弹跳球

转载 作者:行者123 更新时间:2023-11-29 01:41:24 26 4
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我正在尝试在 3d 中创建弹跳球程序 uisng libgdx。我是完全的初学者,刚刚开始接触 libgdx。我能够检测到球棒和球之间的碰撞,但无法让它弹回

Here is my  complete code

public class Main implements ApplicationListener {
final static short GROUND_FLAG = 1 << 8;
final static short OBJECT_FLAG = 1 << 9;
final static short ALL_FLAG = -1;

class MyContactListener extends ContactListener {
@Override
public boolean onContactAdded(int userValue0, int partId0, int index0,
int userValue1, int partId1, int index1) {
//instances.get(userValue0).moving = false;
//instances.get(userValue1).moving = false;
return true;
}
}

static class MyMotionState extends btMotionState {
Matrix4 transform;

@Override
public void getWorldTransform(Matrix4 worldTrans) {
worldTrans.set(transform);
}

@Override
public void setWorldTransform(Matrix4 worldTrans) {
transform.set(worldTrans);
}
}

static class GameObject extends ModelInstance implements Disposable {

public final btRigidBody body;
public boolean moving;
public final MyMotionState motionState;

public GameObject(Model model, String node,
btRigidBody.btRigidBodyConstructionInfo constructionInfo) {
super(model, node);
motionState = new MyMotionState();
motionState.transform = transform;
body = new btRigidBody(constructionInfo);
body.setMotionState(motionState);
}

@Override
public void dispose() {
// TODO Auto-generated method stub
body.dispose();
motionState.dispose();
}

static class Constructor implements Disposable {
public final Model model;
public final String node;
public final btCollisionShape shape;
public final btRigidBody.btRigidBodyConstructionInfo constructionInfo;
public static Vector3 inertia = new Vector3();

public Constructor(Model model, String node,
btCollisionShape shape, float mass) {
this.model = model;
this.node = node;
this.shape = shape;
if (mass > 0f) {
shape.calculateLocalInertia(mass, inertia);
} else {
inertia.set(0, 0, 0);
}
this.constructionInfo = new btRigidBody.btRigidBodyConstructionInfo(
mass, null, shape, inertia);
}

public GameObject construct() {
return new GameObject(model, node, constructionInfo);
}

@Override
public void dispose() {
shape.dispose();
constructionInfo.dispose();
}
}
}

PerspectiveCamera camera;
Environment environment;
ModelBatch modelBatch;
Model model;
Array<GameObject> instances;
ArrayMap<String, GameObject.Constructor> constructors;
btCollisionConfiguration configuration;
btDispatcher dispatcher;
btBroadphaseInterface broadphaseInterface;
btDynamicsWorld dynamicWorld;
btConstraintSolver solver;
MyContactListener contactListener;
float spawTimer;

@Override
public void create() {
// TODO Auto-generated method stub
Bullet.init();

modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f,
0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f,
-0.8f, -0.2f));

camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
camera.position.set(3f, 7f, 10f);
camera.lookAt(0, 4f, 0);
camera.near = 1f;
camera.far = 300f;
camera.update();

ModelBuilder builder = new ModelBuilder();

builder.begin();
builder.node().id = "ground";
builder.part("ground", GL20.GL_TRIANGLES,
Usage.Position | Usage.Normal,
new Material(ColorAttribute.createDiffuse(Color.RED))).box(5f,
1f, 5f);
builder.node().id = "sphere";
builder.part("sphere", GL20.GL_TRIANGLES,
Usage.Position | Usage.Normal,
new Material(ColorAttribute.createDiffuse(Color.GREEN)))
.sphere(1f, 1f, 1f, 10, 10);
model = builder.end();
constructors = new ArrayMap<String, Main.GameObject.Constructor>(
String.class, GameObject.Constructor.class);

constructors.put("ground", new GameObject.Constructor(model, "ground",
new btBoxShape(new Vector3(2.5f, .5f, 2.5f)), 0f));
constructors.put("ball", new GameObject.Constructor(model, "sphere",
new btSphereShape(0.5f), 3f));

configuration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(configuration);
solver = new btSequentialImpulseConstraintSolver();
broadphaseInterface = new btDbvtBroadphase();
dynamicWorld = new btDiscreteDynamicsWorld(dispatcher,
broadphaseInterface, solver, configuration);
dynamicWorld.setGravity(new Vector3(0, -10, 0));
contactListener = new MyContactListener();

instances = new Array<Main.GameObject>();
GameObject object = constructors.get("ground").construct();
object.body.setCollisionFlags(object.body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_KINEMATIC_OBJECT);
instances.add(object);
dynamicWorld.addRigidBody(object.body);
object.body.setActivationState(Collision.DISABLE_DEACTIVATION);
createBall();

}

public void createBall() {
GameObject obj = constructors.get("ball").construct();
//obj.moving = true;
obj.transform.setFromEulerAngles(MathUtils.random(360f),
MathUtils.random(360f), MathUtils.random(360f));
obj.transform.trn(0f, 9f, 0f);
//obj.body.proceedToTransform(obj.transform);
obj.body.setRestitution(1.0f);
obj.body.setFriction(1.0f);
obj.body.setWorldTransform(obj.transform);
obj.body.setUserValue(instances.size);
obj.body.setCollisionFlags(obj.body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
instances.add(obj);
// dynamicWorld.addCollisionObject(obj.body, OBJECT_FLAG, GROUND_FLAG);
dynamicWorld.addRigidBody(obj.body);
}

@Override
public void resize(int width, int height) {

}

float angle, speed = 10f;

@Override
public void render() {
// TODO Auto-generated method stub
final float delta = Gdx.graphics.getDeltaTime();

angle = (angle + delta+speed) % 360;
instances.get(0).transform.setTranslation(0f,MathUtils.sinDeg(angle),0f);
//instances.get(0).body.setWorldTransform(instances.get(0).transform);
dynamicWorld.stepSimulation(delta, 5, 1 / 60f);


Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1.f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

modelBatch.begin(camera);
modelBatch.render(instances, environment);
modelBatch.end();
}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void dispose() {
// TODO Auto-generated method stub
for (GameObject obj : instances)
obj.dispose();
instances.clear();

for (GameObject.Constructor ctor : constructors.values())
ctor.dispose();
constructors.clear();

dynamicWorld.dispose();
solver.dispose();
broadphaseInterface.dispose();
dispatcher.dispose();
configuration.dispose();

contactListener.dispose();

modelBatch.dispose();
model.dispose();
}

}
}

这是我更新后的代码,现在我可以反弹地面,这不是我的目标,但我的目标是在球击中时反弹球,用于地面移动的代码无法应用于球。请帮忙。

最佳答案

这里是代码。最后球反弹

public class Main implements ApplicationListener {
final static short GROUND_FLAG = 1 << 8;
final static short OBJECT_FLAG = 1 << 9;
final static short ALL_FLAG = -1;
public float delta;

class MyContactListener extends ContactListener {
@Override
public boolean onContactAdded(int userValue0, int partId0, int index0,
int userValue1, int partId1, int index1) {
// Gdx.app.log("onContact", "onContact Added");
instances.get(1).body.setLinearVelocity(new Vector3(0, 10f, 0f));
return true;
}
}

static class MyMotionState extends btMotionState {
Matrix4 transform;

@Override
public void getWorldTransform(Matrix4 worldTrans) {
worldTrans.set(transform);
}

@Override
public void setWorldTransform(Matrix4 worldTrans) {
transform.set(worldTrans);
}
}

static class GameObject extends ModelInstance implements Disposable {

public final btRigidBody body;
public boolean moving;
public final MyMotionState motionState;

public GameObject(Model model, String node,
btRigidBody.btRigidBodyConstructionInfo constructionInfo) {
super(model, node);
motionState = new MyMotionState();
motionState.transform = transform;
body = new btRigidBody(constructionInfo);
body.setMotionState(motionState);
}

@Override
public void dispose() {
// TODO Auto-generated method stub
body.dispose();
motionState.dispose();
}

static class Constructor implements Disposable {
public final Model model;
public final String node;
public final btCollisionShape shape;
public final btRigidBody.btRigidBodyConstructionInfo constructionInfo;
public static Vector3 inertia = new Vector3();


public Constructor(Model model, String node,
btCollisionShape shape, float mass) {
this.model = model;
this.node = node;
this.shape = shape;
if (mass > 0f) {
shape.calculateLocalInertia(mass, inertia);

} else {
inertia.set(0, 0, 0);
}
this.constructionInfo = new btRigidBody.btRigidBodyConstructionInfo(
mass, null, shape, inertia);
}

public GameObject construct() {
return new GameObject(model, node, constructionInfo);
}

@Override
public void dispose() {
shape.dispose();
constructionInfo.dispose();
}
}
}

PerspectiveCamera camera;
Environment environment;
ModelBatch modelBatch;
Model model;
Array<GameObject> instances;
ArrayMap<String, GameObject.Constructor> constructors;
btCollisionConfiguration configuration;
btDispatcher dispatcher;
btBroadphaseInterface broadphaseInterface;
btDynamicsWorld dynamicWorld;
btConstraintSolver solver;
MyContactListener contactListener;
float spawTimer;
GameObject obj;

@Override
public void create() {
// TODO Auto-generated method stub
Bullet.init();

modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f,
0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f,
-0.8f, -0.2f));

camera = new PerspectiveCamera(67, Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
camera.position.set(3f, 7f, 10f);
camera.lookAt(0, 4f, 0);
camera.near = 1f;
camera.far = 300f;
camera.update();

ModelBuilder builder = new ModelBuilder();

builder.begin();
builder.node().id = "ground";
builder.part("ground", GL20.GL_TRIANGLES,
Usage.Position | Usage.Normal,
new Material(ColorAttribute.createDiffuse(Color.RED))).box(5f,
1f, 5f);
builder.node().id = "sphere";
builder.part("sphere", GL20.GL_TRIANGLES,
Usage.Position | Usage.Normal,
new Material(ColorAttribute.createDiffuse(Color.GREEN)))
.sphere(1f, 1f, 1f, 10, 10);
model = builder.end();
constructors = new ArrayMap<String, Main.GameObject.Constructor>(
String.class, GameObject.Constructor.class);

constructors.put("ground", new GameObject.Constructor(model, "ground",
new btBoxShape(new Vector3(2.5f, .5f, 2.5f)), 0f));
constructors.put("ball", new GameObject.Constructor(model, "sphere",
new btSphereShape(0.5f), 0.5f));

configuration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(configuration);
solver = new btSequentialImpulseConstraintSolver();
broadphaseInterface = new btDbvtBroadphase();
dynamicWorld = new btDiscreteDynamicsWorld(dispatcher,
broadphaseInterface, solver, configuration);
dynamicWorld.setGravity(new Vector3(0, -8f, 0));
contactListener = new MyContactListener();

instances = new Array<Main.GameObject>();
GameObject object = constructors.get("ground").construct();
object.body.setCollisionFlags(object.body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_KINEMATIC_OBJECT);
instances.add(object);
dynamicWorld.addRigidBody(object.body);
object.body.setActivationState(Collision.DISABLE_DEACTIVATION);
createBall();

}

public void createBall() {
obj = constructors.get("ball").construct();

obj.transform.trn(0f, 11f, 0f);
obj.body.setWorldTransform(obj.transform);
obj.body.setUserValue(instances.size);
obj.body.setCollisionFlags(obj.body.getCollisionFlags()
| btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
obj.body.setFriction(1.0f);
obj.body.setRestitution(3.0f);
instances.add(obj);

dynamicWorld.addRigidBody(obj.body);
}

@Override
public void resize(int width, int height) {

}

float angle, speed = 10f, yTranslate = 0f, zAngle = 0f;

@Override
public void render() {
// TODO Auto-generated method stub
delta = Gdx.graphics.getDeltaTime();
angle = (angle + delta + speed) % 360;

if (Gdx.input.isTouched()) {

if (yTranslate > -60f) {
zAngle -= 0.2f;
} else {
// yTranslate = 30f;
}
instances.get(0).transform.setToRotation(0f, 0f, 2f, zAngle);


} else {
instances.get(0).transform.setToRotation(0f, 0f, 1f, 30f);
instances.get(0).transform.setTranslation(0f, 0f, 0f);
}

//instances.get(0).transform.setTranslation(0f,0f,0f);
dynamicWorld.stepSimulation(delta, 5, 1 / 60f);

Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1.f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(camera);
modelBatch.render(instances, environment);
modelBatch.end();
}

@Override
public void pause() {

}

@Override
public void resume() {

}

@Override
public void dispose() {
// TODO Auto-generated method stub
for (GameObject obj : instances)
obj.dispose();
instances.clear();

for (GameObject.Constructor ctor : constructors.values())
ctor.dispose();
constructors.clear();

dynamicWorld.dispose();
solver.dispose();
broadphaseInterface.dispose();
dispatcher.dispose();
configuration.dispose();

contactListener.dispose();

modelBatch.dispose();
model.dispose();
}

}

关于android - 使用 bullet3d 物理在 libgdx 中弹跳球,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24429249/

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