http://m.blog.csdn.net/blog/perfection_c/4463599
在利用NxOgre添加地形的时候遇到了问题,不知道改如何添加地形,使用模型?还是直接读取高度图?因为是刚刚接触到NxOgre对于这些问题很是迷茫,苦苦找不到解决的问题。在网上搜索有关资料也很少,最近在GameRes论坛里面发现了一篇有关于用PhysX转化地形为trianglemesh的文章,所以转过来看看,希望对我以及和我遇到同样问题的朋友有所帮助!
NxActor * CPhysX::CreateTerrainMesh(const NxVec3& pos,const NxU32 length, const NxU32 width,IDirect3DVertexBuffer9* vb,IDirect3DIndexBuffer9* ib)//,const NxReal stride)
{
NxVec3* fsVerts = NULL;
WORD* fsFaces = NULL;
//初始化平面 verts
NxU32 nbVerts=length*width;
fsVerts = new NxVec3[nbVerts];
VertexPNUVT* vCol = 0;
vb->Lock(0,0,(void**)&vCol,0);
for(DWORD i=0;i<nbVerts;i++)
{
memcpy(&fsVerts[i], &vCol[i], sizeof(D3DXVECTOR3));
}
vb->Unlock();
NxU32 nbFaces = (length-1)*(width-1)*2;
fsFaces = new WORD[nbFaces*3];
WORD* pIB = NULL;
ib->Lock(0,0,(void**)&pIB,0);
memcpy(fsFaces, pIB, sizeof(WORD)*nbFaces*3);
ib->Unlock();
NxTriangleMeshDesc fsDesc;
fsDesc.numVertices = nbVerts;
fsDesc.numTriangles =nbFaces;
fsDesc.pointStrideBytes = sizeof(D3DXVECTOR3);
fsDesc.triangleStrideBytes = 3*sizeof(WORD);
fsDesc.points = fsVerts;
fsDesc.triangles = fsFaces;
fsDesc.flags =NX_MF_16_BIT_INDICES;
//因为连续三角网格是不特定常规武器公约因此必须设置,以确保正确的碰撞
fsDesc.flags |=NX_MF_FLIPNORMALS;
NxTriangleMeshShapeDesc fsShapeDesc;
gCooking = NxGetCookingLib(NX_PHYSICS_SDK_VERSION);
bool ok = gCooking->NxInitCooking();
// Cooking from memory
MemoryWriteBuffer buf;
bool status = gCooking->NxCookTriangleMesh(fsDesc, buf);
fsShapeDesc.meshData = PhysicsSDK->createTriangleMesh(MemoryReadBuffer(buf.data));
if (fsShapeDesc.meshData)
{
NxActorDesc actorDesc;
actorDesc.shapes.pushBack(&fsShapeDesc);
actorDesc.globalPose.t = pos;
NxActor* actor = Scene->createActor(actorDesc);
//SetActorCollisionGroup(actor,3);
return actor;
// gPhysicsSDK->releaseTriangleMesh(*fsShapeDesc.meshData);
}
return NULL;
}