/// <summary>
        /// Crear Collider a partir de TgcMesh.
        /// Los triangulos se calculan CounterClock-Wise.
        /// Crea el BoundingSphere del Collider.
        /// </summary>
        /// <param name="mesh">TgcMesh</param>
        /// <returns>Collider creado</returns>
        public static TriangleMeshCollider fromMesh(TgcMesh mesh)
        {
            TriangleMeshCollider collider = new TriangleMeshCollider();

            //Cargar triangulos
            Vector3[] vertices = mesh.getVertexPositions();
            int triangleCount = vertices.Length / 3;
            collider.triangles = new Triangle[triangleCount];
            for (int i = 0; i < triangleCount; i++)
            {
                //Invertir orden de vertices para que la normal quede CounterClock-Wise
                collider.triangles[i] = new Triangle(
                    vertices[i * 3 + 2],
                    vertices[i * 3 + 1],
                    vertices[i * 3]
                    );

            }

            //Crear BoundingSphere
            collider.BoundingSphere = TgcBoundingSphere.computeFromMesh(mesh);

            return collider;
        }
示例#2
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        /// <summary>
        /// Crear Collider a partir de TgcMesh.
        /// Los triangulos se calculan CounterClock-Wise.
        /// Crea el BoundingSphere del Collider.
        /// </summary>
        /// <param name="mesh">TgcMesh</param>
        /// <returns>Collider creado</returns>
        public static TriangleMeshCollider fromMesh(TgcMesh mesh)
        {
            TriangleMeshCollider collider = new TriangleMeshCollider();

            //Cargar triangulos
            Vector3[] vertices      = mesh.getVertexPositions();
            int       triangleCount = vertices.Length / 3;

            collider.triangles = new Triangle[triangleCount];
            for (int i = 0; i < triangleCount; i++)
            {
                //Invertir orden de vertices para que la normal quede CounterClock-Wise
                collider.triangles[i] = new Triangle(
                    vertices[i * 3 + 2],
                    vertices[i * 3 + 1],
                    vertices[i * 3]
                    );
            }

            //Crear BoundingSphere
            collider.BoundingSphere = TgcBoundingSphere.computeFromMesh(mesh);

            return(collider);
        }