Hi
When I try to add any triangular mesh to btBvhTriangleMeshShape, trimeshShape1 crashes. I even used indexVertexArrays but no help. Can someone tell if they had experienced same type of problem? Is there a sequencing of triangles I need to follow. Pleasee the code below.
Thanks Amrish Kumar
int AddTringularMeshObject2(float VertexXArray[],float VertexYArray[],float VertexZArray[],int IndexArray[])
{
try
{
int vertStride = sizeof(btVector3);
int indexStride = 3*sizeof(int);
const int totalTriangles = 2*(NUM_VERTS_X-1)*(NUM_VERTS_Y-1);
const int NoOfIndices = totalTriangles*3;
btVector3* gVertices=0;
int* gIndices=0;
gVertices = new btVector3[ totalVerts];
gIndices = new int[ NoOfIndices ];
for (int i =0; i< totalVerts; i++)
{
gVertices.setValue(VertexXArray,VertexYArray,VertexZArray);
}
for (int i =0; i< NoOfIndices; i++)
{
gIndices[i++] = IndexArray[i++];
}
btTriangleMesh* trimesh = new btTriangleMesh();
for ( int i=0;i<NoOfIndices;i+=3)
{
trimesh->addTriangle(gVertices[gIndices[i+2]],gVertices[gIndices[i+1]],gVertices[gIndices]);
}
/*m_indexVertexArrays = new btTriangleIndexVertexArray(totalTriangles,
gIndices,
indexStride,
totalVerts,(btScalar*) &gVertices[0].x(),vertStride);*/
bool useQuantizedAabbCompression = true;
btVector3 aabbMin(-1000,-1000,-1000),aabbMax(1000,1000,1000);
btCollisionShape *trimeshShape1 = new btBvhTriangleMeshShape(trimesh,useQuantizedAabbCompression);
/* trimeshShape = new btBvhTriangleMeshShape(m_indexVertexArraysObj1,useQuantizedAabbCompression);
m_collisionShapes.push_back(trimeshShape);*/
m_collisionShapes.push_back(trimeshShape1);
}
catch(...)
{
}
return 0;
}
Problems with btBvhTriangleMeshShape
-
- Posts: 17
- Joined: Wed May 23, 2012 7:08 pm
Re: Problems with btBvhTriangleMeshShape
I found the bug...thanks for the help