【发布时间】:2014-06-04 12:53:12
【问题描述】:
我正在尝试将用于通过 OpenGL 绘制的网格数据加载到子弹引擎中。
问题是我不相信网格数据实际上是从指针中读取的。因此物理世界不匹配,“角色控制器”从地板上掉下来。
渲染的世界很好,所以我知道 OpenGL 数据很好。
这是我用来将数据传输到 OpenGL 的控制器类的函数。
这里有什么我遗漏的吗?
谢谢 - 这是我正在使用的代码:
void PhysicsController::AddStaticBasicMesh(PhysicsObject* NewObject, bool ReducePolygonCount = true)
{
btTriangleMesh* OriginalTriangleMesh = new btTriangleMesh();
btIndexedMesh* NewMesh = new btIndexedMesh();
NewMesh->m_triangleIndexBase = (unsigned char *)NewObject->Indices;
NewMesh->m_triangleIndexStride = 3 * sizeof(unsigned int);
NewMesh->m_vertexBase = (unsigned char *)NewObject->Vertices;
NewMesh->m_vertexStride = 3 * sizeof(float);
NewMesh->m_numVertices = NewObject->NumberOfVertices;
NewMesh->m_numTriangles = NewObject->NumberOfTriangles;
OriginalTriangleMesh->addIndexedMesh((*NewMesh));
btConvexShape* NewStaticMesh = new btConvexTriangleMeshShape(OriginalTriangleMesh);
btConvexHullShape* ReducedPolygonStaticMesh;
if (ReducePolygonCount == true) {
btShapeHull* HullOfOriginalShape = new btShapeHull(NewStaticMesh);
btScalar CurrentMargin = NewStaticMesh->getMargin();
HullOfOriginalShape->buildHull(CurrentMargin);
ReducedPolygonStaticMesh = new btConvexHullShape();
for (int i = 0; i < HullOfOriginalShape->numVertices(); i++) {
ReducedPolygonStaticMesh->addPoint(HullOfOriginalShape->getVertexPointer()[i], false);
}
ReducedPolygonStaticMesh->recalcLocalAabb();
/*
Find out what this line does.
ReducedPolygonStaticMesh->initializePolyhedralFeatures();
*/
StaticShapes.push_back(ReducedPolygonStaticMesh);
btDefaultMotionState* StaticMotionState = new btDefaultMotionState((*NewObject->PositionAndOrientation));
btRigidBody::btRigidBodyConstructionInfo StaticMeshRigidBodyInfo(0, StaticMotionState, ReducedPolygonStaticMesh, btVector3(0.0f, 0.0f, 0.0f));
btRigidBody* StaticRigidMesh = new btRigidBody(StaticMeshRigidBodyInfo);
NewObject->Body = StaticRigidMesh;
StaticRigidMesh->setCollisionFlags(StaticRigidMesh->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
MainPhysicsWorld->addRigidBody(StaticRigidMesh, btBroadphaseProxy::StaticFilter, btBroadphaseProxy::CharacterFilter | btBroadphaseProxy::DefaultFilter);
AllRigidBodies.push_back(NewObject);
StaticRigidMesh->setUserPointer(AllRigidBodies[AllRigidBodies.size() - 1]);
delete HullOfOriginalShape;
delete NewStaticMesh;
} else {
StaticShapes.push_back(NewStaticMesh);;
btDefaultMotionState* StaticMotionState = new btDefaultMotionState((*NewObject->PositionAndOrientation));
btRigidBody::btRigidBodyConstructionInfo StaticMeshRigidBodyInfo(0, StaticMotionState, NewStaticMesh, btVector3(0.0f, 0.0f, 0.0f));
btRigidBody* StaticRigidMesh = new btRigidBody(StaticMeshRigidBodyInfo);
NewObject->Body = StaticRigidMesh;
StaticRigidMesh->setCollisionFlags(StaticRigidMesh->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
MainPhysicsWorld->addRigidBody(StaticRigidMesh, btBroadphaseProxy::StaticFilter, btBroadphaseProxy::CharacterFilter | btBroadphaseProxy::DefaultFilter);
AllRigidBodies.push_back(NewObject);
StaticRigidMesh->setUserPointer(AllRigidBodies[AllRigidBodies.size() - 1]);
}
}
【问题讨论】:
标签: c++ opengl game-physics physics-engine bulletphysics