I'm developing a 3d engine that will eventually support exporting collision
models from the lowest poly LOD node of a .3ds file for in-game
development.  The following functions can be used to load (or use existing
data in memory) to define the collision box for a .3ds model.


   btTriangleMesh* trimesh = new btTriangleMesh();

   for ( i=0;i<NUM_VERTS_X-1;i++)
   {
      for (int j=0;j<NUM_VERTS_Y-1;j++)
      {

 
trimesh->addTriangle(gVertices[j*NUM_VERTS_X+i],gVertices[j*NUM_VERTS_X+i+1],gVertices[(j+1)*NUM_VERTS_X+i+1]);

 
trimesh->addTriangle(gVertices[j*NUM_VERTS_X+i],gVertices[(j+1)*NUM_VERTS_X+i+1],gVertices[(j+1)*NUM_VERTS_X+i]);
      }
   }

   delete[] gVertices;

   bool useQuantizedBvhTree = true;
   btCollisionShape* trimeshShape  = new
btBvhTriangleMeshShape(trimesh,useQuantizedBvhTree);



*OR



*
   btTriangleIndexVertexArray* indexVertexArrays = new
btTriangleIndexVertexArray(totalTriangles,
      gIndices,
      indexStride,
      totalVerts,(btScalar*) &gVertices[0].x(),vertStride);

   bool useQuantizedAabbCompression = true;
   trimeshShape  = new
btBvhTriangleMeshShape(indexVertexArrays,useQuantizedAabbCompression);




I've looked at a lot of the osg functions, and can't seem to find a function
to export the raw triangle mesh.  Do a set of functions exist in osg to
handle this?  If not, -where- should I make my modifications to support this
exportation?


Thanks in advance~
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