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GMan's Mods & Stuff → Programming → look for a little help.
greetings the vertex system was revamped for v1.4 so the type Vertex no longer exists. i translated but have not tested:
Function AnimatedMeshToNewtonCollisionTree:Byte Ptr(nWorld:Byte Ptr,g_map:IAnimatedMesh,g_newtonMap:Byte Ptr)
NewtonTreeCollisionBeginBuild(g_newtonmap)
Local cMeshBuffer:Int,j:Int
Local v1i:Int,v2i:Int,v3i:Int
Local mb:IMeshBuffer
Local vArray:Float[9] 'vertex array (3*3 floats)
Local tmpCount:Int = 0
For cMeshBuffer=0 To g_map.getMesh(0).getMeshBufferCount() - 1
mb = g_map.getMesh(0).getMeshBuffer(cMeshBuffer)
Local verts:S3DVertex[] = mb.getVertices()
Local mb_indices:Short[] = mb.getIndices()
'add each triangle from the mesh
For Local j = 0 To mb.getIndexCount() - 1 Step 3
v1i = mb_indices[j]
v2i = mb_indices[j+1]
v3i = mb_indices[j+2]
Local v1:S3DVertex = Null
Local v2:S3DVertex = Null
Local v3:S3DVertex = Null
v1 = verts[v1i]
v2 = verts[v2i]
v3 = verts[v3i]
vArray[0] = v1.getPos().getX()
vArray[1] = v1.getPos().getY()
vArray[2] = v1.getPos().getZ()
vArray[3] = v2.getPos().getX()
vArray[4] = v2.getPos().getY()
vArray[5] = v2.getPos().getZ()
vArray[6] = v3.getPos().getX()
vArray[7] = v3.getPos().getY()
vArray[8] = v3.getPos().getZ()
NewtonTreeCollisionAddFace(g_newtonmap, 3,Varptr vArray[0], 12, j)
Next
Next
NewtonTreeCollisionEndBuild(g_newtonmap,0)
Local g_newtonmapbody:Byte Ptr = NewtonCreateBody(nWorld,g_newtonmap)
EndFunction
GMan's Mods & Stuff → Programming → look for a little help.
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