子弹物理,什么时候选择哪个DynamicsWorld?
我有一些关于子弹物理库的一般性问题。
简而言之,这是我目前的理解:
btDiscreteDynamicsWorld - 最简单的物理世界,只处理刚体,也许有更好的性能。
btSoftRigidDynamicsWorld - 唯一可以使用大型果冻模具的物理世界
btContineousDynamicsWorld - 如果你有非常快的物体,这将阻止它们相互预穿透或飞过对方,但在其他方面就像 btDiscreteDynamicsWorld 一样。
我对 btDiscreetDynamicsWorld、btContinouslyDynamicsWorld 和 btSoftRigidDynamicsWorld 类在功能、用途和性能方面的理解是否正确?
为什么用户手册推荐btDiscreteDynamicsWorld类?
btSoftRigidDynamicsWorld 似乎是唯一可以处理软体的世界,那么如果我们想要连续物理集成和软体怎么办?
多快才足以考虑使用 btContinouslyDynamicsWorld,使用 btContinouslyDynamicsWorld 的缺点是什么?
编辑: 我的好友 Mako 也在 Bullet 论坛上发布了这个问题: http://www.bulletphysicals.org/Bullet/phpBB3/viewtopic.php?f=9&t=4863
I have a few general questions about the bullet physics library.
Here is my current understanding in a nutshell:
btDiscreteDynamicsWorld - Simplest physics world, only handles rigid bodies, maybe it has better performance.
btSoftRigidDynamicsWorld - The only physics world that can work with large jello moulds
btContinuousDynamicsWorld - If you have really fast objects this will prevent them from prenetrating each other or flying through each other, but is otherwise like a btDiscreteDynamicsWorld.
Is my understanding of the btDiscreetDynamicsWorld, btContinuousDynamicsWorld and btSoftRigidDynamicsWorld classes in terms of functionality, purpose, and performance correct?
Why does the user manual recommend the btDiscreteDynamicsWorld class?
btSoftRigidDynamicsWorld appears to be the only world that can handle soft bodies, so what if we wanted Continuous Physics integration and Soft bodies?
How fast is fast enough to consider using a btContinuousDynamicsWorld, and what are the drawbacks of using one?
Edit:
My Buddy Mako also posted this question on The Bullet forums: http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=4863
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请忽略 btContinouslyDynamicsWorld,它没有功能(它从未完成)。
如果要使用软体,请使用 btSoftRigidDynamicsWorld ,否则使用 btDiscreteDynamicsWorld 。
Please ignore btContinuousDynamicsWorld, it is not functional (it has never been completed).
If you want to use soft bodies, use btSoftRigidDynamicsWorld, otherwise use btDiscreteDynamicsWorld .