I wanna use TriangleMeshShape for box-tri collision test,however it doesn't seem to work..
CollisionDispatcher Dispatcher = new CollisionDispatcher();
Vector3 worldAabbMin = new Vector3(-1000000, -1000000, -1000000);
Vector3 worldAabbMax = new Vector3(1000000, 1000000, 1000000);
const int maxProxies = 2000;
OverlappingPairCache broadphase = new AxisSweep3(worldAabbMin, worldAabbMax, maxProxies);
// Dispatcher.RegisterCollisionCreateFunc(BroadphaseNativeTypes.Box,BroadphaseNativeTypes.TriangleMesh,new ConvexConcaveCollisionAlgorithm.CreateFunc());
cWorldX = new CollisionWorld(Dispatcher, broadphase);
AddBox(new Vector3(5,5,5), new Vector3(5, 5, 5), 2, null);
CollisionObject cObj=new CollisionObject();
TriangleMesh tm=new TriangleMesh();
tm.AddTriangle(new Vector3(0,5,10),new Vector3(5,0,0),new Vector3(0,0,0));
cObj.CollisionShape = new TriangleMeshShape(tm);
cObj.WorldTransform = Matrix.Identity;
cWorldX.AddCollisionObject(cObj);
cWorldX.PerformDiscreteCollisionDetection();
for (int i = 0; i < cWorldX.Dispatcher.ManifoldCount; i++)
{
PersistentManifold contactManifold = cWorldX.Dispatcher.GetManifoldByIndex(i);
CollisionObject obA = contactManifold.BodyA as CollisionObject;
CollisionObject obB = contactManifold.BodyB as CollisionObject;
contactManifold.RefreshContactPoints(obA.WorldTransform, obB.WorldTransform);
int numContacts = contactManifold.ContactsCount;
for (int j = 0; j < numContacts; j++)
{
It cann't tatch here,why?
Is there anything i'm missing?
AddBox Method:
public CollisionObject AddBox(Vector3 position, Vector3 halfExtents, float mass, Object o)
{
CollisionObject cObj = new CollisionObject();
BoxShape boxShape = new BoxShape(halfExtents);
Matrix center = Matrix.Identity;
center.Translation = position;
cObj.WorldTransform = center;
cObj.CollisionShape = boxShape;
cObj.UserData = o;
cWorldX.AddCollisionObject(cObj, BroadphaseProxy.CollisionFilterGroups.Static, BroadphaseProxy.CollisionFilterGroups.Static);
}
And i notice class TriangleMesh and one of it's method "AddTriangle" is "Private", which is different from C++ version,
so Can BulletX in XNA support TriangleMeshShape? i just wonder ....
Can BulletX in XNA support TriangleMeshShape?
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- Posts: 18
- Joined: Thu Nov 15, 2007 2:01 pm
- Location: Sichuan province, China
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- Posts: 18
- Joined: Thu Nov 15, 2007 2:01 pm
- Location: Sichuan province, China
Re: Can BulletX in XNA support TriangleMeshShape?
ok i know there is a bug in TriangleMeshShape which was reported at http://www.codeplex.com/xnadevru/WorkIt ... emId=11068
but it seems that btBvhTriangleMeshShape hasn't been implement, so if i want to test a box and a mesh,
which shape can i use?
can i just use TriangleMeshShape?
what's the difference?
but it seems that btBvhTriangleMeshShape hasn't been implement, so if i want to test a box and a mesh,
which shape can i use?
can i just use TriangleMeshShape?
what's the difference?
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- Posts: 19
- Joined: Tue Sep 19, 2006 6:38 pm
Re: Can BulletX in XNA support TriangleMeshShape?
Hello,
BulletX is frozen for now...
mb it will be active sometime around July...
BulletX is frozen for now...
mb it will be active sometime around July...
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- Posts: 18
- Joined: Thu Nov 15, 2007 2:01 pm
- Location: Sichuan province, China
Re: Can BulletX in XNA support TriangleMeshShape?
ok ic
but i really hope it continue as soon as possible...
but i really hope it continue as soon as possible...