够烂的newton

西昌.何雨锋

够烂的newton

[mass  质量]    [inertia 惯性]   [rigid 刚性]   [torque 扭距]   [Impulse  推动力]  [Simulate 模拟]  [Angular 有角的]
[Gravity 重力]  [joint 连接]   [Interaction 交互] [damp阻尼]  [Velocity 速度]   [Ragdoll 洋娃娃]  [Continious 连续的]
[Buoyancy 浮力]   [cone  锥形]  [Vehicle  小车]   [Ellipsoid 椭圆体] [hinge 绞链]  [slider 滑冰]
1、65第一次引入了newton引擎。
2、要使用这一引擎,必须先初始化:
       #include "../../tv65dll/CTVPhysics.h"
       CTVPhysics* phy1;
       phy1=new CTVPhysics(); 
       phy1->Initialize();
3、你可以先给物理世界一个地面。
      phy1->CreateStaticTerrainBody(land1);    //land1就是已经做好的land
4、可以给一点重力:
      cTV_3DVECTOR zhong_pos1;
     //而实际上点也可以直接以常量的方式列出:cTV_3DVECTOR(0.0001f, 0.0001f, 0.0001f)
        赋指针可以这样:            cTV_3DVECTOR* _damp =new cTV_3DVECTOR(0.0001f, 0.0001f, 0.0001f);
        赋对象可以这样:            cTV_3DVECTOR _damp =cTV_3DVECTOR(0.0001f, 0.0001f, 0.0001f);
      zhong_pos1.x=0;
      zhong_pos1.y=-0.2;    //负数代表向下
      zhong_pos1.z=0;
      phy1->SetGlobalGravity(&zhong_pos1);

5、在物理世界中的核心是:body.
      body代表这个物体只受到重力和强制力的影响,
     但是其他的body以及地面对它无任何影响,因为它连形状都没有。
     你必须先建立一个body:
     int    box_id=phy1->CreateBody(0);      //这里的box_id代表了这个body在物理世界中唯一的序列号,以后对这个body的所有操作都将使用此序列号
     //当然了,这个body得有重量,否则连重力也影响不到它。
     phy1->SetBodyMass(box_id,0.1);     //这里的重量是0.1kg,你还可以用其他函数来设置重心和权重

     phy1->AddBox(box_id,&zhong_pos1,&tui_pos1);      //将body增加一个box形状,其大小为zhong_pos1到tui_pos1的大小。
//也可以增加成一个大小为50的球体。
     phy1->AddSphere(box_id,&zhong_pos1,50);
//还可以直接以mesh的形状来作为body的形状,但是也只有三种情况:box,球与圆拄,如果为none就是mesh的本身形状。
     phy1->AddMesh(box_id,&box1,cTV_BODY_BOX ,false);
    第二个参数常量列表如下:
                  cTV_BODY_BOX = 0,
 cTV_BODY_SPHERE = 1,
 cTV_BODY_CYLINDER = 2,
 cTV_BODY_NONE = 3,
 cTV_BODY_CONVEXHULL = 4
6、void SetBodyInertia(int rigidBodyIndex,float iX, float iY, float iZ);
                  //设置body惯性
       void SetBodyPosition(int rigidBodyIndex,float fX, float fY, float fZ);
                //设置body的位置,当然了,设置完以后,body将继续遵从物理世界的原则。
       SetBodyRotation();
             //设置body的旋转
 void Unload();
7、不管怎么样,这个物理世界是不会自动运动的,除非你在循环中让其随时间的流逝而自动更新:
 phy1->Simulate(engine1->TickCount());
8、有人可能会说,物理世界里的东西怎么运动,可并不会影响到(TV)渲染世界里的东西啊.是的,所以你得在循环中用下列
方法将物理世界里的盒子与渲染世界里的盒子联系起来,就OK了。
                  zhong_pos1=phy1->GetBodyPosition(box_id);     //得到物理世界中box_id的位置
 tui_pos1=phy1->GetBodyRotation(box_id);          //得到物理世界中box_id的旋转
 box1->SetPosition(zhong_pos1.x,zhong_pos1.y,zhong_pos1.z);     //将渲染世界里的东西也这样做
 box1->SetRotation(tui_pos1.x,tui_pos1.y,tui_pos1.z);
   //好了,你看到盒子在陆地上翻滚了吗?

9、如果你想对一个body施加向某个方向的力,那么就可以用
                  void AddImpulse(int rigidBodyIndex, cTV_3DVECTOR* vImpulse, bool bLocalSpace = false);
                  //对body产生一个力,这个力的方向和大小放在第二个参数中,最后一个如果为true,那么就会有摩擦阻力,一般为false
                 这样这个物体就会被推动,最后一个参数如果选true,那么它在受到推力的情况下将不再和其他任何物体,包括地面发生碰撞了。
                 就象在真空中被推一样。
                AddTorque(int rigidBodyIndex, cTV_3DVECTOR* vTorque, bool bLocalSpace = false);
                    //是对body进行扭矩力。

 


9、下面是对Actor的物理模拟。
                                int CreateAutoRagdoll(CTVActor* aActor);
                                  //理论上是建立一个布娃娃,但是好象无法使用。
                                int CreateActorBody(float fMass, CTVActor* pActor, cCONST_TV_PHYSICSBODY_BOUNDING eBoundingType);
                               //建立出一个actor专用的body,但是在后面的参数中,还是只有那几项,所以出来的body只能还是box等。
                               void AddActorEx(int rigidBodyIndex, CTVActor* pActor, cCONST_TV_PHYSICSBODY_BOUNDING eBoundingType, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
                            void AddActor(int rigidBodyIndex, CTVActor* pActor, cCONST_TV_PHYSICSBODY_BOUNDING eBoundingType, bool bUseActorTransformationAsOffset);

                              void AddActorBone(int rigidBodyIndex, CTVActor* pActor,int iActorBone);
                              void SyncBodiesWithBones(CTVActor* pRagdollActor);
                               //同步骨骼对actor

10、小车的模拟:
[Associated  关联的]        [wheel 轮子]   [Chassis  底盘、滑动的]  [steer 驾驶]   [Brake 刹车] [Traction牵引]  [Acceleration 加速度]
                  int CreateVehicle(int iChassisBody);
                
 int AddVehicleWheel(int iVehicleIndex, float fMass, float fWidth, float fRadius, cTV_3DVECTOR* vRotationAxis, float fLocalPositionX, float fLocalPositionY, float fLocalPositionZ, CTVMesh* pAssociatedMesh = NULL);
 int AddVehicleWheelEx(int iVehicleIndex, float fMass, float fWidth, float fRadius, cTV_3DVECTOR* vRotationAxis, float fLocalPositionX, float fLocalPositionY, float fLocalPositionZ, float fLocalRotationX = 0.0f, float fLocalRotationY = 0.0f, float fLocalRotationZ = 0.0f, float fSuspensionLength = 0.2f, float fSuspensionShock = 1.0f, float fSuspensionSpring = 1.0f, CTVMesh* pAssociatedMesh = NULL);
 void DestroyVehicle(int iVehicleIndex);
 void SetVehicleWheelSteering(int iVehicleIndex, int iWheelIndex, float fSteering, float fDamping = 0.0f);
 void SetVehicleWheelTorque(int iVehicleIndex, int iWheelIndex, float fTorque, float fDamping = 0.0f);
 void DestroyVehicleWheel(int iVehicleIndex, int iWheelIndex);
 void SimulateFixedStep(float fDeltaTime, float fFixedStepTime);
 float GetVehicleWheelLoad(int iVehicleIndex, int iWheelIndex);

                  float GetVehicleWheelAngularVelocity(int iVehicleIndex, int iWheelIndex);
 void SetVehicleWheelParameters(int iVehicleIndex, int iWheelIndex, float fMaxSideSlip = 0.0f, float fSideSlipCoeff = 0.0f, float fMaxLongitudinalSlide = 0.0f, float fLongitudinalSlideCoeff = 0.0f);

                 void GetVehicleWheelSpeed(int iVehicle, int iWheelIndex, float* retLongitudinalSpeed, float* retLatitudeSpeed);
 void VehicleWheelHandBrake(int iVehicle, int iWheelIndex, float fCoefficient = 1.0f, float fMaxBrakeTorque = 500.0f);
 void VehicleWheelBrake(int iVehicle, int iWheelIndex, float fBrakeAcceleration, float fMaxBrakeTorque = 500.0f);
 bool IsVehicleWheelColliding(int iVehicle, int iWheelIndex);
 bool IsVehicleWheelLosingTraction(int iVehicle, int iWheelIndex);
 bool IsVehicleWheelLosingSideGrip(int iVehicle, int iWheelIndex);

 float VehicleWheelGetMaxBrakeAcceleration(int iVehicle, int iWheelIndex);
                  void VehicleReset(int iVehicle);
                  float GetVehicleWheelSteering(int iVehicle, int iWheel);
                  void SetVehicleWheelMaterialGroup(int iMaterialGroup, int iVehicle, int iWheel = -1);

6、其他函数:
 void AddForce(int rigidBodyIndex, cTV_3DVECTOR* vForce, bool bLocalSpace = false);
                 //对body产生一个力并且body将不再对支撑物有效,这个力的方向和大小放在第二个参数中,最后一个如果为true,那么就会有摩擦阻力,一般为false
                  //用了之后,物体不但会滚动,而且会落下至地平线以下
 //void AddTorque(int rigidBodyIndex, cTV_3DVECTOR* vTorque, cTV_3DVECTOR* vWorldPoint);
 void AddImpulseToPoint(int rigidBodyIndex, cTV_3DVECTOR* vImpulse, cTV_3DVECTOR* vPoint, bool bLocalSpace = false);
 
 void AddTorque(int rigidBodyIndex, cTV_3DVECTOR* vTorque, bool bLocalSpace = false);

 void Simulate(float dt);
 //模拟开始,参数为时间
 void SetBodyMovable(int rigidBodyIndex, bool bMovable);
                  //设置body是否可动,默认是可动
 void SetBodyAngularVelocity(int rigidBodyIndex,cTV_3DVECTOR* vAngularVelocity, bool bLocalSpace = false);
                 //?设置物体角顶点
 void SetBodyLinearVelocity(int rigidBodyIndex,cTV_3DVECTOR* vLinearVelocity, bool bLocalSpace = false);
                  //?设置物体线顶点
 
 int CreateStaticMeshBody(CTVMesh* pMesh,  bool bGroupsAsFaceAttribute = false, bool bOptimize = true);
                  //建立一个静止的mesh的body
 int GetActiveBodyCount();
                  //得到活动的body总数
 int GetBodyCount();
                  //得到body总数
 int GetMemoryUsed();
                   //得到内存用了多少
 
 // ball joint
 int CreateBallJoint(int iAttachedBody, int iParentBody, cTV_3DVECTOR* vAttachPointInWorldSpace);
 void SetBallJointLimits(int iBallJoint, bool bLimitsEnable, cTV_3DVECTOR* vSocketAxis, float fMaxConeAngle, float fMaxTwistAngle );
 
 // hinge joint
 int CreateHingeJoint(int iAttachedBody, int iParentBody, cTV_3DVECTOR* vAttachPointInWorldSpace, cTV_3DVECTOR* vHingeAxis);
 void SetHingeJointLimits(int iHingeJoint, bool bLimitsEnable, float fMaxAngle, float fMinAngle);
 
 // slider joint
 int CreateSliderJoint(int iSlidingBody, int iSupportBody, cTV_3DVECTOR* vAttachPointInWorldSpace, cTV_3DVECTOR* vSlidingAxis);
 void SetSliderJointLimits(int iSliderJoint, bool bLimitsEnable, float fMaxPosition, float fMinPosition);

 // up joint
 int CreateUpJoint(int iBody, cTV_3DVECTOR* vDirectionInWorldSpace);
 void SetUpJointDirection(int iUpJoint, cTV_3DVECTOR* vDirectionInWorldSpace);
 cTV_3DVECTOR GetUpJointDirection(int iUpJoint);

 void SetJointBreakage(int iJoint, bool bEnable, float fMaxForceOnTheJoint, bool bAutoRemoveJoint = true);
 void DestroyJoint(int iJoint);

 void DestroyBody(int iBody, bool bDisableAttachedMeshes = true);
  //消毁body
 int CreateMaterialGroup(char* sOptionalName = NULL);
 int GetDefaultMaterialGroup();
 
 void SetMaterialInteractionSoftness(int iMaterialGroup1 , int iMaterialGroup2 , float fSoftness);
 void SetMaterialInteractionFriction(int iMaterialGroup1 , int iMaterialGroup2 , float fStaticFriction, float fKineticFriction);
 void SetMaterialInteractionBounciness(int iMaterialGroup1, int iMaterialGroup2, float fBounciness);
 void SetMaterialInteractionCollision(int iMaterialGroup1, int iMaterialGroup2, bool bCollisionEnable);
 void SetMaterialInteractionEvents(int iMaterialGroup1, int iMaterialGroup2, bool bRaiseCollisionEvents= true , bool bOneEventPerBodyPairs = true, bool bDisableCollision = false);

 void SetBodyMaterialGroup(int iBody, int iMaterialGroup);
 int GetBodyMaterialGroup(int iBody);
 
 void SetDamping(int iBody, float fLinearDamping, cTV_3DVECTOR* vAngularDamping );

 void SetTorque(int iBody, cTV_3DVECTOR* vTorque, bool bLocalSpace = false);
 void SetForce(int iBody, cTV_3DVECTOR* vForce, bool bLocalSpace = false);

 cTV_3DVECTOR GetTorque(int iBody,bool bLocalSpace=false);
 cTV_3DVECTOR GetForce(int iBody,bool bLocalSpace=false);

 cTV_3DMATRIX GetBodyMatrix(int iBody);
 cTV_3DVECTOR GetBodyAngularVelocity(int iBody,bool bLocalSpace=false);
 cTV_3DVECTOR GetBodyLinearVelocity(int iBody,bool bLocalSpace=false );

 
 int CreateStaticTerrainBody(CTVLandscape* lLand);

 void SetBodyMatrix(int iBody, cTV_3DMATRIX* mMatrix);
 void SetAutoFreeze(int iBody, bool bAutoFreezeEnable = true, float fLinearThreshold = 0.001f, float fAngularThreshold = 0.001f, int iNumStep = 20);
 bool IsBodyFrozen(int iBody);
 bool IsJointBroken(int iJoint);
 cTV_3DVECTOR GetJointForce(int iJoint);

 int GetMaterialGroupByName(char* sMaterialGroupName);

 void SetBodyRotation(int iBody, float fRotationAngleX, float fRotationAngleY, float fRotationAngleZ);
 int CreateMeshBody(float fMass, CTVMesh* pMesh, cCONST_TV_PHYSICSBODY_BOUNDING eBoundingType = cTV_BODY_BOX, bool bRecenterMesh = true);
 
 // special addmesh EX with offset.
 void AddMeshEx(int rigidBodyIndex, CTVMesh* pMesh, cCONST_TV_PHYSICSBODY_BOUNDING eBoundingType, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 void AddBoxEx(int rigidBodyIndex, cTV_3DVECTOR* vBoxSize, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 void AddSphereEx(int rigidBodyIndex, float fSphereRadius, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 

 cTV_3DVECTOR GetBodyPosition(int rigidBodyIndex);
 void SetBodyBuoyancy(int rigidBodyIndex, bool bEnable, float fLiquidDensity, float fLinearFriction, float fAngularFriction, cTV_PLANE* pLiquidPlane);
 
 void SetHingeJointMotor(int iHingeJoint, bool bMotorEnable, bool bUseSpeedLimit, float fMaxAngularSpeed = 1.0f, float fMaxAcceleration = 1.0f, float fDamping = 0.1f );

 void AddCylinder(int rigidBodyIndex, float fRadius, float fHeight);
 void AddCylinderEx(int rigidBodyIndex, float fRadius, float fHeight, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 void AddCone(int rigidBodyIndex, float fRadius, float fHeight);
 void AddConeEx(int rigidBodyIndex, float fRadius, float fHeight, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 void AddConvexHull(int rigidBodyIndex, CTVMesh* pSourceMesh);
 void AddConvexHullEx(int rigidBodyIndex, CTVMesh* pSourceMesh, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);

 

 void RenderDebugInfo(bool bWireFrame);
 void EnableDebugInfo(int iBodyIndex, bool bEnable = true, int iColor = -1);

 void SetBodyTag(int iBody, char* sTag);
 char* GetBodyTag(int iBody);

 int PollEvents();
 int GetEventType(int iEventID);
 cTV_EVENT_PHYSICSCOLLISION GetEventCollisionDesc(int iEventID);

 float GetHingeJointAngle(int iHingeJoint);
 float GetSliderJointPosition(int iSliderJoint);
 float GetHingeJointRotationSpeed(int iHingeJoint);
 void SetHingeTorque(int iHingeJoint, float fTorque);

  cTV_3DVECTOR GetBodyInertia(int iBody);

 
 void SetBodyContiniousCollision(int iBody, bool bEnableContiniousCollision = true);
 float GetBodyTotalVolume(int iBody);
 void SetBodyCoriolisForces(int iBody, bool bEnableCoriolisForce = false );
 
 void SetBodyMass(int iBody, float fMass);
 void Explosion(cTV_3DVECTOR* vPosition, float fRadius, float fStrength, bool bCheckCollisions = false, float fMassLimit = -1.0f);
 void SetSolverModel(cCONST_TV_PHYSICS_SOLVER eSolverModel);
 void SetFrictionModel(cCONST_TV_PHYSICS_FRICTION eFrictionModel);
 void SetJointStiffness(int iJoint, float fStiffness);
 

 void SetBodyQuaternion(int iBody, cTV_3DQUATERNION* quat);
 cTV_3DQUATERNION GetBodyQuaternion(int iBody);
 void AddConvexHullFromPoints(int rigidBodyIndex, cTV_3DVECTOR* vFirstElementOfArray, int iNumPoints, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 

 void AddEllipsoidEx(int rigidBodyIndex, cTV_3DVECTOR* vEllipsoidRadius, float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 void AddEllipsoid(int rigidBodyIndex, cTV_3DVECTOR* vEllipsoidCenter, cTV_3DVECTOR* vEllipsoidRadius);
 void FreezeBody(int iBody);
 void UnfreezeBody(int iBody);
 
 void SetJointCollision(int iJoint, bool bCollision);
 void SetMaterialInteractionContinuousCollision(int iMaterialGroup1, int iMaterialGroup2, bool bEnable);
 void AddCapsule(int rigidBodyIndex, cTV_3DVECTOR* vCapsuleCenter, float fRadius, float fHeight);
 void AddCapsuleEx(int rigidBodyIndex, float fRadius, float fHeight,  float fTranslationOffsetX, float fTranslationOffsetY, float fTranslationOffsetZ, float fRotationOffsetX, float fRotationOffsetY, float fRotationOffsetZ);
 float GetBodyMass(int iBody);
 
 void SetBodyCenterOfMass(int iBody, cTV_3DVECTOR* vCenterOfMass);
 cTV_3DVECTOR GetBodyCenterOfMass(int iBody);
 void SetWorldSize(cTV_3DVECTOR* vWorldBoxMin, cTV_3DVECTOR* vWorldBoxMax);
 int CreateUniversalJoint(int iAttachedBody, int iParentBody, cTV_3DVECTOR* vAttachPointInWorldSpace, cTV_3DVECTOR* vUnitAxis1, cTV_3DVECTOR* vUnitAxis2);
 void SetUniversalJointLimits(int iUniversalJoint, bool bLimitEnable, float fMaxAngle1, float fMinAngle1, float fMaxAngle2, float fMinAngle2);
 cTV_3DVECTOR GetBodyRotation(int iBody);
 
 void SetBodyCollidable(int iBody, bool bCollidable);

 bool AdvancedCollision(cTV_3DVECTOR* vStartRay, cTV_3DVECTOR* vEndRay, cTV_COLLISIONRESULT* retResult);
 void EnableCPUOptimizations(bool bEnable);
 void ComputeAccurateInertia(int iBodyID);


 void DestroySimulation(int iSimulationID);
 int GetActiveSimulation();
 void SetActiveSimulation(int iSimulationID);
 int CreateNewSimulation();

 bool TestCollision(int iBody1, int iBody2, bool bFillEvents);

};

 

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