在 C++ 图形编程中,用于创建逼真物理效果的最佳物理引擎有:Bullet Physics:开源、功能丰富、性能好、易于集成。PhysX:商业引擎,功能强大、高度优化、广泛用于游戏开发。Havok:商业引擎,提供广泛的物理效果和开发工具。
在现代图形编程中,物理引擎对于创建逼真的物理效果至关重要。本文将探讨在 C++ 中使用物理引擎的最佳选择,并通过一个实战案例展示其应用。
选择合适的物理引擎需要考虑以下因素:
让我们创建一个简单的 C++ 程序,使用 Bullet Physics 模拟刚体的运动:
#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; }
这个程序创建一个物理世界,其中包含一个静态平面(地面)和一个动态方块(盒子)。使用 Bullet Physics 进行模拟,盒子会受到重力作用而下落并与地面发生碰撞。
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