# Toakamak Terrain Problem

This topic is 4449 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hi there, I've gone through the codesampler tutorial, to get a terrain mesh using 3ds up and running. I've checked that the vertices and indices stored in the neTriangleMesh triMesh; structure are correct, by rendering them as a wireframe overlay, but all my rigid bodies don't seem to collide at all. http://img16.imageshack.us/img16/5955/screen045nt.jpg and here's the f() for setting up the mesh
int		CPhysicsManager::addTriangleMeshBody( t3DObject* pObject ){

if(nCounter_triangleMeshBody<MAX_TRIANGLEMESHBODIES){

nCounter_triangleMeshBody++;

pTMB[nCounter_triangleMeshBody]					=	new	tTriangleMeshBody;

pTMB[nCounter_triangleMeshBody]->numOfTriangles	=	pObject->numOfFaces;
pTMB[nCounter_triangleMeshBody]->numOfVerts		=	pObject->numOfVerts;

int		numOfTriangles	=	pTMB[nCounter_triangleMeshBody]->numOfTriangles;
int		numOfVerts		=	pTMB[nCounter_triangleMeshBody]->numOfVerts;

pTMB[nCounter_triangleMeshBody]->triVertices	=	new neV3 [numOfVerts];
pTMB[nCounter_triangleMeshBody]->triData		=	new	neTriangle [numOfTriangles];

//	fill in the array
for(int i=0;i<numOfVerts;++i){
pTMB[nCounter_triangleMeshBody]->triVertices.Set( pObject->pVerts.x, pObject->pVerts.y, pObject->pVerts.z);
}

for(int j = 0; j < numOfTriangles; j ++)
{
pTMB[nCounter_triangleMeshBody]->triData[j].indices[0]	=	pObject->pFaces[j].vertIndex[0];
pTMB[nCounter_triangleMeshBody]->triData[j].indices[1]	=	pObject->pFaces[j].vertIndex[1];
pTMB[nCounter_triangleMeshBody]->triData[j].indices[2]	=	pObject->pFaces[j].vertIndex[2];
pTMB[nCounter_triangleMeshBody]->triData[j].flag		=	neTriangle::NE_TRI_TRIANGLE;
pTMB[nCounter_triangleMeshBody]->triData[j].materialID	=	0;
}

pTMB[nCounter_triangleMeshBody]->triMesh.vertices		= pTMB[nCounter_triangleMeshBody]->triVertices;
pTMB[nCounter_triangleMeshBody]->triMesh.triangleCount	= numOfTriangles;
pTMB[nCounter_triangleMeshBody]->triMesh.triangles		= pTMB[nCounter_triangleMeshBody]->triData;

return nCounter_triangleMeshBody;
}
else{
return -1;
}
}


I've had problems with y and x being reversed in the past, but this doesn't seem to be the case i don't think. Anyway, i'm stuck!!!!!

##### Share on other sites
damn, new to this....

[img=http://img16.imageshack.us/img16/5955/screen045nt.jpg][/url]