BulletSim: make removing zero width triangles from meshes optional
and, for the moment, default to 'off'.user_profiles
parent
dce9e323f4
commit
3646361279
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@ -62,6 +62,7 @@ public static class BSParam
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public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
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public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
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public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
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public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
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public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
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public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
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public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
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public static float TerrainImplementation { get; private set; }
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public static float TerrainImplementation { get; private set; }
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public static float TerrainFriction { get; private set; }
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public static float TerrainFriction { get; private set; }
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@ -218,6 +219,11 @@ public static class BSParam
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(s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
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(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
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(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
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(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
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ConfigurationParameters.numericFalse,
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(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
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(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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32f,
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32f,
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@ -640,34 +640,37 @@ public sealed class BSShapeCollection : IDisposable
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{
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{
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int[] indices = meshData.getIndexListAsInt();
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int[] indices = meshData.getIndexListAsInt();
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// int realIndicesIndex = indices.Length;
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int realIndicesIndex = indices.Length;
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float[] verticesAsFloats = meshData.getVertexListAsFloat();
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float[] verticesAsFloats = meshData.getVertexListAsFloat();
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// Remove degenerate triangles. These are triangles with two of the vertices
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if (BSParam.ShouldRemoveZeroWidthTriangles)
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// are the same. This is complicated by the problem that vertices are not
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// made unique in sculpties so we have to compare the values in the vertex.
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int realIndicesIndex = 0;
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for (int tri = 0; tri < indices.Length; tri += 3)
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{
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{
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int v1 = indices[tri + 0] * 3;
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// Remove degenerate triangles. These are triangles with two of the vertices
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int v2 = indices[tri + 1] * 3;
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// are the same. This is complicated by the problem that vertices are not
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int v3 = indices[tri + 2] * 3;
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// made unique in sculpties so we have to compare the values in the vertex.
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if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
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realIndicesIndex = 0;
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&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
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for (int tri = 0; tri < indices.Length; tri += 3)
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2] )
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|| ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
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&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
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&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2] )
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|| ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
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&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2] ) )
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)
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{
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{
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// None of the vertices of the triangles are the same. This is a good triangle;
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int v1 = indices[tri + 0] * 3;
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indices[realIndicesIndex + 0] = indices[tri + 0];
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int v2 = indices[tri + 1] * 3;
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indices[realIndicesIndex + 1] = indices[tri + 1];
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int v3 = indices[tri + 2] * 3;
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indices[realIndicesIndex + 2] = indices[tri + 2];
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if (!((verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
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realIndicesIndex += 3;
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&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
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|| (verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
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&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
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&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
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|| (verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
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&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
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&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]))
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)
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{
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// None of the vertices of the triangles are the same. This is a good triangle;
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indices[realIndicesIndex + 0] = indices[tri + 0];
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indices[realIndicesIndex + 1] = indices[tri + 1];
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indices[realIndicesIndex + 2] = indices[tri + 2];
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realIndicesIndex += 3;
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}
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}
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}
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}
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}
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DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
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DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
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