在OpenGL中启用引力,需要使用物理引擎和相关的物理模拟。以下是一个简单的步骤来实现这个功能:
#include "btBulletDynamicsCommon.h"
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver();
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
// 设置重力值
dynamicsWorld->setGravity(btVector3(0, -9.81, 0));
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(100.), btScalar(50.), btScalar(100.)));
btDefaultMotionState* groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -50, 0)));
btScalar mass = 0;
btVector3 inertia(0, 0, 0);
groundShape->calculateLocalInertia(mass, inertia);
btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(mass, groundMotionState, groundShape, inertia);
btRigidBody* groundRigidBody = new btRigidBody(groundRigidBodyCI);
dynamicsWorld->addRigidBody(groundRigidBody);
dynamicsWorld->stepSimulation(1.0f / 60.0f, 10);
btTransform trans;
groundRigidBody->getMotionState()->getWorldTransform(trans);
// 获取位置和旋转
btVector3 pos = trans.getOrigin();
btQuaternion rot = trans.getRotation();
// 应用位置和旋转到OpenGL对象
通过以上步骤,你可以在OpenGL中启用引力。这里使用的是Bullet Physics引擎,但你可以根据你的需求选择其他物理引擎。
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