- revert ByteBuffer changes for native bullet objects (not asset data!)
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7847 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -39,7 +39,6 @@ import com.jme3.export.InputCapsule;
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import com.jme3.export.OutputCapsule;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.util.BufferUtils;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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@ -71,8 +70,8 @@ public class GImpactCollisionShape extends CollisionShape {
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}
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private void createCollisionMesh(Mesh mesh) {
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triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
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triangleIndexBase = ByteBuffer.allocateDirect(mesh.getTriangleCount() * 3 * 4).order(ByteOrder.nativeOrder());
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vertexBase = ByteBuffer.allocateDirect(mesh.getVertexCount() * 3 * 4).order(ByteOrder.nativeOrder());
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// triangleIndexBase = ByteBuffer.allocate(mesh.getTriangleCount() * 3 * 4);
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// vertexBase = ByteBuffer.allocate(mesh.getVertexCount() * 3 * 4);
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numVertices = mesh.getVertexCount();
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@ -11,7 +11,6 @@ import com.jme3.export.OutputCapsule;
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import com.jme3.math.FastMath;
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import com.jme3.math.Vector3f;
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import com.jme3.scene.Mesh;
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import com.jme3.util.BufferUtils;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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@ -95,7 +94,7 @@ public class HeightfieldCollisionShape extends CollisionShape {
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}
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protected void createShape() {
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bbuf = BufferUtils.createByteBuffer(heightfieldData.length * 4);
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bbuf = ByteBuffer.allocateDirect(heightfieldData.length * 4).order(ByteOrder.nativeOrder());
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// fbuf = bbuf.asFloatBuffer();//FloatBuffer.wrap(heightfieldData);
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// fbuf.rewind();
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// fbuf.put(heightfieldData);
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@ -7,7 +7,6 @@ import com.jme3.export.JmeImporter;
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import com.jme3.export.OutputCapsule;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.util.BufferUtils;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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@ -67,7 +66,7 @@ public class HullCollisionShape extends CollisionShape {
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// objectId = new ConvexHullShape(pointList);
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// objectId.setLocalScaling(Converter.convert(getScale()));
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// objectId.setMargin(margin);
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ByteBuffer bbuf=BufferUtils.createByteBuffer(points.length * 4);
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ByteBuffer bbuf=ByteBuffer.allocateDirect(points.length * 4).order(ByteOrder.nativeOrder());
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// fbuf = bbuf.asFloatBuffer();
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// fbuf.rewind();
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// fbuf.put(points);
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@ -39,7 +39,6 @@ import com.jme3.export.InputCapsule;
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import com.jme3.export.OutputCapsule;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.util.BufferUtils;
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import java.io.IOException;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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@ -69,8 +68,8 @@ public class MeshCollisionShape extends CollisionShape {
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}
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private void createCollisionMesh(Mesh mesh) {
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triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
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triangleIndexBase = ByteBuffer.allocateDirect(mesh.getTriangleCount() * 3 * 4).order(ByteOrder.nativeOrder());
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vertexBase = ByteBuffer.allocateDirect(mesh.getVertexCount() * 3 * 4).order(ByteOrder.nativeOrder());
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numVertices = mesh.getVertexCount();
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vertexStride = 12; //3 verts * 4 bytes per.
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numTriangles = mesh.getTriangleCount();
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@ -34,8 +34,8 @@ package com.jme3.bullet.util;
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import com.jme3.scene.Mesh;
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import com.jme3.scene.VertexBuffer.Type;
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import com.jme3.scene.mesh.IndexBuffer;
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import com.jme3.util.BufferUtils;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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/**
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@ -45,8 +45,8 @@ import java.nio.FloatBuffer;
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public class NativeMeshUtil {
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public static long getTriangleIndexVertexArray(Mesh mesh){
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ByteBuffer triangleIndexBase = BufferUtils.createByteBuffer(mesh.getTriangleCount() * 3 * 4);
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ByteBuffer vertexBase = BufferUtils.createByteBuffer(mesh.getVertexCount() * 3 * 4);
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ByteBuffer triangleIndexBase = ByteBuffer.allocateDirect(mesh.getTriangleCount() * 3 * 4).order(ByteOrder.nativeOrder());
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ByteBuffer vertexBase = ByteBuffer.allocateDirect(mesh.getVertexCount() * 3 * 4).order(ByteOrder.nativeOrder());
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int numVertices = mesh.getVertexCount();
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int vertexStride = 12; //3 verts * 4 bytes per.
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int numTriangles = mesh.getTriangleCount();
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