public unsafe static void GetLocalAabbMax(this TriangleMeshShape obj, out OpenTK.Vector3 value)
 {
     fixed(OpenTK.Vector3 *valuePtr = &value)
     {
         *(BulletSharp.Math.Vector3 *)valuePtr = obj.LocalAabbMax;
     }
 }
 public unsafe static OpenTK.Vector3 LocalGetSupportingVertexWithoutMargin(this TriangleMeshShape obj, ref OpenTK.Vector3 vec)
 {
     fixed(OpenTK.Vector3 *vecPtr = &vec)
     {
         return(obj.LocalGetSupportingVertexWithoutMargin(ref *(BulletSharp.Math.Vector3 *)vecPtr).ToOpenTK());
     }
 }
Ejemplo n.º 3
0
        static Vector3[] CreateTriangleMesh(TriangleMeshShape shape)
        {
            StridingMeshInterface meshInterface = shape.MeshInterface;

            BulletSharp.DataStream vertexBuffer, indexBuffer;
            int numVerts, numFaces;
            PhyScalarType vertsType, indicesType;
            int vertexStride, indexStride;
            meshInterface.GetLockedReadOnlyVertexIndexData(out vertexBuffer, out numVerts, out vertsType, out vertexStride,
                out indexBuffer, out indexStride, out numFaces, out indicesType);

            Vector3[] vertices = new Vector3[numFaces * 3 * 2];

            // Need to un-index the vertex buffer to make the normals right.
            int v = 0;
            while (indexBuffer.Position < indexBuffer.Length)
            {
                uint i = indexBuffer.Read<uint>();
                vertexBuffer.Position = vertexStride * i;
                Vector3 v0 = vertexBuffer.Read<Vector3>();
                i = indexBuffer.Read<uint>();
                vertexBuffer.Position = vertexStride * i;
                Vector3 v1 = vertexBuffer.Read<Vector3>();
                i = indexBuffer.Read<uint>();
                vertexBuffer.Position = vertexStride * i;
                Vector3 v2 = vertexBuffer.Read<Vector3>();

                Vector3 v01 = v0 - v1;
                Vector3 v02 = v0 - v2;
                Vector3 normal = Vector3.Cross(v01, v02);
                normal.Normalize();

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            return vertices;
        }
Ejemplo n.º 4
0
        /*
        Mesh CreateStaticPlaneShape(StaticPlaneShape shape)
        {
            // Load shader
            if (planeShader == null)
            {
                Assembly assembly = Assembly.GetExecutingAssembly();
                Stream shaderStream = assembly.GetManifestResourceStream("DemoFramework.checker_shader.fx");

                planeShader = Effect.FromStream(device, shaderStream, ShaderFlags.None);
            }

            Vector3[] vertices = new Vector3[4 * 2];

            Mesh mesh = new Mesh(device, 2, 4, MeshFlags.SystemMemory, VertexFormat.Position | VertexFormat.Normal);

            Vector3 planeOrigin = shape.PlaneNormal * shape.PlaneConstant;
            Vector3 vec0, vec1;
            PlaneSpace1(shape.PlaneNormal, out vec0, out vec1);
            float size = 1000;

            Vector3[] verts = new Vector3[4]
                {
                    planeOrigin + vec0*size,
                    planeOrigin - vec0*size,
                    planeOrigin + vec1*size,
                    planeOrigin - vec1*size
                };

            SlimDX.DataStream vertexBuffer = mesh.LockVertexBuffer(LockFlags.Discard);
            vertexBuffer.Write(verts[0]);
            vertexBuffer.Position += 12;
            vertexBuffer.Write(verts[1]);
            vertexBuffer.Position += 12;
            vertexBuffer.Write(verts[2]);
            vertexBuffer.Position += 12;
            vertexBuffer.Write(verts[3]);
            vertexBuffer.Position += 12;
            mesh.UnlockVertexBuffer();

            SlimDX.DataStream indexBuffer = mesh.LockIndexBuffer(LockFlags.Discard);
            indexBuffer.Write((short)1);
            indexBuffer.Write((short)2);
            indexBuffer.Write((short)0);
            indexBuffer.Write((short)1);
            indexBuffer.Write((short)3);
            indexBuffer.Write((short)0);
            mesh.UnlockIndexBuffer();

            mesh.ComputeNormals();

            complexShapes.Add(shape, mesh);

            return mesh;
        }
        */
        ShapeData CreateTriangleMeshShape(TriangleMeshShape shape)
        {
            StridingMeshInterface meshInterface = shape.MeshInterface;

            BulletSharp.DataStream vertexStream, indexStream;
            int numVerts, numFaces;
            PhyScalarType vertsType, indicesType;
            int vertexStride, indexStride;
            meshInterface.GetLockedReadOnlyVertexIndexData(out vertexStream, out numVerts, out vertsType, out vertexStride,
                out indexStream, out indexStride, out numFaces, out indicesType);

            ShapeData shapeData = new ShapeData();
            shapeData.VertexCount = numVerts;
            shapeData.IndexCount = numFaces * 3;

            Vector3[] vertices = new Vector3[shapeData.VertexCount * 2];
            int v = 0;
            int vStrideExtra = vertexStride - Marshal.SizeOf(typeof(Vector3));
            while (vertexStream.Position < vertexStream.Length)
            {
                Vector3 v0 = vertexStream.Read<Vector3>();
                vertexStream.Position += vStrideExtra;
                Vector3 v1 = vertexStream.Read<Vector3>();
                vertexStream.Position += vStrideExtra;
                Vector3 v2 = vertexStream.Read<Vector3>();
                vertexStream.Position += vStrideExtra;

                Vector3 v01 = v0 - v1;
                Vector3 v02 = v0 - v2;
                Vector3 normal = Vector3.Cross(v01, v02);

                vertices[v++] = v0;
                vertices[v++] = normal;
                vertices[v++] = v1;
                vertices[v++] = normal;
                vertices[v++] = v2;
                vertices[v++] = normal;
            }

            int i = 0;
            if (numVerts > 65536)
            {
                uint[] indices = new uint[shapeData.IndexCount];
                while (indexStream.Position < indexStream.Length)
                    indices[i++] = indexStream.Read<uint>();
                shapeData.SetIndexBuffer(device, indices);
            }
            else
            {
                ushort[] indices = new ushort[shapeData.IndexCount];
                while (indexStream.Position < indexStream.Length)
                    indices[i++] = (ushort)indexStream.Read<int>();
                shapeData.SetIndexBuffer(device, indices);
            }

            shapeData.SetVertexBuffer(device, vertices);

            return shapeData;
        }
 public static OpenTK.Vector3 GetLocalAabbMin(this TriangleMeshShape obj)
 {
     OpenTK.Vector3 value;
     GetLocalAabbMin(obj, out value);
     return(value);
 }
        Mesh CreateTriangleMeshShape(TriangleMeshShape shape)
        {
            StridingMeshInterface meshInterface = shape.MeshInterface;

            BulletSharp.DataStream verts, indices;
            int numVerts, numFaces;
            PhyScalarType vertsType, indicesType;
            int vertexStride, indexStride;
            meshInterface.GetLockedReadOnlyVertexIndexData(out verts, out numVerts, out vertsType, out vertexStride,
                out indices, out indexStride, out numFaces, out indicesType);

            bool index32 = numVerts > 65536;

            Mesh mesh = new Mesh(device, numFaces, numVerts,
                 MeshFlags.SystemMemory | (index32 ? MeshFlags.Use32Bit : 0), VertexFormat.Position | VertexFormat.Normal);

            SlimDX.DataStream data = mesh.LockVertexBuffer(LockFlags.None);
            while (verts.Position < verts.Length)
            {
                Vector3 v = verts.Read<Vector3>();
                data.Write(v);

                verts.Position += vertexStride - 12;

                // Normals will be calculated later
                data.Position += 12;
            }
            mesh.UnlockVertexBuffer();

            data = mesh.LockIndexBuffer(LockFlags.None);
            while (indices.Position < indices.Length)
            {
                int index = indices.Read<int>();
                if (index32)
                    data.Write(index);
                else
                    data.Write((short)index);
            }
            mesh.UnlockVertexBuffer();

            mesh.ComputeNormals();

            shapes.Add(shape, mesh);
            return mesh;
        }