internal static object CreateMeshShapeF(object pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { ObjectArray<int> indicesarr = new ObjectArray<int>(indices); ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); var world = pWorld as DiscreteDynamicsWorld; IndexedMesh mesh = new IndexedMesh(); mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; mesh.m_numTriangles = pIndicesCount / 3; mesh.m_numVertices = pVerticesCount; mesh.m_triangleIndexBase = indicesarr; mesh.m_vertexBase = vertices; mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, false, true); //TriangleMeshShape meshShape = new TriangleMeshShape(tribuilder); //meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); float margin = 0.02f; meshShape.SetMargin(margin); return meshShape; }
public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); for (int iter = 0; iter < pVerticesCount; iter++) { if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; } ObjectArray<int> indicesarr = new ObjectArray<int>(indices); ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; IndexedMesh mesh = new IndexedMesh(); mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; mesh.m_numTriangles = pIndicesCount/3; mesh.m_numVertices = pVerticesCount; mesh.m_triangleIndexBase = indicesarr; mesh.m_vertexBase = vertices; mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); // world.UpdateSingleAabb(meshShape); return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); }