/** * Instantiate the configured shape in Bullet. */ private void createShape(byte bvh[]) { boolean buildBvh=bvh==null||bvh.length==0; this.meshId = NativeMeshUtil.createTriangleIndexVertexArray(this.triangleIndexBase, this.vertexBase, this.numTriangles, this.numVertices, this.vertexStride, this.triangleIndexStride); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Mesh {0}", Long.toHexString(this.meshId)); this.objectId = createShape(memoryOptimized, buildBvh, this.meshId); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(this.objectId)); if(!buildBvh) nativeBVHBuffer = setBVH(bvh, this.objectId); this.setScale(this.scale); this.setMargin(this.margin); }
meshId = NativeMeshUtil.createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Mesh {0}", Long.toHexString(meshId)); objectId = createShape(meshId);
vertices.clear(); return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride);
private void createShape(byte bvh[]) { boolean buildBvh=bvh==null||bvh.length==0; this.meshId = NativeMeshUtil.createTriangleIndexVertexArray(this.triangleIndexBase, this.vertexBase, this.numTriangles, this.numVertices, this.vertexStride, this.triangleIndexStride); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Mesh {0}", Long.toHexString(this.meshId)); this.objectId = createShape(memoryOptimized, buildBvh, this.meshId); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Shape {0}", Long.toHexString(this.objectId)); if(!buildBvh) nativeBVHBuffer = setBVH(bvh, this.objectId); this.setScale(this.scale); this.setMargin(this.margin); }
meshId = NativeMeshUtil.createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); Logger.getLogger(this.getClass().getName()).log(Level.INFO, "Created Mesh {0}", Long.toHexString(meshId)); objectId = createShape(meshId);
meshId = NativeMeshUtil.createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); Logger.getLogger(this.getClass().getName()).log(Level.INFO, "Created Mesh {0}", Long.toHexString(meshId)); objectId = createShape(meshId);
meshId = NativeMeshUtil.createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); Logger.getLogger(this.getClass().getName()).log(Level.FINE, "Created Mesh {0}", Long.toHexString(meshId)); objectId = createShape(meshId);
public static long getTriangleIndexVertexArray(Mesh mesh){ ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4); ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4); int numVertices = mesh.getVertexCount(); int vertexStride = 12; //3 verts * 4 bytes per. int numTriangles = mesh.getTriangleCount(); int triangleIndexStride = 12; //3 index entries * 4 bytes each. IndexBuffer indices = mesh.getIndicesAsList(); FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); vertices.rewind(); int verticesLength = mesh.getVertexCount() * 3; for (int i = 0; i < verticesLength; i++) { float tempFloat = vertices.get(); vertexBase.putFloat(tempFloat); } int indicesLength = mesh.getTriangleCount() * 3; for (int i = 0; i < indicesLength; i++) { triangleIndexBase.putInt(indices.get(i)); } vertices.rewind(); vertices.clear(); return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); }
public static long getTriangleIndexVertexArray(Mesh mesh){ ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4); ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4); int numVertices = mesh.getVertexCount(); int vertexStride = 12; //3 verts * 4 bytes per. int numTriangles = mesh.getTriangleCount(); int triangleIndexStride = 12; //3 index entries * 4 bytes each. IndexBuffer indices = mesh.getIndicesAsList(); FloatBuffer vertices = mesh.getFloatBuffer(Type.Position); vertices.rewind(); int verticesLength = mesh.getVertexCount() * 3; for (int i = 0; i < verticesLength; i++) { float tempFloat = vertices.get(); vertexBase.putFloat(tempFloat); } int indicesLength = mesh.getTriangleCount() * 3; for (int i = 0; i < indicesLength; i++) { triangleIndexBase.putInt(indices.get(i)); } vertices.rewind(); vertices.clear(); return createTriangleIndexVertexArray(triangleIndexBase, vertexBase, numTriangles, numVertices, vertexStride, triangleIndexStride); }