如何使用Nvidia Physx 4.1烘焙FBX网格?含凹、凸网格处理方法
实现步骤
一、环境准备
- 配置好Assimp(包含头文件、链接库)与PhysX 4.1(包含PhysX、PhysXCooking等模块的头文件及库)
- 项目中引入必要头文件:
#include <assimp/Importer.hpp> #include <assimp/scene.h> #include <assimp/postprocess.h> #include <PxPhysicsAPI.h> - 初始化PhysX核心环境:
physx::PxFoundation* foundation = PxCreateFoundation(PX_PHYSICS_VERSION, gDefaultAllocatorCallback, gDefaultErrorCallback); physx::PxPhysics* physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, physx::PxTolerancesScale(), true); physx::PxCooking* cooking = PxCreateCooking(PX_PHYSICS_VERSION, *foundation, physx::PxCookingParams(physx::PxTolerancesScale()));
二、用Assimp加载FBX文件
编写通用加载函数,提取网格的顶点、索引数据:
bool loadFBXMesh(const std::string& filePath, std::vector<physx::PxVec3>& vertices, std::vector<physx::PxU32>& indices) { Assimp::Importer importer; const aiScene* scene = importer.ReadFile(filePath, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_JoinIdenticalVertices); if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) { return false; } // 提取第一个网格(假设FBX仅包含目标网格) aiMesh* mesh = scene->mMeshes[0]; vertices.reserve(mesh->mNumVertices); for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { aiVector3D pos = mesh->mVertices[i]; vertices.emplace_back(pos.x, pos.y, pos.z); } indices.reserve(mesh->mNumFaces * 3); for (unsigned int i = 0; i < mesh->mNumFaces; ++i) { aiFace face = mesh->mFaces[i]; for (unsigned int j = 0; j < face.mNumIndices; ++j) { indices.push_back(face.mIndices[j]); } } return true; }
- 注意:
aiProcess_Triangulate确保网格被三角化(PhysX仅支持三角网格);aiProcess_JoinIdenticalVertices合并重复顶点,减少数据冗余。
三、数据转换与PhysX烘焙
1. 凸网格烘焙
若原始FBX凸网格非严格凸,可启用自动凸包计算;若为严格凸,可关闭该标志提升性能:
physx::PxConvexMesh* bakeConvexMesh(physx::PxCooking* cooking, const std::vector<physx::PxVec3>& vertices) { physx::PxConvexMeshDesc convexDesc; convexDesc.points.count = vertices.size(); convexDesc.points.stride = sizeof(physx::PxVec3); convexDesc.points.data = vertices.data(); convexDesc.flags = physx::PxConvexFlag::eCOMPUTE_CONVEX; // 自动计算最小凸包 physx::PxDefaultMemoryOutputStream buf; if (!cooking->cookConvexMesh(convexDesc, buf)) { return nullptr; } physx::PxDefaultMemoryInputData input(buf.getData(), buf.getSize()); return cooking->createConvexMesh(input); }
2. 凹网格烘焙
凹网格需烘焙为PxTriangleMesh,仅适用于静态碰撞体:
physx::PxTriangleMesh* bakeConcaveMesh(physx::PxCooking* cooking, const std::vector<physx::PxVec3>& vertices, const std::vector<physx::PxU32>& indices) { physx::PxTriangleMeshDesc triDesc; triDesc.points.count = vertices.size(); triDesc.points.stride = sizeof(physx::PxVec3); triDesc.points.data = vertices.data(); triDesc.triangles.count = indices.size() / 3; triDesc.triangles.stride = 3 * sizeof(physx::PxU32); triDesc.triangles.data = indices.data(); physx::PxDefaultMemoryOutputStream buf; if (!cooking->cookTriangleMesh(triDesc, buf)) { return nullptr; } physx::PxDefaultMemoryInputData input(buf.getData(), buf.getSize()); return cooking->createTriangleMesh(input); }
四、主流程调用
int main() { // 初始化PhysX(同环境准备部分) physx::PxFoundation* foundation = PxCreateFoundation(PX_PHYSICS_VERSION, gDefaultAllocatorCallback, gDefaultErrorCallback); physx::PxPhysics* physics = PxCreatePhysics(PX_PHYSICS_VERSION, *foundation, physx::PxTolerancesScale(), true); physx::PxCooking* cooking = PxCreateCooking(PX_PHYSICS_VERSION, *foundation, physx::PxCookingParams(physx::PxTolerancesScale())); // 加载凸、凹FBX网格 std::vector<physx::PxVec3> convexVertices, concaveVertices; std::vector<physx::PxU32> concaveIndices; loadFBXMesh("convex_mesh.fbx", convexVertices, {}); // 凸网格烘焙无需索引 loadFBXMesh("concave_mesh.fbx", concaveVertices, concaveIndices); // 执行烘焙 physx::PxConvexMesh* convexMesh = bakeConvexMesh(cooking, convexVertices); physx::PxTriangleMesh* concaveMesh = bakeConcaveMesh(cooking, concaveVertices, concaveIndices); // 示例:用烘焙后的网格创建碰撞体 if (convexMesh) { physx::PxRigidDynamic* convexActor = physics->createRigidDynamic(physx::PxTransform(physx::PxVec3(0, 5, 0))); physx::PxShape* convexShape = physics->createShape(physx::PxConvexMeshGeometry(convexMesh), *physics->createMaterial(0.5f, 0.5f, 0.2f)); convexActor->attachShape(*convexShape); convexShape->release(); } if (concaveMesh) { physx::PxRigidStatic* concaveActor = physics->createRigidStatic(physx::PxTransform(physx::PxVec3(0, 0, 0))); physx::PxShape* concaveShape = physics->createShape(physx::PxTriangleMeshGeometry(concaveMesh), *physics->createMaterial(0.5f, 0.5f, 0.2f)); concaveActor->attachShape(*concaveShape); concaveShape->release(); } // 资源清理 if (convexMesh) convexMesh->release(); if (concaveMesh) concaveMesh->release(); cooking->release(); physics->release(); foundation->release(); return 0; }
关键注意事项
- 凸网格烘焙时,若原始网格是严格凸结构,可移除
eCOMPUTE_CONVEX标志,跳过凸包计算以提升效率。 - 凹网格仅支持静态碰撞体(
PxRigidStatic),动态物体不能直接使用凹网格碰撞体,需拆分为多个凸网格或使用凸分解工具处理。 - 若FBX包含多个子网格,需遍历
scene->mMeshes数组逐个提取数据。 - 需提前实现PhysX默认的内存分配器与错误回调函数(示例中使用
gDefaultAllocatorCallback和gDefaultErrorCallback)。
内容的提问来源于stack exchange,提问作者Kitiara
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