revert compound hull shape generation

This commit is contained in:
Andrew Meadows 2016-06-22 09:30:44 -07:00
parent 702e83ba6a
commit e88b264864

View file

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