Reputation: 1011
I've been trying for a while to get support for softbodies in my project, I have already added all primitives, including static triangle meshes as you can see below:
I've now been trying to implement the softbodies. I do have triangle shapes as I mentioned, and I thought I could re-use the triangulation code to create softbody objects with the function:
btSoftBody* psb = btSoftBodyHelpers::CreateFromTriMesh(.....);
I successfully did this with the bunny mesh that's hardcoded, but now I want to insert any trinangulated mesh into this function. But I'm a bit lost figuring out exactly what parameters to send in (how to get the right parameters from my triangulated mesh).
Do anyone of you have a example of this? (not a hardcoded one, but from a
btTriangleMesh *mTriMesh = new btTriangleMesh();
type object? )
It does work with the predefined type shapes that bullet has, so my update loop and all that works fine.
Upvotes: 4
Views: 815
Reputation: 330
This is for version 2.81 (assuming vertices are stored as PHY_FLOAT and indices as PHY_INTEGER):
btTriangleMesh *mTriMesh = new btTriangleMesh();
// ...
const btVector3 meshScaling = mTriMesh->getScaling();
btAlignedObjectArray<btScalar> vertices;
btAlignedObjectArray<int> triangles;
for (int part=0;part< mTriMesh->getNumSubParts(); part++)
{
const unsigned char * vertexbase;
const unsigned char * indexbase;
int indexstride;
int stride,numverts,numtriangles;
PHY_ScalarType type, gfxindextype;
mTriMesh->getLockedReadOnlyVertexIndexBase(&vertexbase,numverts,type,stride,&indexbase,indexstride,numtriangles,gfxindextype,part);
for (int gfxindex=0; gfxindex < numverts; gfxindex++)
{
float* graphicsbase = (float*)(vertexbase+gfxindex*stride);
vertices.push_back(graphicsbase[0]*meshScaling.getX());
vertices.push_back(graphicsbase[1]*meshScaling.getY());
vertices.push_back(graphicsbase[2]*meshScaling.getZ());
}
for (int gfxindex=0;gfxindex < numtriangles; gfxindex++)
{
unsigned int* tri_indices= (unsigned int*)(indexbase+gfxindex*indexstride);
triangles.push_back(tri_indices[0]);
triangles.push_back(tri_indices[1]);
triangles.push_back(tri_indices[2]);
}
}
btSoftBodyWorldInfo worldInfo;
// Setup worldInfo...
// ....
btSoftBodyHelper::CreateFromTriMesh(worldInfo, &vertices[0], &triangles[0], triangles.size()/3 /*, randomizeConstraints = true*/);
A slower, more general approach is to iterate the mesh using mTriMesh->InternalProcessAllTriangles() but that will make your mesh a soup.
Upvotes: 1