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revert compound hull shape generation
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parent
702e83ba6a
commit
e88b264864
1 changed files with 5 additions and 20 deletions
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@ -618,7 +618,6 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// to find one actual "mesh" (with one or more meshParts in it), but we loop over the meshes, just in case.
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const uint32_t TRIANGLE_STRIDE = 3;
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const uint32_t QUAD_STRIDE = 4;
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Extents extents;
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foreach (const FBXMesh& mesh, collisionGeometry.meshes) {
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// each meshPart is a convex hull
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foreach (const FBXMeshPart &meshPart, mesh.parts) {
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@ -632,18 +631,14 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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glm::vec3 p0 = mesh.vertices[meshPart.triangleIndices[j]];
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glm::vec3 p1 = mesh.vertices[meshPart.triangleIndices[j + 1]];
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glm::vec3 p2 = mesh.vertices[meshPart.triangleIndices[j + 2]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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extents.addPoint(p0);
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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extents.addPoint(p1);
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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extents.addPoint(p2);
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}
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}
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@ -657,19 +652,15 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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glm::vec3 p3 = mesh.vertices[meshPart.quadIndices[j + 3]];
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if (!pointsInPart.contains(p0)) {
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pointsInPart << p0;
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extents.addPoint(p0);
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}
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if (!pointsInPart.contains(p1)) {
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pointsInPart << p1;
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extents.addPoint(p1);
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}
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if (!pointsInPart.contains(p2)) {
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pointsInPart << p2;
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extents.addPoint(p2);
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}
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if (!pointsInPart.contains(p3)) {
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pointsInPart << p3;
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extents.addPoint(p3);
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}
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}
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@ -682,29 +673,23 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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}
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}
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glm::vec3 extentsSize = extents.size();
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glm::vec3 scaleToFit = dimensions / extentsSize;
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for (int i = 0; i < 3; ++i) {
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if (extentsSize[i] < 1.0e-6f) {
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scaleToFit[i] = 1.0f;
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}
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}
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// We expect that the collision model will have the same units and will be displaced
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// from its origin in the same way the visual model is. The visual model has
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// been centered and probably scaled. We take the scaling and offset which were applied
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// to the visual model and apply them to the collision model (without regard for the
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// collision model's extents).
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glm::vec3 scaleToFit = dimensions / _model->getFBXGeometry().getUnscaledMeshExtents().size();
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// multiply each point by scale before handing the point-set off to the physics engine.
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// also determine the extents of the collision model.
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glm::vec3 scaledModelOffset = _model->getOffset() * _model->getScale();
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for (int i = 0; i < pointCollection.size(); i++) {
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for (int j = 0; j < pointCollection[i].size(); j++) {
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pointCollection[i][j] = (pointCollection[i][j] * scaleToFit) + scaledModelOffset;
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// compensate for registration
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pointCollection[i][j] += _model->getOffset();
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// scale so the collision points match the model points
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pointCollection[i][j] *= scaleToFit;
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}
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}
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info.setParams(type, dimensions, _compoundShapeURL);
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} else if (type == SHAPE_TYPE_STATIC_MESH) {
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// compute meshPart local transforms
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