PyBullet: allow createVisualShape to pass vertices, indices, normals and uv coordinates. This can be combined with changeVisualShape to set the texture.
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@@ -1377,6 +1377,9 @@ B3_SHARED_API int b3CreateCollisionShapeAddConcaveMesh(b3PhysicsClientHandle phy
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{
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indexUpload[i]=indices[i];
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}
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_numNormals = 0;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_numUVs = 0;
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command->m_createUserShapeArgs.m_numUserShapes++;
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cl->uploadBulletFileToSharedMemory(data, totalUploadSizeInBytes);
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delete [] data;
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@@ -1386,6 +1389,82 @@ B3_SHARED_API int b3CreateCollisionShapeAddConcaveMesh(b3PhysicsClientHandle phy
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return -1;
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}
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B3_SHARED_API int b3CreateVisualShapeAddMesh2(b3PhysicsClientHandle physClient, b3SharedMemoryCommandHandle commandHandle, const double meshScale[/*3*/], const double* vertices, int numVertices, const int* indices, int numIndices, const double* normals, int numNormals, const double* uvs, int numUVs)
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{
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if (numUVs == 0 && numNormals == 0)
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{
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return b3CreateCollisionShapeAddConcaveMesh(physClient, commandHandle, meshScale, vertices, numVertices, indices, numIndices);
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}
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PhysicsClient* cl = (PhysicsClient*)physClient;
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b3Assert(cl);
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struct SharedMemoryCommand* command = (struct SharedMemoryCommand*)commandHandle;
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b3Assert(command);
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b3Assert((command->m_type == CMD_CREATE_COLLISION_SHAPE) || (command->m_type == CMD_CREATE_VISUAL_SHAPE));
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if ((command->m_type == CMD_CREATE_COLLISION_SHAPE) || (command->m_type == CMD_CREATE_VISUAL_SHAPE))
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{
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int shapeIndex = command->m_createUserShapeArgs.m_numUserShapes;
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if (shapeIndex < MAX_COMPOUND_COLLISION_SHAPES && numVertices >= 0 && numIndices >= 0)
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{
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int i = 0;
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if (numVertices>B3_MAX_NUM_VERTICES)
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numVertices = B3_MAX_NUM_VERTICES;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_type = GEOM_MESH;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_collisionFlags = GEOM_FORCE_CONCAVE_TRIMESH;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_visualFlags = 0;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_hasChildTransform = 0;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_meshScale[0] = meshScale[0];
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_meshScale[1] = meshScale[1];
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_meshScale[2] = meshScale[2];
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_meshFileType = 0;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_meshFileName[0] = 0;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_numVertices = numVertices;
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int totalUploadSizeInBytes = numVertices * sizeof(double) * 3 + numIndices * sizeof(int) + numNormals*sizeof(double)*3+numUVs*sizeof(double)*2;
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char* data = new char[totalUploadSizeInBytes];
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double* vertexUpload = (double*)data;
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int* indexUpload = (int*)(data + numVertices * sizeof(double) * 3);
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double* normalUpload = (double*)(data + numVertices * sizeof(double) * 3 + numIndices * sizeof(int));
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double* uvUpload = (double*)(data + numVertices * sizeof(double) * 3 + numIndices * sizeof(int)+ numNormals * sizeof(double) * 3);
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for (i = 0; i<numVertices; i++)
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{
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vertexUpload[i * 3 + 0] = vertices[i * 3 + 0];
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vertexUpload[i * 3 + 1] = vertices[i * 3 + 1];
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vertexUpload[i * 3 + 2] = vertices[i * 3 + 2];
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}
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if (numIndices>B3_MAX_NUM_INDICES)
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numIndices = B3_MAX_NUM_INDICES;
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_numIndices = numIndices;
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for (i = 0; i<numIndices; i++)
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{
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indexUpload[i] = indices[i];
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}
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_numNormals = numNormals;
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for (i = 0; i < numNormals; i++)
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{
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normalUpload[i * 3 + 0] = normals[i * 3 + 0];
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normalUpload[i * 3 + 1] = normals[i * 3 + 1];
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normalUpload[i * 3 + 2] = normals[i * 3 + 2];
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}
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command->m_createUserShapeArgs.m_shapes[shapeIndex].m_numUVs = numUVs;
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for (i = 0; i < numUVs; i++)
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{
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uvUpload[i * 2 + 0] = uvs[i * 2 + 0];
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uvUpload[i * 2 + 1] = uvs[i * 2 + 1];
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}
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command->m_createUserShapeArgs.m_numUserShapes++;
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cl->uploadBulletFileToSharedMemory(data, totalUploadSizeInBytes);
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delete[] data;
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return shapeIndex;
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}
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}
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return -1;
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}
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B3_SHARED_API int b3CreateVisualShapeAddMesh(b3SharedMemoryCommandHandle commandHandle, const char* fileName, const double meshScale[/*3*/])
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{
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return b3CreateCollisionShapeAddMesh(commandHandle, fileName, meshScale);
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