我自己解决了这个问题。
我在链接到本文的可下载源代码中找到了如何完成此操作的示例:
http://www-cs-students.stanford.edu/~eparker/files/PhysicsEngine/
特别是从第 221 行开始的 WorldState.cs 文件。
但是想法是您为所有静态对象分配级别为-1,并为每个其他对象分配不同的默认级别,例如-2。然后,对于与级别 -1 的物体的每次碰撞,您将与之碰撞的物体添加到列表中,并将其级别设置为 0。
之后使用 while 循环 while(list.Count > 0) 检查与它发生碰撞的物体并将其设置为 body.level + 1。
之后,对于模拟中仍然具有默认级别(我之前说过 -2)的每个主体,将其级别设置为最高级别。
还有一些更精细的细节,但是查看示例中的代码会比我以往任何时候都更好地解释它。
希望能帮助到你!
来自 Evan Parker 代码的相关代码。[斯坦福]
{{{
// topological sort (bfs)
// TODO check this
int max_level = -1;
while (queue.Count > 0)
{
RigidBody a = queue.Dequeue() as RigidBody;
//Console.Out.WriteLine("considering collisions with '{0}'", a.Name);
if (a.level > max_level) max_level = a.level;
foreach (CollisionPair cp in a.collisions)
{
RigidBody b = (cp.body[0] == a ? cp.body[1] : cp.body[0]);
//Console.Out.WriteLine("considering collision between '{0}' and '{1}'", a.Name, b.Name);
if (!b.levelSet)
{
b.level = a.level + 1;
b.levelSet = true;
queue.Enqueue(b);
//Console.Out.WriteLine("found body '{0}' in level {1}", b.Name, b.level);
}
}
}
int num_levels = max_level + 1;
//Console.WriteLine("num_levels = {0}", num_levels);
ArrayList[] bodiesAtLevel = new ArrayList[num_levels];
ArrayList[] collisionsAtLevel = new ArrayList[num_levels];
for (int i = 0; i < num_levels; i++)
{
bodiesAtLevel[i] = new ArrayList();
collisionsAtLevel[i] = new ArrayList();
}
for (int i = 0; i < bodies.GetNumBodies(); i++)
{
RigidBody a = bodies.GetBody(i);
if (!a.levelSet || a.level < 0) continue; // either a static body or no contacts
// add a to a's level
bodiesAtLevel[a.level].Add(a);
// add collisions involving a to a's level
foreach (CollisionPair cp in a.collisions)
{
RigidBody b = (cp.body[0] == a ? cp.body[1] : cp.body[0]);
if (b.level <= a.level) // contact with object at or below the same level as a
{
// make sure not to add duplicate collisions
bool found = false;
foreach (CollisionPair cp2 in collisionsAtLevel[a.level])
if (cp == cp2) found = true;
if (!found) collisionsAtLevel[a.level].Add(cp);
}
}
}
for (int step = 0; step < num_contact_steps; step++)
{
for (int level = 0; level < num_levels; level++)
{
// process all contacts
foreach (CollisionPair cp in collisionsAtLevel[level])
{
cp.ResolveContact(dt, (num_contact_steps - step - 1) * -1.0f/num_contact_steps);
}
}
}
}}}