Allow reading spm vertices in physics

This commit is contained in:
Benau 2022-05-19 15:53:05 +08:00
parent db8fdb9ccf
commit f61dcb2ec3
2 changed files with 46 additions and 0 deletions

View File

@ -511,6 +511,26 @@ void PhysicalObject::init(const PhysicalObject::Settings& settings)
material );
} // for j
}
else if (mb->getVertexType() == video::EVT_SKINNED_MESH)
{
irr::video::S3DVertexSkinnedMesh* mbVertices =
(video::S3DVertexSkinnedMesh*)mb->getVertices();
for(unsigned int j=0; j<mb->getIndexCount(); j+=3)
{
for(unsigned int k=0; k<3; k++)
{
int indx=mbIndices[j+k];
core::vector3df v = mbVertices[indx].m_position;
//mat.transformVect(v);
vertices[k]=v;
normals[k]=MiniGLM::decompressVector3(mbVertices[indx].m_normal);
} // for k
triangle_mesh->addTriangle(vertices[0], vertices[1],
vertices[2], normals[0],
normals[1], normals[2],
material );
} // for j
}
} // for i<getMeshBufferCount
}
triangle_mesh->createCollisionShape();

View File

@ -1134,6 +1134,32 @@ void Track::convertTrackToBullet(scene::ISceneNode *node)
normals[k] = mbVertices[indx].Normal;
} // for k
if (tmesh)
{
tmesh->addTriangle(vertices[0], vertices[1],
vertices[2], normals[0],
normals[1], normals[2],
material);
}
} // for j
} // for matrix_index
}
else if (mb->getVertexType() == video::EVT_SKINNED_MESH)
{
video::S3DVertexSkinnedMesh* mbVertices = (video::S3DVertexSkinnedMesh*)mb->getVertices();
for (unsigned int matrix_index = 0; matrix_index < matrices.size(); matrix_index++)
{
for (unsigned int j = 0; j < mb->getIndexCount(); j += 3)
{
for (unsigned int k = 0; k < 3; k++)
{
int indx = mbIndices[j + k];
core::vector3df v = mbVertices[indx].m_position;
matrices[matrix_index].transformVect(v);
vertices[k] = v;
normals[k] = MiniGLM::decompressVector3(mbVertices[indx].m_normal);
} // for k
if (tmesh)
{
tmesh->addTriangle(vertices[0], vertices[1],