本文整理汇总了Java中com.bulletphysics.collision.shapes.BvhTriangleMeshShape类的典型用法代码示例。如果您正苦于以下问题:Java BvhTriangleMeshShape类的具体用法?Java BvhTriangleMeshShape怎么用?Java BvhTriangleMeshShape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。
BvhTriangleMeshShape类属于com.bulletphysics.collision.shapes包,在下文中一共展示了BvhTriangleMeshShape类的3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: initPhysics
import com.bulletphysics.collision.shapes.BvhTriangleMeshShape; //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2: createShape
import com.bulletphysics.collision.shapes.BvhTriangleMeshShape; //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3: buildCollisionShape
import com.bulletphysics.collision.shapes.BvhTriangleMeshShape; //导入依赖的package包/类
/**
* Called by the physics thread before this PhysicsBody is added to the physics world. The
* method builds a {@link com.bulletphysics.collision.shapes.BvhTriangleMeshShape} from the
* collision mesh passed at construction.
*/
protected void buildCollisionShape() {
BvhTriangleMeshShape shape = new BvhTriangleMeshShape(mCollisionMesh, true);
setCollisionShape(shape, mMass);
}
开发者ID:fabmax,项目名称:LightGL,代码行数:10,代码来源:PhysicsBody.java
注:本文中的com.bulletphysics.collision.shapes.BvhTriangleMeshShape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。 |
请发表评论