Android – handling conflicts in bullets through. G3db files

I am developing a simple application using libgdx and bullet API. I have completed the basic prototype of this application using shapes, but now I want to load the real model in the application. I use the. G3db file to load the model through assetmanager

private void doneLoading() {
        // TODO Auto-generated method stub
        Model model = manager.get("ping1.g3db", Model.class);
        int index = 0;
        for (int i = 0; i < model.nodes.size; i++) {
            String id = model.nodes.get(i).id;
            ModelInstance instance = new ModelInstance(model, id);
            Node node = instance.getNode(id);
            instance.transform.set(node.globalTransform);
            //node.translation.set(0, 0, 0);
            //node.scale.set(1, 1, 1);
            //node.rotation.idt();
            instance.calculateTransforms();

            if (id.equals("ball4") || id.equals("bat")) {
                instance_array.add(instance);
                index += 1;
            }

            if (id.equals("ball4")) {
                ball = instance;
                Gdx.app.log("Ball Index", " " + index);
                instance_map.put("ball", new GameObject.Constructor(model, id, new btSphereShape(0.165f), 1.0f));
                createBall();
                //ball.transform.setToTranslation(0f, 10f, 0f);
            } else if (id.equals("bat")) {
                Gdx.app.log("Bat Index", " " + index);
                bat = instance;
                instance_map.put("bat",new GameObject.Constructor(model, id, new btSphereShape(1.897f), 0.0f));
                createBat();        
            }
        }
        loading = false;
    }


private void createBat() {
        // TODO Auto-generated method stub
        GameObject object=instance_map.get("bat").construct();
        object.body.setCollisionFlags(object.body.getCollisionFlags()|btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
        instances_gameobject.add(object);
        dynamicWorld.addCollisionObject(object.body);
    }


    private void createBall() {
        // TODO Auto-generated method stub
        GameObject object=instance_map.get("ball").construct();
        Gdx.app.log("Ball", "Ball created");
        object.moving=true;
        object.body.setWorldTransform(object.transform);
        object.body.setCollisionFlags(object.body.getCollisionFlags()|btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
        instances_gameobject.add(object);
        dynamicWorld.addCollisionObject(object.body);
    }

Please tell me how to use a custom model for collision detection

resolvent:

In the convexhulltest, you can see how to create a shape for collisionobject from mesh

public static btConvexHullShape createConvexHullShape (final Model model, boolean optimize) {
    final Mesh mesh = model.meshes.get(0);
    final btConvexHullShape shape = new btConvexHullShape(mesh.getVerticesBuffer(), mesh.getNumVertices(), mesh.getVertexSize());
    if (!optimize) return shape;
    // Now optimize the shape
    final btShapeHull hull = new btShapeHull(shape);
    hull.buildHull(shape.getMargin());
    final btConvexHullShape result = new btConvexHullShape(hull);
    // delete the temporary shape
    shape.dispose();
    hull.dispose();
    return result;
}

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