BulletSim: check for completely degenerate meshes (ones with all

triangles having zero width) and output an error rather than
throwing and exception.
user_profiles
Robert Adams 2013-02-06 15:52:28 -08:00
parent 67d92e4e16
commit 0baa2590be
1 changed files with 19 additions and 9 deletions

View File

@ -608,7 +608,7 @@ public sealed class BSShapeCollection : IDisposable
// Since we're recreating new, get rid of the reference to the previous shape
DereferenceShape(prim.PhysShape, shapeCallback);
newShape = CreatePhysicalMesh(prim.PhysObjectName, newMeshKey, prim.BaseShape, prim.Size, lod);
newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod);
// Take evasive action if the mesh was not constructed.
newShape = VerifyMeshCreated(newShape, prim);
@ -619,7 +619,7 @@ public sealed class BSShapeCollection : IDisposable
return true; // 'true' means a new shape has been added to this prim
}
private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
{
BulletShape newShape = new BulletShape();
@ -631,7 +631,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod,
IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
false, // say it is not physical so a bounding box is not built
false // do not cache the mesh and do not use previously built versions
);
@ -651,18 +651,20 @@ public sealed class BSShapeCollection : IDisposable
realIndicesIndex = 0;
for (int tri = 0; tri < indices.Length; tri += 3)
{
// Compute displacements into vertex array for each vertex of the triangle
int v1 = indices[tri + 0] * 3;
int v2 = indices[tri + 1] * 3;
int v3 = indices[tri + 2] * 3;
if (!((verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
// Check to see if any two of the vertices are the same
if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
|| (verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
|| ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
|| (verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
|| ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]))
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) )
)
{
// None of the vertices of the triangles are the same. This is a good triangle;
@ -676,8 +678,16 @@ public sealed class BSShapeCollection : IDisposable
DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
realIndicesIndex, indices, verticesAsFloats.Length/3, verticesAsFloats);
if (realIndicesIndex != 0)
{
newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats);
}
else
{
PhysicsScene.Logger.ErrorFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name);
}
}
}
newShape.shapeKey = newMeshKey;