본문 바로가기

분류 전체보기68

Bullet physics - collision world with libgdx 원문 xoppa.github.io/blog/using-the-libgdx-3d-physics-bullet-wrapper-part1/ Using the libGDX 3D physics Bullet wrapper - part1 [번역] Many 3D games require some sort of collision detection between 3D objects. Sometimes it's possible to do this with some basic math and bounding boxes and bounding spheres. But when shapes get more complicated, the math and code gets complicated as well. Luckily LibGDX.. 2021. 3. 25.
BulletQuickstart 2020. 12. 15.
Actions: Vehicles & Character Controller Action Interface In certain cases it is useful to process some custom physics game code inside the physics pipeline. Although it is possible to use a tick callback, when there are several objects to be updated, it can be more convenient to derive your custom class from btActionInterface. And implement the btActionInterface::updateAction(btCollisionWorld* world, btScalar deltaTime); There are bui.. 2020. 12. 3.
Constraints There are several constraints implemented in Bullet. See examples/ConstraintDemo for an example of each of them. All constraints including the btRaycastVehicle are derived from btTypedConstraint. Constraint act between two rigidbodies, where at least one of them needs to be dynamic Bullet에는 몇 가지 제약이 있습니다. 각각의 예는 examples / ConstraintDemo를 참조하십시오. btRaycastVehicle을 포함한 모든 제약은 btTypedConstraint에서 .. 2020. 12. 3.
Rigid Body Dynamics Introduction The rigid body dynamics is implemented on top of the collision detection module. It adds forces, mass, inertia, velocity and constraints. • btRigidBody is used to simulate single 6-degree of freedom moving objects. btRigidBody is derived from btCollisionObject, so it inherits its world transform, friction and restitution and adds linear and angular velocity. • btRigidBody는 단일 6 자유도 .. 2020. 12. 2.
Collision Filtering (selective collisions) Bullet provides three easy ways to ensure that only certain objects collide with each other: masks, broadphase filter callbacks and nearcallbacks. It is worth noting that mask-based collision selection happens a lot further up the toolchain than the callback do. In short, if masks are sufficient for your purposes, use them; they perform better and are a lot simpler to use. Of course, don't try t.. 2020. 12. 2.