Make empty collision shape for objects without any triangles.

depth-refraction
unelsson 2 years ago
parent 954e5884c3
commit 0a1af644af

@ -7,6 +7,7 @@
#include <osg/Transform>
#include <osg/TriangleFunctor>
#include <BulletCollision/CollisionShapes/btEmptyShape.h>
#include <BulletCollision/CollisionShapes/btTriangleMesh.h>
#include <components/misc/osguservalues.hpp>
@ -77,6 +78,19 @@ namespace Resource
if (!mTriangleMesh)
return osg::ref_ptr<BulletShape>();
if (mTriangleMesh->getNumTriangles() == 0)
{
osg::ref_ptr<BulletShape> shape(new BulletShape);
mTriangleMesh.reset(nullptr);
auto emptyShape = std::make_unique<btEmptyShape>();
shape->mCollisionBox.mExtents[0] = 0.0f;
shape->mCollisionBox.mExtents[1] = 0.0f;
shape->mCollisionBox.mExtents[2] = 0.0f;
shape->mCollisionBox.mCenter = osg::Vec3f(0, 0, 0);
shape->mCollisionShape.reset(emptyShape.release());
return shape;
}
osg::ref_ptr<BulletShape> shape(new BulletShape);
auto triangleMeshShape = std::make_unique<TriangleMeshShape>(mTriangleMesh.release(), true);

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