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Java TriangleIndexVertexArray类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Java中com.bulletphysics.collision.shapes.TriangleIndexVertexArray的典型用法代码示例。如果您正苦于以下问题:Java TriangleIndexVertexArray类的具体用法?Java TriangleIndexVertexArray怎么用?Java TriangleIndexVertexArray使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



TriangleIndexVertexArray类属于com.bulletphysics.collision.shapes包,在下文中一共展示了TriangleIndexVertexArray类的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Java代码示例。

示例1: verticesToPhysicsMesh

import com.bulletphysics.collision.shapes.TriangleIndexVertexArray; //导入依赖的package包/类
public static TriangleIndexVertexArray verticesToPhysicsMesh(float[] vts, int[] ids){
	
	IndexedMesh indexedMesh=new IndexedMesh();
	indexedMesh.numTriangles=ids.length/3;
	indexedMesh.triangleIndexBase=ByteBuffer.allocateDirect(ids.length*4).order(ByteOrder.nativeOrder());
	indexedMesh.triangleIndexBase.asIntBuffer().put(ids);
	indexedMesh.triangleIndexStride=3*4;
	indexedMesh.numVertices=vts.length;
	indexedMesh.vertexBase=ByteBuffer.allocateDirect(vts.length*4).order(ByteOrder.nativeOrder());
	indexedMesh.vertexBase.asFloatBuffer().put(vts);
	indexedMesh.vertexStride=3*4;
	
	TriangleIndexVertexArray vertArray=new TriangleIndexVertexArray();
	vertArray.addIndexedMesh(indexedMesh);
	return vertArray;
}
 
开发者ID:LapisSea,项目名称:OpenGL-Bullet-engine,代码行数:17,代码来源:UtilM.java


示例2: createShape

import com.bulletphysics.collision.shapes.TriangleIndexVertexArray; //导入依赖的package包/类
protected void createShape() {
    bulletMesh = new IndexedMesh();
    bulletMesh.numVertices = numVertices;
    bulletMesh.numTriangles = numTriangles;
    bulletMesh.vertexStride = vertexStride;
    bulletMesh.triangleIndexStride = triangleIndexStride;
    bulletMesh.triangleIndexBase = triangleIndexBase;
    bulletMesh.vertexBase = vertexBase;
    bulletMesh.triangleIndexBase = triangleIndexBase;
    TriangleIndexVertexArray tiv = new TriangleIndexVertexArray(numTriangles, triangleIndexBase, triangleIndexStride, numVertices, vertexBase, vertexStride);
    cShape = new GImpactMeshShape(tiv);
    cShape.setLocalScaling(Converter.convert(worldScale));
    ((GImpactMeshShape)cShape).updateBound();
    cShape.setLocalScaling(Converter.convert(getScale()));
    cShape.setMargin(margin);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:17,代码来源:GImpactCollisionShape.java


示例3: initPhysics

import com.bulletphysics.collision.shapes.TriangleIndexVertexArray; //导入依赖的package包/类
/**
 * 
 */
@Override
public void initPhysics() {
	DefaultMotionState groundMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(0, -1, 0), 1.0f))); 

	//TODO: Un uglify this code.
	TriangleIndexVertexArray vertArray = new TriangleIndexVertexArray();
	
	for (Mesh mesh : this.getMeshes()) {
		// Construct collision shape based on the mesh vertices in the Mesh.
		float[] positions = mesh.getPositions();
		int[] indices = mesh.getIndices();
		
		IndexedMesh indexedMesh = new IndexedMesh();
		indexedMesh.numTriangles = indices.length / 3;
		indexedMesh.triangleIndexBase = ByteBuffer.allocateDirect(indices.length*4).order(ByteOrder.nativeOrder());
        indexedMesh.triangleIndexBase.asIntBuffer().put(indices);
        indexedMesh.triangleIndexStride = 3 * 4;
        indexedMesh.numVertices = positions.length / 3;
        indexedMesh.vertexBase = ByteBuffer.allocateDirect(positions.length*4).order(ByteOrder.nativeOrder());
        indexedMesh.vertexBase.asFloatBuffer().put(positions);
        indexedMesh.vertexStride = 3 * 4;
		
		
		vertArray.addIndexedMesh(indexedMesh);
	}
	
	BvhTriangleMeshShape collShape = new BvhTriangleMeshShape(vertArray, false);
	System.out.println("SCALE: " + this.getScale());
	//collisionShape = new ScaledBvhTriangleMeshShape(collShape, new Vector3f(this.getcale(), this.getScale(), this.getScale()));
	collisionShape = collShape;
	collisionShape.setLocalScaling(new Vector3f(this.getScale(), this.getScale(), this.getScale()));
	RigidBodyConstructionInfo groundRigidBodyCI = new RigidBodyConstructionInfo(0, groundMotionState, collisionShape, new Vector3f(0,0,0)); 
	rigidBody = new RigidBody(groundRigidBodyCI);
	this.rigidBody.activate();
}
 
开发者ID:brokenprogrammer,项目名称:Mass,代码行数:39,代码来源:TestRoom.java


示例4: createShape

import com.bulletphysics.collision.shapes.TriangleIndexVertexArray; //导入依赖的package包/类
protected void createShape() {
    bulletMesh = new IndexedMesh();
    bulletMesh.numVertices = numVertices;
    bulletMesh.numTriangles = numTriangles;
    bulletMesh.vertexStride = vertexStride;
    bulletMesh.triangleIndexStride = triangleIndexStride;
    bulletMesh.triangleIndexBase = triangleIndexBase;
    bulletMesh.vertexBase = vertexBase;
    bulletMesh.triangleIndexBase = triangleIndexBase;
    TriangleIndexVertexArray tiv = new TriangleIndexVertexArray(numTriangles, triangleIndexBase, triangleIndexStride, numVertices, vertexBase, vertexStride);
    cShape = new BvhTriangleMeshShape(tiv, true);
    cShape.setLocalScaling(Converter.convert(getScale()));
    cShape.setMargin(margin);
}
 
开发者ID:mleoking,项目名称:PhET,代码行数:15,代码来源:MeshCollisionShape.java


示例5: initGImpactCollision

import com.bulletphysics.collision.shapes.TriangleIndexVertexArray; //导入依赖的package包/类
public void initGImpactCollision() {
	// create trimesh
	TriangleIndexVertexArray indexVertexArrays = new TriangleIndexVertexArray(
			Bunny.NUM_TRIANGLES, Bunny.getIndexBuffer(), 4 * 3,
			Bunny.NUM_VERTICES, Bunny.getVertexBuffer(), 4 * 3);

	GImpactMeshShape trimesh = new GImpactMeshShape(indexVertexArrays);
	trimesh.setLocalScaling(new Vector3f(4f, 4f, 4f));
	trimesh.updateBound();
	trimeshShape = trimesh;

	// register algorithm
	GImpactCollisionAlgorithm.registerAlgorithm(dispatcher);
}
 
开发者ID:unktomi,项目名称:form-follows-function,代码行数:15,代码来源:MovingConcaveDemo.java


示例6: PhysicsBody

import com.bulletphysics.collision.shapes.TriangleIndexVertexArray; //导入依赖的package包/类
/**
 * Creates a new body from the specified {@link de.fabmax.lightgl.scene.Mesh} and
 * {@link com.bulletphysics.collision.shapes.CollisionShape} with the specified mass.
 *
 * @param gfxMesh          {@link de.fabmax.lightgl.scene.Mesh} used to render this body
 * @param collisionMesh    Triangle mesh that will be used to build the collision shape for this
 *                         body
 * @param mass             Mass of the body
 */
public PhysicsBody(Mesh gfxMesh, TriangleIndexVertexArray collisionMesh, float mass) {
    if (gfxMesh != null) {
        mGfxMesh = gfxMesh;
        addChild(mGfxMesh);
    }
    mCollisionMesh = collisionMesh;
    mMass = mass;

    mBufferedTransform.setIdentity();
    mPhysicsTransform.setIdentity();
}
 
开发者ID:fabmax,项目名称:LightGL,代码行数:21,代码来源:PhysicsBody.java



注:本文中的com.bulletphysics.collision.shapes.TriangleIndexVertexArray类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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