mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
582 lines
20 KiB
C++
582 lines
20 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/Components/Collision/collisionComponent.h"
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#include "T3D/Components/Collision/collisionComponent_ScriptBinding.h"
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#include "T3D/Components/Physics/physicsBehavior.h"
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#include "console/consoleTypes.h"
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#include "core/util/safeDelete.h"
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#include "core/resourceManager.h"
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#include "console/consoleTypes.h"
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#include "console/consoleObject.h"
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#include "core/stream/bitStream.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDrawUtil.h"
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#include "console/engineAPI.h"
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#include "T3D/physics/physicsPlugin.h"
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#include "T3D/physics/physicsBody.h"
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#include "T3D/physics/physicsCollision.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "collision/extrudedPolyList.h"
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#include "math/mathIO.h"
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#include "gfx/sim/debugDraw.h"
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#include "collision/concretePolyList.h"
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#include "T3D/trigger.h"
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#include "opcode/Opcode.h"
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#include "opcode/Ice/IceAABB.h"
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#include "opcode/Ice/IcePoint.h"
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#include "opcode/OPC_AABBTree.h"
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#include "opcode/OPC_AABBCollider.h"
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#include "math/mathUtils.h"
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#include "materials/baseMatInstance.h"
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#include "collision/vertexPolyList.h"
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extern bool gEditingMission;
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static bool sRenderColliders = false;
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//Docs
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ConsoleDocClass(CollisionComponent,
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"@brief The Box Collider component uses a box or rectangular convex shape for collisions.\n\n"
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"Colliders are individualized components that are similarly based off the CollisionInterface core.\n"
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"They are basically the entire functionality of how Torque handles collisions compacted into a single component.\n"
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"A collider will both collide against and be collided with, other entities.\n"
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"Individual colliders will offer different shapes. This box collider will generate a box/rectangle convex, \n"
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"while the mesh collider will take the owner Entity's rendered shape and do polysoup collision on it, etc.\n\n"
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"The general flow of operations for how collisions happen is thus:\n"
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" -When the component is added(or updated) prepCollision() is called.\n"
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" This will set up our initial convex shape for usage later.\n\n"
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" -When we update via processTick(), we first test if our entity owner is mobile.\n"
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" If our owner isn't mobile(as in, they have no components that provide it a velocity to move)\n"
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" then we skip doing our active collision checks. Collisions are checked by the things moving, as\n"
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" opposed to being reactionary. If we're moving, we call updateWorkingCollisionSet().\n"
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" updateWorkingCollisionSet() estimates our bounding space for our current ticket based on our position and velocity.\n"
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" If our bounding space has changed since the last tick, we proceed to call updateWorkingList() on our convex.\n"
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" This notifies any object in the bounding space that they may be collided with, so they will call buildConvex().\n"
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" buildConvex() will set up our ConvexList with our collision convex info.\n\n"
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" -When the component that is actually causing our movement, such as SimplePhysicsBehavior, updates, it will check collisions.\n"
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" It will call checkCollisions() on us. checkCollisions() will first build a bounding shape for our convex, and test\n"
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" if we can early out because we won't hit anything based on our starting point, velocity, and tick time.\n"
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" If we don't early out, we proceed to call updateCollisions(). This builds an ExtrudePolyList, which is then extruded\n"
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" based on our velocity. We then test our extruded polies on our working list of objects we build\n"
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" up earlier via updateWorkingCollisionSet. Any collisions that happen here will be added to our mCollisionList.\n"
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" Finally, we call handleCollisionList() on our collisionList, which then queues out the colliison notice\n"
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" to the object(s) we collided with so they can do callbacks and the like. We also report back on if we did collide\n"
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" to the physics component via our bool return in checkCollisions() so it can make the physics react accordingly.\n\n"
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"One interesting point to note is the usage of mBlockColliding.\n"
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"This is set so that it dictates the return on checkCollisions(). If set to false, it will ensure checkCollisions()\n"
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"will return false, regardless if we actually collided. This is useful, because even if checkCollisions() returns false,\n"
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"we still handle the collisions so the callbacks happen. This enables us to apply a collider to an object that doesn't block\n"
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"objects, but does have callbacks, so it can act as a trigger, allowing for arbitrarily shaped triggers, as any collider can\n"
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"act as a trigger volume(including MeshCollider).\n\n"
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"@tsexample\n"
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"new CollisionComponentInstance()\n"
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"{\n"
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" template = CollisionComponentTemplate;\n"
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" colliderSize = \"1 1 2\";\n"
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" blockColldingObject = \"1\";\n"
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"};\n"
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"@endtsexample\n"
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"@see SimplePhysicsBehavior\n"
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"@ingroup Collision\n"
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"@ingroup Components\n"
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);
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//Docs
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/////////////////////////////////////////////////////////////////////////
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ImplementEnumType(CollisionMeshMeshType,
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"Type of mesh data available in a shape.\n"
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"@ingroup gameObjects")
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{ CollisionComponent::None, "None", "No mesh data." },
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{ CollisionComponent::Bounds, "Bounds", "Bounding box of the shape." },
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{ CollisionComponent::CollisionMesh, "Collision Mesh", "Specifically desingated \"collision\" meshes." },
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{ CollisionComponent::VisibleMesh, "Visible Mesh", "Rendered mesh polygons." },
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EndImplementEnumType;
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//
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CollisionComponent::CollisionComponent() : Component()
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{
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mNetFlags.set(Ghostable | ScopeAlways);
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mFriendlyName = "Collision(Component)";
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mOwnerRenderInterface = NULL;
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mOwnerPhysicsInterface = NULL;
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mBlockColliding = true;
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mCollisionType = CollisionMesh;
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mLOSType = CollisionMesh;
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mDecalType = CollisionMesh;
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colisionMeshPrefix = StringTable->insert("Collision");
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CollisionMoveMask = (TerrainObjectType | PlayerObjectType |
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StaticShapeObjectType | VehicleObjectType |
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VehicleBlockerObjectType | DynamicShapeObjectType | StaticObjectType | EntityObjectType | TriggerObjectType);
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mPhysicsRep = NULL;
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mPhysicsWorld = NULL;
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mTimeoutList = NULL;
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}
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CollisionComponent::~CollisionComponent()
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{
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for (S32 i = 0; i < mFields.size(); ++i)
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{
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ComponentField &field = mFields[i];
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SAFE_DELETE_ARRAY(field.mFieldDescription);
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}
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SAFE_DELETE_ARRAY(mDescription);
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}
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IMPLEMENT_CO_NETOBJECT_V1(CollisionComponent);
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void CollisionComponent::onComponentAdd()
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{
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Parent::onComponentAdd();
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RenderComponentInterface *renderInterface = mOwner->getComponent<RenderComponentInterface>();
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if (renderInterface)
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{
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renderInterface->onShapeInstanceChanged.notify(this, &CollisionComponent::targetShapeChanged);
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mOwnerRenderInterface = renderInterface;
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}
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//physicsInterface
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PhysicsComponentInterface *physicsInterface = mOwner->getComponent<PhysicsComponentInterface>();
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if (!physicsInterface)
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{
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mPhysicsRep = PHYSICSMGR->createBody();
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}
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prepCollision();
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}
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void CollisionComponent::onComponentRemove()
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{
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SAFE_DELETE(mPhysicsRep);
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Parent::onComponentRemove();
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}
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void CollisionComponent::componentAddedToOwner(Component *comp)
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{
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if (comp->getId() == getId())
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return;
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//test if this is a shape component!
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RenderComponentInterface *renderInterface = dynamic_cast<RenderComponentInterface*>(comp);
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if (renderInterface)
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{
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renderInterface->onShapeInstanceChanged.notify(this, &CollisionComponent::targetShapeChanged);
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mOwnerRenderInterface = renderInterface;
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prepCollision();
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}
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PhysicsComponentInterface *physicsInterface = dynamic_cast<PhysicsComponentInterface*>(comp);
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if (physicsInterface)
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{
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if (mPhysicsRep)
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SAFE_DELETE(mPhysicsRep);
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prepCollision();
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}
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}
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void CollisionComponent::componentRemovedFromOwner(Component *comp)
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{
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if (comp->getId() == getId()) //?????????
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return;
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//test if this is a shape component!
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RenderComponentInterface *renderInterface = dynamic_cast<RenderComponentInterface*>(comp);
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if (renderInterface)
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{
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renderInterface->onShapeInstanceChanged.remove(this, &CollisionComponent::targetShapeChanged);
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mOwnerRenderInterface = NULL;
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prepCollision();
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}
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//physicsInterface
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PhysicsComponentInterface *physicsInterface = dynamic_cast<PhysicsComponentInterface*>(comp);
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if (physicsInterface)
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{
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mPhysicsRep = PHYSICSMGR->createBody();
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prepCollision();
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}
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}
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void CollisionComponent::checkDependencies()
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{
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}
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void CollisionComponent::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Collision");
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addField("CollisionType", TypeCollisionMeshMeshType, Offset(mCollisionType, CollisionComponent),
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"The type of mesh data to use for collision queries.");
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addField("LineOfSightType", TypeCollisionMeshMeshType, Offset(mLOSType, CollisionComponent),
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"The type of mesh data to use for collision queries.");
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addField("DecalType", TypeCollisionMeshMeshType, Offset(mDecalType, CollisionComponent),
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"The type of mesh data to use for collision queries.");
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addField("CollisionMeshPrefix", TypeString, Offset(colisionMeshPrefix, CollisionComponent),
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"The type of mesh data to use for collision queries.");
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addField("BlockCollisions", TypeBool, Offset(mBlockColliding, CollisionComponent), "");
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endGroup("Collision");
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}
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void CollisionComponent::inspectPostApply()
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{
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// Apply any transformations set in the editor
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Parent::inspectPostApply();
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if (isServerObject())
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{
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setMaskBits(ColliderMask);
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prepCollision();
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}
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}
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U32 CollisionComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
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{
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U32 retMask = Parent::packUpdate(con, mask, stream);
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if (stream->writeFlag(mask & (ColliderMask | InitialUpdateMask)))
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{
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stream->write((U32)mCollisionType);
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stream->writeString(colisionMeshPrefix);
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}
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return retMask;
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}
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void CollisionComponent::unpackUpdate(NetConnection *con, BitStream *stream)
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{
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Parent::unpackUpdate(con, stream);
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if (stream->readFlag()) // UpdateMask
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{
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U32 collisionType = CollisionMesh;
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stream->read(&collisionType);
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// Handle it if we have changed CollisionType's
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if ((MeshType)collisionType != mCollisionType)
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{
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mCollisionType = (MeshType)collisionType;
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prepCollision();
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}
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char readBuffer[1024];
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stream->readString(readBuffer);
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colisionMeshPrefix = StringTable->insert(readBuffer);
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}
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}
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void CollisionComponent::ownerTransformSet(MatrixF *mat)
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{
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if (mPhysicsRep)
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mPhysicsRep->setTransform(mOwner->getTransform());
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}
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void CollisionComponent::targetShapeChanged(RenderComponentInterface* instanceInterface)
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{
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prepCollision();
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}
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void CollisionComponent::prepCollision()
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{
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if (!mOwner)
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return;
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// Let the client know that the collision was updated
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setMaskBits(ColliderMask);
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mOwner->disableCollision();
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if ((!PHYSICSMGR || mCollisionType == None) ||
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(mOwnerRenderInterface == NULL && (mCollisionType == CollisionMesh || mCollisionType == VisibleMesh)))
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return;
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PhysicsCollision *colShape = NULL;
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if (mCollisionType == Bounds)
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{
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MatrixF offset(true);
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if (mOwnerRenderInterface && mOwnerRenderInterface->getShape())
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offset.setPosition(mOwnerRenderInterface->getShape()->center);
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colShape = PHYSICSMGR->createCollision();
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colShape->addBox(mOwner->getObjBox().getExtents() * 0.5f * mOwner->getScale(), offset);
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}
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else if (mCollisionType == CollisionMesh || (mCollisionType == VisibleMesh /*&& !mOwner->getComponent<AnimatedMesh>()*/))
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{
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colShape = buildColShapes();
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}
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if (colShape)
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{
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mPhysicsWorld = PHYSICSMGR->getWorld(isServerObject() ? "server" : "client");
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if (mPhysicsRep)
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{
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if (mBlockColliding)
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mPhysicsRep->init(colShape, 0, 0, mOwner, mPhysicsWorld);
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else
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mPhysicsRep->init(colShape, 0, PhysicsBody::BF_TRIGGER, mOwner, mPhysicsWorld);
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mPhysicsRep->setTransform(mOwner->getTransform());
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}
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}
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mOwner->enableCollision();
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onCollisionChanged.trigger(colShape);
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}
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void CollisionComponent::processTick()
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{
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if (!isActive())
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return;
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//ProcessTick is where our collision testing begins!
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//callback if we have a persisting contact
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if (mContactInfo.contactObject)
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{
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if (mContactInfo.contactTimer > 0)
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{
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if (isMethod("updateContact"))
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Con::executef(this, "updateContact");
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if (mOwner->isMethod("updateContact"))
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Con::executef(mOwner, "updateContact");
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}
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++mContactInfo.contactTimer;
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}
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else if (mContactInfo.contactTimer != 0)
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mContactInfo.clear();
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}
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void CollisionComponent::updatePhysics()
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{
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}
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PhysicsCollision* CollisionComponent::getCollisionData()
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{
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if ((!PHYSICSMGR || mCollisionType == None) || mOwnerRenderInterface == NULL)
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return NULL;
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PhysicsCollision *colShape = NULL;
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if (mCollisionType == Bounds)
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{
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MatrixF offset(true);
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offset.setPosition(mOwnerRenderInterface->getShape()->center);
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colShape = PHYSICSMGR->createCollision();
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colShape->addBox(mOwner->getObjBox().getExtents() * 0.5f * mOwner->getScale(), offset);
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}
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else if (mCollisionType == CollisionMesh || (mCollisionType == VisibleMesh/* && !mOwner->getComponent<AnimatedMesh>()*/))
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{
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colShape = buildColShapes();
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//colShape = mOwnerShapeInstance->getShape()->buildColShape(mCollisionType == VisibleMesh, mOwner->getScale());
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}
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/*else if (mCollisionType == VisibleMesh && !mOwner->getComponent<AnimatedMesh>())
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{
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//We don't have support for visible mesh collisions with animated meshes currently in the physics abstraction layer
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//so we don't generate anything if we're set to use a visible mesh but have an animated mesh component.
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colShape = mOwnerShapeInstance->getShape()->buildColShape(mCollisionType == VisibleMesh, mOwner->getScale());
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}*/
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else if (mCollisionType == VisibleMesh/* && mOwner->getComponent<AnimatedMesh>()*/)
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{
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Con::printf("CollisionComponent::updatePhysics: Cannot use visible mesh collisions with an animated mesh!");
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}
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return colShape;
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}
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bool CollisionComponent::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
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{
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if (!mCollisionType == None)
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{
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if (mPhysicsWorld)
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{
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return mPhysicsWorld->castRay(start, end, info, Point3F::Zero);
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}
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}
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return false;
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}
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PhysicsCollision* CollisionComponent::buildColShapes()
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{
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PROFILE_SCOPE(CollisionComponent_buildColShapes);
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PhysicsCollision *colShape = NULL;
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U32 surfaceKey = 0;
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TSShape* shape = mOwnerRenderInterface->getShape();
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if (mCollisionType == VisibleMesh)
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{
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// Here we build triangle collision meshes from the
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// visible detail levels.
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// A negative subshape on the detail means we don't have geometry.
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const TSShape::Detail &detail = shape->details[0];
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if (detail.subShapeNum < 0)
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return NULL;
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// We don't try to optimize the triangles we're given
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// and assume the art was created properly for collision.
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ConcretePolyList polyList;
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polyList.setTransform(&MatrixF::Identity, mOwner->getScale());
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// Create the collision meshes.
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S32 start = shape->subShapeFirstObject[detail.subShapeNum];
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S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
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for (S32 o = start; o < end; o++)
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{
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const TSShape::Object &object = shape->objects[o];
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if (detail.objectDetailNum >= object.numMeshes)
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continue;
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// No mesh or no verts.... nothing to do.
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TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
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if (!mesh || mesh->mNumVerts == 0)
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continue;
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// Gather the mesh triangles.
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polyList.clear();
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mesh->buildPolyList(0, &polyList, surfaceKey, NULL);
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// Create the collision shape if we haven't already.
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if (!colShape)
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colShape = PHYSICSMGR->createCollision();
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// Get the object space mesh transform.
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MatrixF localXfm;
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shape->getNodeWorldTransform(object.nodeIndex, &localXfm);
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colShape->addTriangleMesh(polyList.mVertexList.address(),
|
|
polyList.mVertexList.size(),
|
|
polyList.mIndexList.address(),
|
|
polyList.mIndexList.size() / 3,
|
|
localXfm);
|
|
}
|
|
|
|
// Return what we built... if anything.
|
|
return colShape;
|
|
}
|
|
else if (mCollisionType == CollisionMesh)
|
|
{
|
|
|
|
// Scan out the collision hulls...
|
|
//
|
|
// TODO: We need to support LOS collision for physics.
|
|
//
|
|
for (U32 i = 0; i < shape->details.size(); i++)
|
|
{
|
|
const TSShape::Detail &detail = shape->details[i];
|
|
const String &name = shape->names[detail.nameIndex];
|
|
|
|
// Is this a valid collision detail.
|
|
if (!dStrStartsWith(name, colisionMeshPrefix) || detail.subShapeNum < 0)
|
|
continue;
|
|
|
|
// Now go thru the meshes for this detail.
|
|
S32 start = shape->subShapeFirstObject[detail.subShapeNum];
|
|
S32 end = start + shape->subShapeNumObjects[detail.subShapeNum];
|
|
if (start >= end)
|
|
continue;
|
|
|
|
for (S32 o = start; o < end; o++)
|
|
{
|
|
const TSShape::Object &object = shape->objects[o];
|
|
const String &meshName = shape->names[object.nameIndex];
|
|
|
|
if (object.numMeshes <= detail.objectDetailNum)
|
|
continue;
|
|
|
|
// No mesh, a flat bounds, or no verts.... nothing to do.
|
|
TSMesh *mesh = shape->meshes[object.startMeshIndex + detail.objectDetailNum];
|
|
if (!mesh || mesh->getBounds().isEmpty() || mesh->mNumVerts == 0)
|
|
continue;
|
|
|
|
// We need the default mesh transform.
|
|
MatrixF localXfm;
|
|
shape->getNodeWorldTransform(object.nodeIndex, &localXfm);
|
|
|
|
// We have some sort of collision shape... so allocate it.
|
|
if (!colShape)
|
|
colShape = PHYSICSMGR->createCollision();
|
|
|
|
// Any other mesh name we assume as a generic convex hull.
|
|
//
|
|
// Collect the verts using the vertex polylist which will
|
|
// filter out duplicates. This is importaint as the convex
|
|
// generators can sometimes fail with duplicate verts.
|
|
//
|
|
VertexPolyList polyList;
|
|
MatrixF meshMat(localXfm);
|
|
|
|
Point3F t = meshMat.getPosition();
|
|
t.convolve(mOwner->getScale());
|
|
meshMat.setPosition(t);
|
|
|
|
polyList.setTransform(&MatrixF::Identity, mOwner->getScale());
|
|
mesh->buildPolyList(0, &polyList, surfaceKey, NULL);
|
|
colShape->addConvex(polyList.getVertexList().address(),
|
|
polyList.getVertexList().size(),
|
|
meshMat);
|
|
} // objects
|
|
} // details
|
|
}
|
|
|
|
return colShape;
|
|
} |