[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19459] trunk/blender/source/gameengine/ Physics/Bullet/CcdPhysicsController.cpp: r19455 to Re-enable vertex welding for soft-bodies failed even on simple cases like a cube with scrambled mesh data .

Campbell Barton ideasman42 at gmail.com
Mon Mar 30 02:40:19 CEST 2009


Revision: 19459
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19459
Author:   campbellbarton
Date:     2009-03-30 02:40:19 +0200 (Mon, 30 Mar 2009)

Log Message:
-----------
r19455 to Re-enable vertex welding for soft-bodies failed even on simple cases like a cube with scrambled mesh data.
Please test before committing.

m_vertexArray has no doubles now and is not aligned to 3, using m_triFaceArray to get the verts for each face.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2009-03-29 21:50:10 UTC (rev 19458)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2009-03-30 00:40:19 UTC (rev 19459)
@@ -1577,10 +1577,14 @@
 					btTriangleMesh* collisionMeshData = new btTriangleMesh(true,false);
 					collisionMeshData->m_weldingThreshold = m_weldingThreshold1;
 					bool removeDuplicateVertices=true;
-					// m_vertexArray is necessarily a multiple of 3
-					for (int i=0;i<m_vertexArray.size(); i+=3 )
-					{
-						collisionMeshData->addTriangle(m_vertexArray[i+2],m_vertexArray[i+1],m_vertexArray[i],removeDuplicateVertices);
+					// m_vertexArray not in multiple of 3 anymore, use m_triFaceArray
+					for(int i=0; i<m_triFaceArray.size(); i+=3) {
+						collisionMeshData->addTriangle(
+								m_vertexArray[m_triFaceArray[i]],
+								m_vertexArray[m_triFaceArray[i+1]],
+								m_vertexArray[m_triFaceArray[i+2]],
+								removeDuplicateVertices
+						);
 					}
 					indexVertexArrays = collisionMeshData;
 





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