我正在使用libgdx和Bullet API开发一个简单的应用程序。 我已经使用形状完成了该应用程序的基本原型,但现在我想在应用程序中加载真正的模型。 我已经通过AssetManager使用.g3db文件来加载模型。
private void doneLoading() {
// TODO Auto-generated method stub
Model model = manager.get("ping1.g3db", Model.class);
int index = 0;
for (int i = 0; i < model.nodes.size; i++) {
String id = model.nodes.get(i).id;
ModelInstance instance = new ModelInstance(model, id);
Node node = instance.getNode(id);
instance.transform.set(node.globalTransform);
//node.translation.set(0, 0, 0);
//node.scale.set(1, 1, 1);
//node.rotation.idt();
instance.calculateTransforms();
if (id.equals("ball4") || id.equals("bat")) {
instance_array.add(instance);
index += 1;
}
if (id.equals("ball4")) {
ball = instance;
Gdx.app.log("Ball Index", " " + index);
instance_map.put("ball", new GameObject.Constructor(model, id, new btSphereShape(0.165f), 1.0f));
createBall();
//ball.transform.setToTranslation(0f, 10f, 0f);
} else if (id.equals("bat")) {
Gdx.app.log("Bat Index", " " + index);
bat = instance;
instance_map.put("bat",new GameObject.Constructor(model, id, new btSphereShape(1.897f), 0.0f));
createBat();
}
}
loading = false;
}
private void createBat() {
// TODO Auto-generated method stub
GameObject object=instance_map.get("bat").construct();
object.body.setCollisionFlags(object.body.getCollisionFlags()|btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
instances_gameobject.add(object);
dynamicWorld.addCollisionObject(object.body);
}
private void createBall() {
// TODO Auto-generated method stub
GameObject object=instance_map.get("ball").construct();
Gdx.app.log("Ball", "Ball created");
object.moving=true;
object.body.setWorldTransform(object.transform);
object.body.setCollisionFlags(object.body.getCollisionFlags()|btCollisionObject.CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
instances_gameobject.add(object);
dynamicWorld.addCollisionObject(object.body);
}
请告诉我如何使用自定义模型进行碰撞检测。