Пример #1
0
        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;
        }
Пример #2
0
    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);

    }