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Sep 6th, 2014
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- int i_num = mdl_collisionmesh.meshes.get(0).getNumIndices();
- short[] indices = new short[i_num];
- mdl_collisionmesh.meshes.get(0).getIndices(indices);
- int v_num = mdl_collisionmesh.meshes.get(0).getNumVertices();
- float[] vertices = new float[9999];
- mdl_collisionmesh.meshes.get(0).getVertices(vertices);
- int floatsPerVertex = mdl_collisionmesh.meshes.get(0).getVertexSize() / 4;
- for(int i = 0; i < i_num; i = i + floatsPerVertex*3) {
- Vector3 vertex = new Vector3(0f,0f,0f);
- vertex.x = vertices[i + 0];
- vertex.y = vertices[i + 1];
- vertex.z = vertices[i + 2];
- //I have 3 variables for vector3 coordinates that i use(p1,p2,p3) to make triangles
- p1 = new Vector3(vertex.x,vertex.y,vertex.z);
- vertex.x = vertices[i + floatsPerVertex + 0];
- vertex.y = vertices[i + floatsPerVertex + 1];
- vertex.z = vertices[i + floatsPerVertex + 2];
- p2 = new Vector3(vertex.x,vertex.y,vertex.z);
- vertex.x = vertices[i + floatsPerVertex * 2 + 0];
- vertex.y = vertices[i + floatsPerVertex * 2 + 1];
- vertex.z = vertices[i + floatsPerVertex * 2 + 2];
- p3 = new Vector3(vertex.x,vertex.y,vertex.z);
- createTriangle(p1, p2, p3);
- }
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