Code: Select all
m_triangle[j] = btVector3(
graphicsbase[0]*meshScaling.getX(),
graphicsbase[1]*meshScaling.getY(),
graphicsbase[2]*meshScaling.getZ());
Code: Select all
btTriangleIndexVertexArray* indexVertexArrays = new btTriangleIndexVertexArray(
nIndices/3,
const_cast<int *>(pIndices),
sizeof(int)*3,
nVertices,
const_cast<float *>(pVertices),
sizeof(Float)*3);
m_pbtTriMeshShape = new btBvhTriangleMeshShape(indexVertexArrays);
btTransform tr;
tr.setIdentity();
tr.setOrigin(btVector3(x,y,z));
btVector3 localInertia(0,0,0);
// m_pbtTriMeshShape->calculateLocalInertia(0,localInertia);
m_pbtMotionState = new btDefaultMotionState(tr);
m_pbtBody = new btRigidBody(0,m_pbtMotionState,m_pbtTriMeshShape,localInertia);
g_DynamicsWorld->addRigidBody(m_pbtBody);
Any help as to what I'm doing wrong would be appreciated. Thanks!