BulletSim: make removing zero width triangles from meshes optional
and, for the moment, default to 'off'.user_profiles
parent
dce9e323f4
commit
3646361279
|
@ -62,6 +62,7 @@ public static class BSParam
|
|||
public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
|
||||
public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
|
||||
public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
|
||||
public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
|
||||
|
||||
public static float TerrainImplementation { get; private set; }
|
||||
public static float TerrainFriction { get; private set; }
|
||||
|
@ -218,6 +219,11 @@ public static class BSParam
|
|||
(s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
|
||||
(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
|
||||
(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
|
||||
new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
|
||||
(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
|
||||
(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
|
||||
|
||||
new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
|
||||
32f,
|
||||
|
|
|
@ -640,13 +640,15 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
|
||||
int[] indices = meshData.getIndexListAsInt();
|
||||
// int realIndicesIndex = indices.Length;
|
||||
int realIndicesIndex = indices.Length;
|
||||
float[] verticesAsFloats = meshData.getVertexListAsFloat();
|
||||
|
||||
if (BSParam.ShouldRemoveZeroWidthTriangles)
|
||||
{
|
||||
// Remove degenerate triangles. These are triangles with two of the vertices
|
||||
// are the same. This is complicated by the problem that vertices are not
|
||||
// made unique in sculpties so we have to compare the values in the vertex.
|
||||
int realIndicesIndex = 0;
|
||||
realIndicesIndex = 0;
|
||||
for (int tri = 0; tri < indices.Length; tri += 3)
|
||||
{
|
||||
int v1 = indices[tri + 0] * 3;
|
||||
|
@ -670,6 +672,7 @@ public sealed class BSShapeCollection : IDisposable
|
|||
realIndicesIndex += 3;
|
||||
}
|
||||
}
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
|
||||
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
|
||||
|
||||
|
|
Binary file not shown.
Binary file not shown.
Loading…
Reference in New Issue