/** * Processes the given convex shape to retrieve a correctly ordered FloatBuffer to construct the * shape from with a TriMesh. * * @param convexShape the shape to retreieve the vertices from. * @return the vertices as a FloatBuffer, ordered as Triangles. */ private static FloatBuffer getVertices(ConvexShape convexShape) { // Check there is a hull shape to render if (convexShape.getUserPointer() == null) { // create a hull approximation ShapeHull hull = new ShapeHull(convexShape); float margin = convexShape.getMargin(); hull.buildHull(margin); convexShape.setUserPointer(hull); } // Assert state - should have a pointer to a hull (shape) that'll be drawn assert convexShape.getUserPointer() != null : "Should have a shape for the userPointer, instead got null"; ShapeHull hull = (ShapeHull) convexShape.getUserPointer(); // Assert we actually have a shape to render assert hull.numTriangles() > 0 : "Expecting the Hull shape to have triangles"; int numberOfTriangles = hull.numTriangles(); // The number of bytes needed is: (floats in a vertex) * (vertices in a triangle) * (# of // triangles) * (size of float in bytes) final int numberOfFloats = 3 * 3 * numberOfTriangles; FloatBuffer vertices = BufferUtils.createFloatBuffer(numberOfFloats); // Force the limit, set the cap - most number of floats we will use the buffer for vertices.limit(numberOfFloats); // Loop variables final IntArrayList hullIndicies = hull.getIndexPointer(); final List<Vector3f> hullVertices = hull.getVertexPointer(); Vector3f vertexA, vertexB, vertexC; int index = 0; for (int i = 0; i < numberOfTriangles; i++) { // Grab the data for this triangle from the hull vertexA = hullVertices.get(hullIndicies.get(index++)); vertexB = hullVertices.get(hullIndicies.get(index++)); vertexC = hullVertices.get(hullIndicies.get(index++)); // Put the verticies into the vertex buffer vertices.put(vertexA.x).put(vertexA.y).put(vertexA.z); vertices.put(vertexB.x).put(vertexB.y).put(vertexB.z); vertices.put(vertexC.x).put(vertexC.y).put(vertexC.z); } vertices.clear(); return vertices; }