Code: Select all
btTriangleMesh* trimesh = new btTriangleMesh();
delete(human);
human = NULL;
for (int i = 0; i < av->vertI; i++)
{
btVector3 a(btScalar(av->vertices[av->faces[i][0][0]][0]), btScalar(av->vertices[av->faces[i][0][0]][1]), btScalar(av->vertices[av->faces[i][0][0]][2]));
btVector3 b(btScalar(av->vertices[av->faces[i][1][0]][0]), btScalar(av->vertices[av->faces[i][1][0]][1]), btScalar(av->vertices[av->faces[i][1][0]][2]));
btVector3 c(btScalar(av->vertices[av->faces[i][2][0]][0]), btScalar(av->vertices[av->faces[i][2][0]][1]), btScalar(av->vertices[av->faces[i][2][0]][2]));
trimesh->addTriangle(a,b,c, true);
}
human = new btConvexTriangleMeshShape(trimesh);
CString s;
btVector3 cx(btScalar(0.0), btScalar(-2.0), btScalar(0.0));
if (human->isInside(btVector3(0.000000 ,- 1.455000, 1.209952), btScalar(0.1)))
{
OutputDebugString(L"True\n");
}
else
OutputDebugString(L"False\n");