Fixed static mesh collision for cpp.

This commit is contained in:
Lubos Lenco 2016-05-07 00:32:52 +02:00
parent 7034be1da1
commit bb00363333

View file

@ -104,11 +104,8 @@ class RigidBody extends Trait {
withMargin(transform.size.z));// * scaleZ); // Height
}
//else if (shape == SHAPE_TERRAIN) {
// throw "Terrain not yet supported, use static mesh instead.";
/*
var data:Array<Dynamic> = [];
_shape = BtHeightfieldTerrainShape.create(3, 3, data, 1, -10, 10, 2, 0, true);
*/
// var data:Array<Dynamic> = [];
// _shape = BtHeightfieldTerrainShape.create(3, 3, data, 1, -10, 10, 2, 0, true);
//}
else if (shape == SHAPE_STATIC_MESH || shape == SHAPE_TERRAIN) {
var meshInterface = BtTriangleMesh.create(true, true);
@ -252,7 +249,7 @@ class RigidBody extends Trait {
var indices = cast(node, ModelNode).resource.geometry.indices;
for (i in 0...Std.int(indices[0].length / 3)) {
triangleMesh.value.addTriangle(
triangleMesh.ptr.addTriangle(
BtVector3.create(positions[indices[0][i * 3 + 0] * 3 + 0],
positions[indices[0][i * 3 + 0] * 3 + 1],
positions[indices[0][i * 3 + 0] * 3 + 2]).value,