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@ -49,20 +49,6 @@ typedef unsigned char ubyte;
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namespace NifBullet
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{
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struct TriangleMeshShape : public btBvhTriangleMeshShape
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{
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TriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression)
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: btBvhTriangleMeshShape(meshInterface, useQuantizedAabbCompression)
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{
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}
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virtual ~TriangleMeshShape()
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{
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delete getTriangleInfoMap();
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delete m_meshInterface;
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}
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};
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ManualBulletShapeLoader::~ManualBulletShapeLoader()
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{
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}
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@ -81,9 +67,8 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
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mBoundingBox = NULL;
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mShape->mBoxTranslation = Ogre::Vector3(0,0,0);
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mShape->mBoxRotation = Ogre::Quaternion::IDENTITY;
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mHasShape = false;
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btTriangleMesh* mesh1 = new btTriangleMesh();
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mCompoundShape = NULL;
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mStaticMesh = NULL;
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// Load the NIF. TODO: Wrap this in a try-catch block once we're out
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// of the early stages of development. Right now we WANT to catch
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@ -111,19 +96,35 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
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mShape->mHasCollisionNode = hasRootCollisionNode(node);
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//do a first pass
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handleNode(mesh1, node,0,false,false,false);
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handleNode(node,0,false,false,false);
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if(mBoundingBox != NULL)
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{
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mShape->mCollisionShape = mBoundingBox;
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delete mesh1;
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}
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else if (mHasShape && mShape->mCollide)
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delete mStaticMesh;
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if (mCompoundShape)
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{
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mShape->mCollisionShape = new TriangleMeshShape(mesh1,true);
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int n = mCompoundShape->getNumChildShapes();
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for(int i=0; i <n;i++)
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delete (mCompoundShape->getChildShape(i));
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delete mCompoundShape;
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}
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}
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else
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delete mesh1;
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{
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if (mCompoundShape)
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{
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mShape->mCollisionShape = mCompoundShape;
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if (mStaticMesh)
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{
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btTransform trans;
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trans.setIdentity();
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mCompoundShape->addChildShape(trans, new TriangleMeshShape(mStaticMesh,true));
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}
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}
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else if (mStaticMesh)
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mShape->mCollisionShape = new TriangleMeshShape(mStaticMesh,true);
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}
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//second pass which create a shape for raycasting.
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mResourceName = mShape->getName();
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@ -131,18 +132,23 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
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mBoundingBox = NULL;
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mShape->mBoxTranslation = Ogre::Vector3(0,0,0);
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mShape->mBoxRotation = Ogre::Quaternion::IDENTITY;
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mHasShape = false;
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btTriangleMesh* mesh2 = new btTriangleMesh();
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mStaticMesh = NULL;
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mCompoundShape = NULL;
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handleNode(mesh2, node,0,true,true,false);
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handleNode(node,0,true,true,false);
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if (mHasShape)
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if (mCompoundShape)
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{
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mShape->mRaycastingShape = new TriangleMeshShape(mesh2,true);
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mShape->mRaycastingShape = mCompoundShape;
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if (mStaticMesh)
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{
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btTransform trans;
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trans.setIdentity();
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mCompoundShape->addChildShape(trans, new TriangleMeshShape(mStaticMesh,true));
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}
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else
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delete mesh2;
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}
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else if (mStaticMesh)
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mShape->mRaycastingShape = new TriangleMeshShape(mStaticMesh,true);
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}
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bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node const * node)
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@ -167,14 +173,17 @@ bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node const * node)
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return false;
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}
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void ManualBulletShapeLoader::handleNode(btTriangleMesh* mesh, const Nif::Node *node, int flags,
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void ManualBulletShapeLoader::handleNode(const Nif::Node *node, int flags,
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bool isCollisionNode,
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bool raycasting, bool isMarker)
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bool raycasting, bool isMarker, bool isAnimated)
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{
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// Accumulate the flags from all the child nodes. This works for all
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// the flags we currently use, at least.
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flags |= node->flags;
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if (!node->controller.empty() && node->controller->recType == Nif::RC_NiKeyframeController)
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isAnimated = true;
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if (!raycasting)
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isCollisionNode = isCollisionNode || (node->recType == Nif::RC_RootCollisionNode);
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else
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@ -237,7 +246,7 @@ void ManualBulletShapeLoader::handleNode(btTriangleMesh* mesh, const Nif::Node *
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else if(node->recType == Nif::RC_NiTriShape)
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{
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mShape->mCollide = !(flags&0x800);
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handleNiTriShape(mesh, static_cast<const Nif::NiTriShape*>(node), flags, node->getWorldTransform(), raycasting);
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handleNiTriShape(static_cast<const Nif::NiTriShape*>(node), flags, node->getWorldTransform(), raycasting, isAnimated);
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}
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}
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@ -249,13 +258,13 @@ void ManualBulletShapeLoader::handleNode(btTriangleMesh* mesh, const Nif::Node *
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for(size_t i = 0;i < list.length();i++)
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{
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if(!list[i].empty())
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handleNode(mesh, list[i].getPtr(), flags, isCollisionNode, raycasting, isMarker);
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handleNode(list[i].getPtr(), flags, isCollisionNode, raycasting, isMarker, isAnimated);
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}
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}
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}
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void ManualBulletShapeLoader::handleNiTriShape(btTriangleMesh* mesh, const Nif::NiTriShape *shape, int flags, const Ogre::Matrix4 &transform,
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bool raycasting)
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void ManualBulletShapeLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags, const Ogre::Matrix4 &transform,
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bool raycasting, bool isAnimated)
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{
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assert(shape != NULL);
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@ -278,17 +287,64 @@ void ManualBulletShapeLoader::handleNiTriShape(btTriangleMesh* mesh, const Nif::
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// bother setting it up.
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return;
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mHasShape = true;
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if (!shape->skin.empty())
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isAnimated = false;
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if (isAnimated)
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{
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if (!mCompoundShape)
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mCompoundShape = new btCompoundShape();
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btTriangleMesh* childMesh = new btTriangleMesh();
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const Nif::NiTriShapeData *data = shape->data.getPtr();
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childMesh->preallocateVertices(data->vertices.size());
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childMesh->preallocateIndices(data->triangles.size());
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const std::vector<Ogre::Vector3> &vertices = data->vertices;
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const std::vector<short> &triangles = data->triangles;
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for(size_t i = 0;i < data->triangles.size();i+=3)
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{
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Ogre::Vector3 b1 = vertices[triangles[i+0]];
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Ogre::Vector3 b2 = vertices[triangles[i+1]];
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Ogre::Vector3 b3 = vertices[triangles[i+2]];
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childMesh->addTriangle(btVector3(b1.x,b1.y,b1.z),btVector3(b2.x,b2.y,b2.z),btVector3(b3.x,b3.y,b3.z));
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}
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TriangleMeshShape* childShape = new TriangleMeshShape(childMesh,true);
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childShape->setLocalScaling(btVector3(transform[0][0], transform[1][1], transform[2][2]));
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Ogre::Quaternion q = transform.extractQuaternion();
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Ogre::Vector3 v = transform.getTrans();
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btTransform trans(btQuaternion(q.x, q.y, q.z, q.w), btVector3(v.x, v.y, v.z));
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if (raycasting)
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mShape->mAnimatedRaycastingShapes.insert(std::make_pair(shape->name, mCompoundShape->getNumChildShapes()));
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else
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mShape->mAnimatedShapes.insert(std::make_pair(shape->name, mCompoundShape->getNumChildShapes()));
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mCompoundShape->addChildShape(trans, childShape);
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}
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else
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{
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if (!mStaticMesh)
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mStaticMesh = new btTriangleMesh();
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// Static shape, just transform all vertices into position
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const Nif::NiTriShapeData *data = shape->data.getPtr();
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const std::vector<Ogre::Vector3> &vertices = data->vertices;
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const short *triangles = &data->triangles[0];
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const std::vector<short> &triangles = data->triangles;
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for(size_t i = 0;i < data->triangles.size();i+=3)
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{
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Ogre::Vector3 b1 = transform*vertices[triangles[i+0]];
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Ogre::Vector3 b2 = transform*vertices[triangles[i+1]];
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Ogre::Vector3 b3 = transform*vertices[triangles[i+2]];
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mesh->addTriangle(btVector3(b1.x,b1.y,b1.z),btVector3(b2.x,b2.y,b2.z),btVector3(b3.x,b3.y,b3.z));
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mStaticMesh->addTriangle(btVector3(b1.x,b1.y,b1.z),btVector3(b2.x,b2.y,b2.z),btVector3(b3.x,b3.y,b3.z));
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}
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}
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}
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