ODE

ODE

开源物理引擎
ODE(Open Dynamics Engine)是一个免费的具有工业品质的刚体动力学的库,一款优秀的开源物理引擎,它为主程序员Russell Smith和几位开源社区贡献者共同努力下开发的。[1]它能很好地仿真现实环境中的可移动物体,它是快速,强健和可移植的。
    中文名:开源物理引擎 外文名: 别名: 名称:ODE 类别:物理引擎 特点:开源 开发者:Russell Smith等

简介

而且它有内建的碰撞检测系统。本人的主要工作是研究ODE物理引擎在3D游戏中的应用。研究主要是通过学习ODE的用户手册、阅读和理解ODE的代码然后掌握ODE的编程接口从而使用ODE刚体游戏引擎编写3D游戏场景来体现ODE的应用。3D游戏场景的编写主要使用了3D图形API-OpenGL和ODE引擎等游戏仿真技术。

特点

总共实现了以下基本的刚体物理运动游戏场景:

(1)单摆运动:主要体现了球连接的具体使用。

(2)撞球:主要体现了碰撞的处理。

(3)汽车:主要体现了Hinge-2连接的使用。

(4)抛物线运动:主要体现了刚体方向和速度具体处理方法。

功能

支持功能如下:

Rigid bodies with arbitrary mass distribution.

Joint types:ball-and-socket,hinge,slider(prismatic),hinge-2,fixed,angular motor,linear motor,universal.

Collision primitives:sphere,box,cylinder,capsule,plane,ray,and triangular mesh,convex.

Collision spaces:Quad tree,hash space,and simple.

Simulation method:The equations of motion are derived from a Lagrange multiplier velocity based model due to Trinkle/Stewart and Anitescu/Potra.

A first order integrator is being used.It's fast,but not accurate enough for quantitative engineering yet.Higher order integrators will come later.

Choice of time stepping methods:either the standard``big matrix''method or the newer iterative QuickStep method can be used.

Contact and friction model:This is based on the Dantzig LCP solver described by Baraff,although ODE implements a faster approximation to the Coloumb friction model.

Has a native C interface(even though ODE is mostly written in C++).

Has a C++ interface built on top of the C one.

Many unit tests, and more being written all the time.

Platform specific optimizations.

Other stuff I forgot to mention...

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