用PhysX转化地形为trianglemesh

来源:互联网 发布:冰山算法 编辑:程序博客网 时间:2024/05/06 10:47

http://m.blog.csdn.net/blog/perfection_c/4463599

 

在利用NxOgre添加地形的时候遇到了问题,不知道改如何添加地形,使用模型?还是直接读取高度图?因为是刚刚接触到NxOgre对于这些问题很是迷茫,苦苦找不到解决的问题。在网上搜索有关资料也很少,最近在GameRes论坛里面发现了一篇有关于用PhysX转化地形为trianglemesh的文章,所以转过来看看,希望对我以及和我遇到同样问题的朋友有所帮助!

NxActor * CPhysX::CreateTerrainMesh(const NxVec3& pos,const NxU32 length, const NxU32 width,IDirect3DVertexBuffer9* vb,IDirect3DIndexBuffer9* ib)//,const NxReal stride)
{
   NxVec3* fsVerts = NULL;
   WORD* fsFaces = NULL;


   //初始化平面 verts
   NxU32 nbVerts=length*width;


   fsVerts = new NxVec3[nbVerts]; 
   VertexPNUVT* vCol = 0;
   vb->Lock(0,0,(void**)&vCol,0);
   for(DWORD i=0;i<nbVerts;i++)
   {
 memcpy(&fsVerts[i], &vCol[i], sizeof(D3DXVECTOR3));
   }
   vb->Unlock();

   NxU32 nbFaces = (length-1)*(width-1)*2;
   fsFaces = new WORD[nbFaces*3];
   WORD* pIB = NULL;
   ib->Lock(0,0,(void**)&pIB,0);
   memcpy(fsFaces, pIB, sizeof(WORD)*nbFaces*3);
   ib->Unlock();

   NxTriangleMeshDesc fsDesc;
   fsDesc.numVertices = nbVerts;
   fsDesc.numTriangles =nbFaces;
   fsDesc.pointStrideBytes = sizeof(D3DXVECTOR3);
   fsDesc.triangleStrideBytes = 3*sizeof(WORD);
   fsDesc.points = fsVerts;
   fsDesc.triangles = fsFaces; 
   fsDesc.flags =NX_MF_16_BIT_INDICES;

   //因为连续三角网格是不特定常规武器公约因此必须设置,以确保正确的碰撞
   fsDesc.flags |=NX_MF_FLIPNORMALS;

   NxTriangleMeshShapeDesc fsShapeDesc;

   gCooking = NxGetCookingLib(NX_PHYSICS_SDK_VERSION);
   bool ok =  gCooking->NxInitCooking();
      
   // Cooking from memory
   MemoryWriteBuffer buf;
   bool status = gCooking->NxCookTriangleMesh(fsDesc, buf);

 

   fsShapeDesc.meshData = PhysicsSDK->createTriangleMesh(MemoryReadBuffer(buf.data));
    

   if (fsShapeDesc.meshData)
   {
 NxActorDesc actorDesc;
 actorDesc.shapes.pushBack(&fsShapeDesc);
 actorDesc.globalPose.t = pos;
 NxActor* actor = Scene->createActor(actorDesc);
 //SetActorCollisionGroup(actor,3);
 return actor;
 //      gPhysicsSDK->releaseTriangleMesh(*fsShapeDesc.meshData);
   }

return NULL;

}


0 0