[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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