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Java BvhTriangleMeshShape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.BvhTriangleMeshShape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。


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