virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj, const btVector3& color) { OpenGLGuiHelper::createCollisionObjectGraphicsObject(obj, color); int colIndex = obj->getUserIndex(); int shapeIndex = obj->getCollisionShape()->getUserIndex(); if (colIndex >= 0 && shapeIndex >= 0) { m_swInstances.insert(colIndex, shapeIndex); } }
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices, int primitiveType, int textureId) { int shapeIndex = OpenGLGuiHelper::registerGraphicsShape(vertices, numvertices, indices, numIndices, primitiveType, textureId); if (shapeIndex >= 0) { TinyRenderObjectData* swObj = new TinyRenderObjectData(m_rgbColorBuffer, m_depthBuffer); float rgbaColor[4] = {1, 1, 1, 1}; swObj->registerMeshShape(vertices, numvertices, indices, numIndices, rgbaColor); //swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices); m_swRenderObjects.insert(shapeIndex, swObj); } return shapeIndex; }
virtual void createCollisionObjectGraphicsObject(btCollisionObject* obj,const btVector3& color) { if (obj->getUserIndex()<0) { int colIndex = m_colObjUniqueIndex++; obj->setUserIndex(colIndex); int shapeIndex = obj->getCollisionShape()->getUserIndex(); if (colIndex>=0 && shapeIndex>=0) { m_swInstances.insert(colIndex,shapeIndex); } } }
virtual int registerGraphicsInstance(int shapeIndex, const float* position, const float* quaternion, const float* color, const float* scaling) { int colIndex = m_colObjUniqueIndex++; if (colIndex>=0 && shapeIndex>=0) { TinyRenderObjectData** dPtr = m_swRenderObjects[shapeIndex]; if (dPtr && *dPtr) { TinyRenderObjectData* d= *dPtr; d->m_localScaling.setValue(scaling[0],scaling[1],scaling[2]); m_swInstances.insert(colIndex,shapeIndex); } } return colIndex; }
virtual int registerGraphicsShape(const float* vertices, int numvertices, const int* indices, int numIndices,int primitiveType, int textureId) { int shapeIndex = m_swRenderObjects.size(); TinyRenderObjectData* swObj = new TinyRenderObjectData(m_rgbColorBuffer,m_depthBuffer); float rgbaColor[4] = {1,1,1,1}; //if (textureId>=0) //{ // swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor); //} else { swObj->registerMeshShape(vertices,numvertices,indices,numIndices,rgbaColor); } //swObj->createCube(1,1,1);//MeshShape(vertices,numvertices,indices,numIndices); m_swRenderObjects.insert(shapeIndex,swObj); return shapeIndex; }
void readLibraryGeometries(TiXmlDocument& doc, btAlignedObjectArray<GLInstanceGraphicsShape>& visualShapes, btHashMap<btHashString,int>& name2Shape, float extraScaling) { btHashMap<btHashString,TiXmlElement* > allSources; btHashMap<btHashString,VertexSource> vertexSources; for(TiXmlElement* geometry = doc.RootElement()->FirstChildElement("library_geometries")->FirstChildElement("geometry"); geometry != NULL; geometry = geometry->NextSiblingElement("geometry")) { btAlignedObjectArray<btVector3> vertexPositions; btAlignedObjectArray<btVector3> vertexNormals; btAlignedObjectArray<int> indices; const char* geometryName = geometry->Attribute("id"); for (TiXmlElement* mesh = geometry->FirstChildElement("mesh");(mesh != NULL); mesh = mesh->NextSiblingElement("mesh")) { TiXmlElement* vertices2 = mesh->FirstChildElement("vertices"); for (TiXmlElement* source = mesh->FirstChildElement("source");source != NULL;source = source->NextSiblingElement("source")) { const char* srcId= source->Attribute("id"); // printf("source id=%s\n",srcId); allSources.insert(srcId,source); } const char* vertexId = vertices2->Attribute("id"); //printf("vertices id=%s\n",vertexId); VertexSource vs; for(TiXmlElement* input = vertices2->FirstChildElement("input");input != NULL;input = input->NextSiblingElement("input")) { const char* sem = input->Attribute("semantic"); std::string semName(sem); // printf("sem=%s\n",sem); const char* src = input->Attribute("source"); // printf("src=%s\n",src); const char* srcIdRef = input->Attribute("source"); std::string source_name; source_name = std::string(srcIdRef); source_name = source_name.erase(0, 1); if (semName=="POSITION") { vs.m_positionArrayId = source_name; } if (semName=="NORMAL") { vs.m_normalArrayId = source_name; } } vertexSources.insert(vertexId,vs); for (TiXmlElement* primitive = mesh->FirstChildElement("triangles"); primitive; primitive = primitive->NextSiblingElement("triangles")) { std::string positionSourceName; std::string normalSourceName; int primitiveCount; primitive->QueryIntAttribute("count", &primitiveCount); bool positionAndNormalInVertex=false; int indexStride=1; int posOffset = 0; int normalOffset = 0; int numIndices = 0; { for (TiXmlElement* input = primitive->FirstChildElement("input");input != NULL;input = input->NextSiblingElement("input")) { const char* sem = input->Attribute("semantic"); std::string semName(sem); int offset = atoi(input->Attribute("offset")); if ((offset+1)>indexStride) indexStride=offset+1; //printf("sem=%s\n",sem); const char* src = input->Attribute("source"); //printf("src=%s\n",src); const char* srcIdRef = input->Attribute("source"); std::string source_name; source_name = std::string(srcIdRef); source_name = source_name.erase(0, 1); if (semName=="VERTEX") { //now we have POSITION and possibly NORMAL too, using same index array (<p>) VertexSource* vs = vertexSources[source_name.c_str()]; if (vs->m_positionArrayId.length()) { positionSourceName = vs->m_positionArrayId; posOffset = offset; } if (vs->m_normalArrayId.length()) { normalSourceName = vs->m_normalArrayId; normalOffset = offset; positionAndNormalInVertex = true; } } if (semName=="NORMAL") { btAssert(normalSourceName.length()==0); normalSourceName = source_name; normalOffset = offset; positionAndNormalInVertex = false; } } numIndices = primitiveCount * 3; } btAlignedObjectArray<float> positionFloatArray; int posStride=1; TiXmlElement** sourcePtr = allSources[positionSourceName.c_str()]; if (sourcePtr) { readFloatArray(*sourcePtr,positionFloatArray, posStride); } btAlignedObjectArray<float> normalFloatArray; int normalStride=1; sourcePtr = allSources[normalSourceName.c_str()]; if (sourcePtr) { readFloatArray(*sourcePtr,normalFloatArray,normalStride); } btAlignedObjectArray<int> curIndices; curIndices.reserve(numIndices*indexStride); TokenIntArray adder(curIndices); tokenize(primitive->FirstChildElement("p")->GetText(),adder); assert(curIndices.size() == numIndices*indexStride); int indexOffset = vertexPositions.size(); for(int index=0; index<numIndices; index++) { int posIndex = curIndices[index*indexStride+posOffset]; int normalIndex = curIndices[index*indexStride+normalOffset]; vertexPositions.push_back(btVector3(extraScaling*positionFloatArray[posIndex*3+0], extraScaling*positionFloatArray[posIndex*3+1], extraScaling*positionFloatArray[posIndex*3+2])); if (normalFloatArray.size() && (normalFloatArray.size()>normalIndex)) { vertexNormals.push_back(btVector3(normalFloatArray[normalIndex*3+0], normalFloatArray[normalIndex*3+1], normalFloatArray[normalIndex*3+2])); } else { //add a dummy normal of length zero, so it is easy to detect that it is an invalid normal vertexNormals.push_back(btVector3(0,0,0)); } } int curNumIndices = indices.size(); indices.resize(curNumIndices+numIndices); for(int index=0; index<numIndices; index++) { indices[curNumIndices+index] = index+indexOffset; } }//if(primitive != NULL) }//for each mesh int shapeIndex = visualShapes.size(); GLInstanceGraphicsShape& visualShape = visualShapes.expand(); { visualShape.m_vertices = new b3AlignedObjectArray<GLInstanceVertex>; visualShape.m_indices = new b3AlignedObjectArray<int>; int indexBase = 0; btAssert(vertexNormals.size()==vertexPositions.size()); for (int v=0;v<vertexPositions.size();v++) { GLInstanceVertex vtx; vtx.xyzw[0] = vertexPositions[v].x(); vtx.xyzw[1] = vertexPositions[v].y(); vtx.xyzw[2] = vertexPositions[v].z(); vtx.xyzw[3] = 1.f; vtx.normal[0] = vertexNormals[v].x(); vtx.normal[1] = vertexNormals[v].y(); vtx.normal[2] = vertexNormals[v].z(); vtx.uv[0] = 0.5f; vtx.uv[1] = 0.5f; visualShape.m_vertices->push_back(vtx); } for (int index=0;index<indices.size();index++) { visualShape.m_indices->push_back(indices[index]+indexBase); } printf(" index_count =%dand vertexPositions.size=%d\n",indices.size(), vertexPositions.size()); indexBase=visualShape.m_vertices->size(); visualShape.m_numIndices = visualShape.m_indices->size(); visualShape.m_numvertices = visualShape.m_vertices->size(); } printf("geometry name=%s\n",geometryName); name2Shape.insert(geometryName,shapeIndex); }//for each geometry }
virtual bool convertAllObjects( bParse::btBulletFile* bulletFile2) { bool result = btBulletWorldImporter::convertAllObjects(bulletFile2); int i; //now the soft bodies for (i=0;i<bulletFile2->m_softBodies.size();i++) { if (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION) { btAssert(0); //not yet //btSoftBodyFloatData* softBodyData = (btSoftBodyFloatData*)bulletFile2->m_softBodies[i]; } else { btSoftBodyFloatData* softBodyData = (btSoftBodyFloatData*)bulletFile2->m_softBodies[i]; int i; int numNodes = softBodyData->m_numNodes; btSoftBody* psb=new btSoftBody(&m_softRigidWorld->getWorldInfo()); m_softBodyMap.insert(softBodyData,psb); //materials for (i=0;i<softBodyData->m_numMaterials;i++) { SoftBodyMaterialData* matData = softBodyData->m_materials[i]; btSoftBody::Material** matPtr = m_materialMap.find(matData); btSoftBody::Material* mat = 0; if (matPtr&& *matPtr) { mat = *matPtr; } else { mat = psb->appendMaterial(); mat->m_flags = matData->m_flags; mat->m_kAST = matData->m_angularStiffness; mat->m_kLST = matData->m_linearStiffness; mat->m_kVST = matData->m_volumeStiffness; m_materialMap.insert(matData,mat); } } for (i=0;i<numNodes;i++) { SoftBodyNodeData& nodeData = softBodyData->m_nodes[i]; btVector3 position; position.deSerializeFloat(nodeData.m_position); btScalar mass = nodeData.m_inverseMass? 1./nodeData.m_inverseMass : 0.f; psb->appendNode(position,mass); btSoftBody::Node* node = &psb->m_nodes[psb->m_nodes.size()-1]; node->m_area = nodeData.m_area; node->m_battach = nodeData.m_attach; node->m_f.deSerializeFloat(nodeData.m_accumulatedForce); node->m_im = nodeData.m_inverseMass; btSoftBody::Material** matPtr = m_materialMap.find(nodeData.m_material); if (matPtr && *matPtr) { node->m_material = *matPtr; } else { printf("no mat?\n"); } node->m_n.deSerializeFloat(nodeData.m_normal); node->m_q = node->m_x; node->m_v.deSerializeFloat(nodeData.m_velocity); } for (i=0;i<softBodyData->m_numLinks;i++) { SoftBodyLinkData& linkData = softBodyData->m_links[i]; btSoftBody::Material** matPtr = m_materialMap.find(linkData.m_material); if (matPtr && *matPtr) { psb->appendLink(linkData.m_nodeIndices[0],linkData.m_nodeIndices[1],*matPtr); } else { psb->appendLink(linkData.m_nodeIndices[0],linkData.m_nodeIndices[1]); } btSoftBody::Link* link = &psb->m_links[psb->m_links.size()-1]; link->m_bbending = linkData.m_bbending; link->m_rl = linkData.m_restLength; } for (i=0;i<softBodyData->m_numFaces;i++) { SoftBodyFaceData& faceData = softBodyData->m_faces[i]; btSoftBody::Material** matPtr = m_materialMap.find(faceData.m_material); if (matPtr && *matPtr) { psb->appendFace(faceData.m_nodeIndices[0],faceData.m_nodeIndices[1],faceData.m_nodeIndices[2],*matPtr); } else { psb->appendFace(faceData.m_nodeIndices[0],faceData.m_nodeIndices[1],faceData.m_nodeIndices[2]); } btSoftBody::Face* face = &psb->m_faces[psb->m_faces.size()-1]; face->m_normal.deSerializeFloat(faceData.m_normal); face->m_ra = faceData.m_restArea; } //anchors for (i=0;i<softBodyData->m_numAnchors;i++) { btCollisionObject** colAptr = m_bodyMap.find(softBodyData->m_anchors[i].m_rigidBody); if (colAptr && *colAptr) { btRigidBody* body = btRigidBody::upcast(*colAptr); if (body) { bool disableCollision = false; btVector3 localPivot; localPivot.deSerializeFloat(softBodyData->m_anchors[i].m_localFrame); psb->appendAnchor(softBodyData->m_anchors[i].m_nodeIndex,body,localPivot, disableCollision); } } } if (softBodyData->m_pose) { psb->m_pose.m_aqq.deSerializeFloat( softBodyData->m_pose->m_aqq); psb->m_pose.m_bframe = (softBodyData->m_pose->m_bframe!=0); psb->m_pose.m_bvolume = (softBodyData->m_pose->m_bvolume!=0); psb->m_pose.m_com.deSerializeFloat(softBodyData->m_pose->m_com); psb->m_pose.m_pos.resize(softBodyData->m_pose->m_numPositions); for (i=0;i<softBodyData->m_pose->m_numPositions;i++) { psb->m_pose.m_pos[i].deSerializeFloat(softBodyData->m_pose->m_positions[i]); } psb->m_pose.m_rot.deSerializeFloat(softBodyData->m_pose->m_rot); psb->m_pose.m_scl.deSerializeFloat(softBodyData->m_pose->m_scale); psb->m_pose.m_wgh.resize(softBodyData->m_pose->m_numWeigts); for (i=0;i<softBodyData->m_pose->m_numWeigts;i++) { psb->m_pose.m_wgh[i] = softBodyData->m_pose->m_weights[i]; } psb->m_pose.m_volume = softBodyData->m_pose->m_restVolume; } #if 1 psb->m_cfg.piterations=softBodyData->m_config.m_positionIterations; psb->m_cfg.diterations=softBodyData->m_config.m_driftIterations; psb->m_cfg.citerations=softBodyData->m_config.m_clusterIterations; psb->m_cfg.viterations=softBodyData->m_config.m_velocityIterations; //psb->setTotalMass(0.1); psb->m_cfg.aeromodel = (btSoftBody::eAeroModel::_)softBodyData->m_config.m_aeroModel; psb->m_cfg.kLF = softBodyData->m_config.m_lift; psb->m_cfg.kDG = softBodyData->m_config.m_drag; psb->m_cfg.kMT = softBodyData->m_config.m_poseMatch; psb->m_cfg.collisions = softBodyData->m_config.m_collisionFlags; psb->m_cfg.kDF = 1.f;//softBodyData->m_config.m_dynamicFriction; psb->m_cfg.kDP = softBodyData->m_config.m_damping; psb->m_cfg.kPR = softBodyData->m_config.m_pressure; psb->m_cfg.kVC = softBodyData->m_config.m_volume; psb->m_cfg.kAHR = softBodyData->m_config.m_anchorHardness; psb->m_cfg.kKHR = softBodyData->m_config.m_kineticContactHardness; psb->m_cfg.kSHR = softBodyData->m_config.m_softContactHardness; psb->m_cfg.kSRHR_CL = softBodyData->m_config.m_softRigidClusterHardness; psb->m_cfg.kSKHR_CL = softBodyData->m_config.m_softKineticClusterHardness; psb->m_cfg.kSSHR_CL = softBodyData->m_config.m_softSoftClusterHardness; #endif // pm->m_kLST = 1; #if 1 //clusters if (softBodyData->m_numClusters) { m_clusterBodyMap.insert(softBodyData->m_clusters,psb); int j; psb->m_clusters.resize(softBodyData->m_numClusters); for (i=0;i<softBodyData->m_numClusters;i++) { psb->m_clusters[i] = new(btAlignedAlloc(sizeof(btSoftBody::Cluster),16)) btSoftBody::Cluster(); psb->m_clusters[i]->m_adamping = softBodyData->m_clusters[i].m_adamping; psb->m_clusters[i]->m_av.deSerializeFloat(softBodyData->m_clusters[i].m_av); psb->m_clusters[i]->m_clusterIndex = softBodyData->m_clusters[i].m_clusterIndex; psb->m_clusters[i]->m_collide = (softBodyData->m_clusters[i].m_collide!=0); psb->m_clusters[i]->m_com.deSerializeFloat(softBodyData->m_clusters[i].m_com); psb->m_clusters[i]->m_containsAnchor = (softBodyData->m_clusters[i].m_containsAnchor!=0); psb->m_clusters[i]->m_dimpulses[0].deSerializeFloat(softBodyData->m_clusters[i].m_dimpulses[0]); psb->m_clusters[i]->m_dimpulses[1].deSerializeFloat(softBodyData->m_clusters[i].m_dimpulses[1]); psb->m_clusters[i]->m_framerefs.resize(softBodyData->m_clusters[i].m_numFrameRefs); for (j=0;j<softBodyData->m_clusters[i].m_numFrameRefs;j++) { psb->m_clusters[i]->m_framerefs[j].deSerializeFloat(softBodyData->m_clusters[i].m_framerefs[j]); } psb->m_clusters[i]->m_nodes.resize(softBodyData->m_clusters[i].m_numNodes); for (j=0;j<softBodyData->m_clusters[i].m_numNodes;j++) { int nodeIndex = softBodyData->m_clusters[i].m_nodeIndices[j]; psb->m_clusters[i]->m_nodes[j] = &psb->m_nodes[nodeIndex]; } psb->m_clusters[i]->m_masses.resize(softBodyData->m_clusters[i].m_numMasses); for (j=0;j<softBodyData->m_clusters[i].m_numMasses;j++) { psb->m_clusters[i]->m_masses[j] = softBodyData->m_clusters[i].m_masses[j]; } psb->m_clusters[i]->m_framexform.deSerializeFloat(softBodyData->m_clusters[i].m_framexform); psb->m_clusters[i]->m_idmass = softBodyData->m_clusters[i].m_idmass; psb->m_clusters[i]->m_imass = softBodyData->m_clusters[i].m_imass; psb->m_clusters[i]->m_invwi.deSerializeFloat(softBodyData->m_clusters[i].m_invwi); psb->m_clusters[i]->m_ldamping = softBodyData->m_clusters[i].m_ldamping; psb->m_clusters[i]->m_locii.deSerializeFloat(softBodyData->m_clusters[i].m_locii); psb->m_clusters[i]->m_lv.deSerializeFloat(softBodyData->m_clusters[i].m_lv); psb->m_clusters[i]->m_matching = softBodyData->m_clusters[i].m_matching; psb->m_clusters[i]->m_maxSelfCollisionImpulse = 0;//softBodyData->m_clusters[i].m_maxSelfCollisionImpulse; psb->m_clusters[i]->m_ndamping = softBodyData->m_clusters[i].m_ndamping; psb->m_clusters[i]->m_ndimpulses = softBodyData->m_clusters[i].m_ndimpulses; psb->m_clusters[i]->m_nvimpulses = softBodyData->m_clusters[i].m_nvimpulses; psb->m_clusters[i]->m_selfCollisionImpulseFactor = softBodyData->m_clusters[i].m_selfCollisionImpulseFactor; psb->m_clusters[i]->m_vimpulses[0].deSerializeFloat(softBodyData->m_clusters[i].m_vimpulses[0]); psb->m_clusters[i]->m_vimpulses[1].deSerializeFloat(softBodyData->m_clusters[i].m_vimpulses[1]); } //psb->initializeClusters(); //psb->updateClusters(); } #else psb->m_cfg.piterations = 2; psb->m_cfg.collisions = btSoftBody::fCollision::CL_SS+ btSoftBody::fCollision::CL_RS; //psb->setTotalMass(50,true); //psb->generateClusters(64); //psb->m_cfg.kDF=1; psb->generateClusters(8); #endif // psb->updateConstants(); m_softRigidWorld->getWorldInfo().m_dispatcher = m_softRigidWorld->getDispatcher(); m_softRigidWorld->addSoftBody(psb); } } //now the soft body joints for (i=0;i<bulletFile2->m_softBodies.size();i++) { if (bulletFile2->getFlags() & bParse::FD_DOUBLE_PRECISION) { btAssert(0); //not yet //btSoftBodyFloatData* softBodyData = (btSoftBodyFloatData*)bulletFile2->m_softBodies[i]; } else { btSoftBodyFloatData* softBodyData = (btSoftBodyFloatData*)bulletFile2->m_softBodies[i]; btSoftBody** sbp = m_softBodyMap.find(softBodyData); if (sbp && *sbp) { btSoftBody* sb = *sbp; for (int i=0;i<softBodyData->m_numJoints;i++) { btSoftBodyJointData* sbjoint = &softBodyData->m_joints[i]; btSoftBody::Body bdyB; btSoftBody* sbB = 0; btTransform transA; transA.setIdentity(); transA = sb->m_clusters[0]->m_framexform; btCollisionObject** colBptr = m_bodyMap.find(sbjoint->m_bodyB); if (colBptr && *colBptr) { btRigidBody* rbB = btRigidBody::upcast(*colBptr); if (rbB) { bdyB = rbB; } else { bdyB = *colBptr; } } btSoftBody** bodyBptr = m_clusterBodyMap.find(sbjoint->m_bodyB); if (bodyBptr && *bodyBptr ) { sbB = *bodyBptr; bdyB = sbB->m_clusters[0]; } if (sbjoint->m_jointType==btSoftBody::Joint::eType::Linear) { btSoftBody::LJoint::Specs specs; specs.cfm = sbjoint->m_cfm; specs.erp = sbjoint->m_erp; specs.split = sbjoint->m_split; btVector3 relA; relA.deSerializeFloat(sbjoint->m_refs[0]); specs.position = transA*relA; sb->appendLinearJoint(specs,sb->m_clusters[0],bdyB); } if (sbjoint->m_jointType==btSoftBody::Joint::eType::Angular) { btSoftBody::AJoint::Specs specs; specs.cfm = sbjoint->m_cfm; specs.erp = sbjoint->m_erp; specs.split = sbjoint->m_split; btVector3 relA; relA.deSerializeFloat(sbjoint->m_refs[0]); specs.axis = transA.getBasis()*relA; sb->appendAngularJoint(specs,sb->m_clusters[0],bdyB); } } } } } return result; }
//after each object is converter, including collision object, create a graphics object (and bind them) virtual void createGraphicsObject(_bObj* tmpObject, class btCollisionObject* bulletObject) { btRigidBody* body = btRigidBody::upcast(bulletObject); btRenderMesh* mesh = 0; if (tmpObject->data.mesh && tmpObject->data.mesh->vert_count && tmpObject->data.mesh->face_count) { if (tmpObject->data.mesh->vert_count> 16300) { printf("tmpObject->data.mesh->vert_count = %d\n",tmpObject->data.mesh->vert_count); } mesh = new btRenderMesh(); mesh->m_bulletObject = bulletObject; btAlignedObjectArray<btVector3> originalVertices; originalVertices.resize(tmpObject->data.mesh->vert_count); for (int v=0;v<tmpObject->data.mesh->vert_count;v++) { float* vt3 = tmpObject->data.mesh->vert[v].xyz; originalVertices[v].setValue( IRR_X_M*vt3[IRR_X],IRR_Y_M*vt3[IRR_Y],IRR_Z_M*vt3[IRR_Z]); } int numVertices = 0; int numTriangles=0; int currentIndex=0; btTexVert* texVert = 0; for (int t=0;t<tmpObject->data.mesh->face_count;t++) { int originalIndex = tmpObject->data.mesh->face[t].v[IRR_TRI_0_X]; mesh->m_indices.push_back(currentIndex); texVert = &mesh->m_vertices.expand(); texVert->m_localxyz = originalVertices[originalIndex]; texVert->m_uv1[0] = tmpObject->data.mesh->face[t].uv[IRR_TRI_0_X][0]; texVert->m_uv1[1] = tmpObject->data.mesh->face[t].uv[IRR_TRI_0_X][1]; numVertices++; currentIndex++; originalIndex = tmpObject->data.mesh->face[t].v[IRR_TRI_0_Y]; mesh->m_indices.push_back(currentIndex); texVert = &mesh->m_vertices.expand(); texVert->m_localxyz = originalVertices[originalIndex]; texVert->m_uv1[0] = tmpObject->data.mesh->face[t].uv[IRR_TRI_0_Y][0]; texVert->m_uv1[1] = tmpObject->data.mesh->face[t].uv[IRR_TRI_0_Y][1]; numVertices++; currentIndex++; originalIndex = tmpObject->data.mesh->face[t].v[IRR_TRI_0_Z]; mesh->m_indices.push_back(currentIndex); texVert = &mesh->m_vertices.expand(); texVert->m_localxyz = originalVertices[originalIndex]; texVert->m_uv1[0] = tmpObject->data.mesh->face[t].uv[IRR_TRI_0_Z][0]; texVert->m_uv1[1] = tmpObject->data.mesh->face[t].uv[IRR_TRI_0_Z][1]; numVertices++; currentIndex++; numTriangles++; if (tmpObject->data.mesh->face[t].v[3]) { originalIndex = tmpObject->data.mesh->face[t].v[IRR_TRI_1_X]; mesh->m_indices.push_back(currentIndex); texVert = &mesh->m_vertices.expand(); texVert->m_localxyz = originalVertices[originalIndex]; texVert->m_uv1[0] = tmpObject->data.mesh->face[t].uv[IRR_TRI_1_X][0]; texVert->m_uv1[1] = tmpObject->data.mesh->face[t].uv[IRR_TRI_1_X][1]; numVertices++; currentIndex++; originalIndex = tmpObject->data.mesh->face[t].v[IRR_TRI_1_Y]; mesh->m_indices.push_back(currentIndex); texVert = &mesh->m_vertices.expand(); texVert->m_localxyz = originalVertices[originalIndex]; texVert->m_uv1[0] = tmpObject->data.mesh->face[t].uv[IRR_TRI_1_Y][0]; texVert->m_uv1[1] = tmpObject->data.mesh->face[t].uv[IRR_TRI_1_Y][1]; numVertices++; currentIndex++; originalIndex = tmpObject->data.mesh->face[t].v[IRR_TRI_1_Z]; mesh->m_indices.push_back(currentIndex); texVert = &mesh->m_vertices.expand(); texVert->m_localxyz = originalVertices[originalIndex]; texVert->m_uv1[0] = tmpObject->data.mesh->face[t].uv[IRR_TRI_1_Z][0]; texVert->m_uv1[1] = tmpObject->data.mesh->face[t].uv[IRR_TRI_1_Z][1]; numVertices++; numTriangles++; currentIndex++; } } if (numTriangles>0) { m_renderMeshes.push_back(mesh); printf("numTris = %d\n",numTriangles); //scene::ISceneNode* node = createMeshNode(mesh->m_vertices,numVertices,indices,numIndices,numTriangles,bulletObject,tmpObject); //if (newMotionState && node) // newMotionState->addIrrlichtNode(node); } } if (tmpObject->data.mesh->face[0].m_image) { const char* fileName = tmpObject->data.mesh->face[0].m_image->m_imagePathName; BasicTexture* texture0 = findTexture(fileName); if (!texture0) { void* jpgData = tmpObject->data.mesh->face[0].m_image->m_packedImagePtr; int jpgSize = tmpObject->data.mesh->face[0].m_image->m_sizePackedImage; if (jpgSize) { texture0 = new BasicTexture((unsigned char*)jpgData,jpgSize); printf("texture filename=%s\n",fileName); texture0->loadTextureMemory(fileName); m_textures.insert(fileName,texture0); } } if (texture0 && mesh) { mesh->m_texture = texture0; } } }