在 C++ 圖形程式設計中,創造逼真物理效果的最佳實體引擎有:Bullet Physics:開源、功能豐富、效能好、易於整合。 PhysX:商業引擎,功能強大、高度最佳化、廣泛用於遊戲開發。 Havok:商業引擎,提供廣泛的實體效果和開發工具。
#在現代圖形程式設計中,物理引擎對於創建逼真的物理效果至關重要。本文將探討在 C++ 中使用實體引擎的最佳選擇,並透過一個實戰案例來展示其應用。
選擇合適的物理引擎需要考慮以下因素:
讓我們建立一個簡單的C++ 程序,使用Bullet Physics 模擬剛體的運動:
#include <btBulletDynamicsCommon.h> int main() { // 创建物理世界 btBroadphaseInterface* broadphase = new btDbvtBroadphase(); btDefaultCollisionConfiguration* collisionConfig = new btDefaultCollisionConfiguration(); btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfig); btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver(); btDiscreteDynamicsWorld* world = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfig); world->setGravity(btVector3(0, -9.81, 0)); // 创建刚体 btCollisionShape* groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); btDefaultMotionState* groundMotionState = new btDefaultMotionState(); btRigidBody::btRigidBodyConstructionInfo groundBodyCI(0.0f, groundMotionState, groundShape); btRigidBody* groundBody = new btRigidBody(groundBodyCI); world->addRigidBody(groundBody); btCollisionShape* boxShape = new btBoxShape(btVector3(1, 1, 1)); btDefaultMotionState* boxMotionState = new btDefaultMotionState(); btVector3 boxPos(0, 5, 0); boxMotionState->setWorldTransform(btTransform(btQuaternion(0, 0, 0, 1), boxPos)); btScalar mass = 1.0f; btVector3 boxInertia(0, 0, 0); boxShape->calculateLocalInertia(mass, boxInertia); btRigidBody::btRigidBodyConstructionInfo boxBodyCI(mass, boxMotionState, boxShape, boxInertia); btRigidBody* boxBody = new btRigidBody(boxBodyCI); world->addRigidBody(boxBody); // 模拟 for (int i = 0; i < 1000; ++i) { world->stepSimulation(1.0f / 60.0f, 10); } // 清理 delete boxBody; delete boxShape; delete boxMotionState; delete groundBody; delete groundShape; delete groundMotionState; delete solver; delete dispatcher; delete collisionConfig; delete broadphase; delete world; return 0; }
這個程序創建一個物理世界,其中包含一個靜態平面(地面)和一個動態方塊(盒子)。使用 Bullet Physics 進行模擬,盒子會受到重力作用而下落並與地面碰撞。
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