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public void setUpCollision()
{
TriangleMesh triMesh = new TriangleMesh();
foreach (ModelMesh m in model.Meshes)
{
int bufferSize = m.VertexBuffer.SizeInBytes*8/96;
Vector3[] vBuffer = new Vector3[bufferSize];
m.VertexBuffer.GetData<Vector3>(vBuffer);
List<Vector3> vectorList = new List<Vector3>(vBuffer);
TriangleVertexIndices[] indices = new TriangleVertexIndices[bufferSize]; ;
m.VertexBuffer.GetData<TriangleVertexIndices>(indices);
List<TriangleVertexIndices> indiceList = new List<TriangleVertexIndices>();
triMesh.CreateMesh(vectorList, indiceList, 4, 500.0f);
}
_skin.AddPrimitive(triMesh, (int)MaterialTable.MaterialID.UserDefined, new MaterialProperties(0.8f, 0.8f, 0.7f));
} |
Partager