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:
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#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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