Jump to content
  • Advertisement
Sign in to follow this  
lucky6969b

[Bullet] btBvhTriangleMeshShape AABB problem

This topic is 415 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

In the code snippet below, the static mesh I am adding to the engine always falls below zero. If the transform is at y zero, why would the bounding volume has a negative y value in it?

Thanks

Jack

	//////////////////////////////
/// AddStaticMesh
void PhysicsMover::addStaticMesh(LPD3DXMESH pMesh)
{
    btBvhTriangleMeshShape* staticShape = NULL;
	    Transform* l_transform = m_simObject->FindComponentByType<Transform>();
	    DWORD numFaces = pMesh->GetNumFaces();
    DWORD numIndices = numFaces * 3;
	    if (numIndices < 65535)
    {
        typedef unsigned short IndexFormat;
    
        btTriangleIndexVertexArray*
            indexVertexArrays = new btTriangleIndexVertexArray();
	        LPDIRECT3DVERTEXBUFFER9 pVertices;
        pMesh->GetVertexBuffer(&pVertices);
        DWORD dwVertexSize = pMesh->GetNumBytesPerVertex();
        DWORD dwNumVerts = pMesh->GetNumVertices();
        BYTE* pVertexData;
        pVertices->Lock(0, 0, (void**)&pVertexData, 0);
	        LPDIRECT3DINDEXBUFFER9 pIndices;
        pMesh->GetIndexBuffer(&pIndices);
        BYTE* pIndexData;
        pIndices->Lock(0, 0, (void**)&pIndexData, 0);
	        btIndexedMesh iMesh;
        iMesh.m_numTriangles        = pMesh->GetNumFaces();
        iMesh.m_triangleIndexBase   = (const unsigned char *)pIndexData;
        iMesh.m_triangleIndexStride = 3 * sizeof(IndexFormat);
        iMesh.m_numVertices         = dwNumVerts;
        iMesh.m_vertexBase          = (const unsigned char *)pVertexData;
        iMesh.m_vertexStride        = sizeof(D3DXVECTOR3);
        indexVertexArrays->addIndexedMesh( iMesh, PHY_SHORT );
	        // For non-moving objects only
        staticShape = new btBvhTriangleMeshShape(indexVertexArrays, true);
    
        m_collisionShapes.push_back(staticShape);
 
        pIndices->Unlock();
        pVertices->Unlock();
    }
    else
    {
        typedef DWORD IndexFormat;
    
        btTriangleIndexVertexArray*
            indexVertexArrays = new btTriangleIndexVertexArray();
	        LPDIRECT3DVERTEXBUFFER9 pVertices;
        pMesh->GetVertexBuffer(&pVertices);
        DWORD dwVertexSize = pMesh->GetNumBytesPerVertex();
        DWORD dwNumVerts = pMesh->GetNumVertices();
        BYTE* pVertexData;
        pVertices->Lock(0, 0, (void**)&pVertexData, 0);
	        LPDIRECT3DINDEXBUFFER9 pIndices;
        pMesh->GetIndexBuffer(&pIndices);
        BYTE* pIndexData;
        pIndices->Lock(0, 0, (void**)&pIndexData, 0);
	        indexVertexArrays =
            new btTriangleIndexVertexArray(pMesh->GetNumFaces(),
            (int*)pIndexData, 3 * sizeof(int), pMesh->GetNumVertices(),
            (btScalar*)pVertexData, dwVertexSize);
	        // For non-moving objects only
        staticShape = new btBvhTriangleMeshShape(indexVertexArrays, true);
    
        m_collisionShapes.push_back(staticShape);
 
        pIndices->Unlock();
        pVertices->Unlock();
    }
    
    // collision shapes are attached to transforms and not coupled to meshes themselves
	    btTransform startTransform;
    startTransform.setIdentity();
    D3DXVECTOR3 ori = l_transform->getPosition();
    if (m_simObject->m_name=="Warehouse3")
    {
        startTransform.setOrigin(btVector3(ori.x,
            ori.y, ori.z));
    }
    else
    {
        //startTransform.setOrigin(btVector3(ori.x,
        //    0, ori.z));
	        // the floor of the warehouse1 has fallen by 0.17 meters
        startTransform.setOrigin(btVector3(ori.x,
            ori.y, ori.z));
    }
	AgentMotionState* myMotionState = new AgentMotionState(m_simObject);
    myMotionState->setWorldTransform(startTransform);
	btRigidBody::btRigidBodyConstructionInfo cInfo(0, myMotionState, staticShape);
    btRigidBody* body = new btRigidBody(cInfo);
    body->setContactProcessingThreshold(m_defaultContactProcessingThreshold);
	btVector3 bmin, bmax;
    staticShape->getAabb(startTransform, bmin, bmax);
	m_dynamicsWorld->addRigidBody(body);
    
}
	
Edited by lucky6969b

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!