boost::shared_ptr<PhysicsMesh> ParticlePhysics::createConvexMesh(const char *filename, IStorm3D_Model_Object *object) { boost::shared_ptr<PhysicsMesh> mesh(new PhysicsMesh()); IStorm3D_Mesh *stormMesh = object->GetMesh(); int vertexAmount = stormMesh->GetVertexCount(); const Storm3D_Vertex *buffer = stormMesh->GetVertexBufferReadOnly(); VC3 minValues(10000.f, 10000.f, 10000.f); VC3 maxValues(-10000.f, -10000.f, -10000.f); for(int i = 0; i < vertexAmount; ++i) { VC3 pos = buffer[i].position; minValues.x = std::min(minValues.x, pos.x); minValues.y = std::min(minValues.y, pos.y); minValues.z = std::min(minValues.z, pos.z); maxValues.x = std::max(maxValues.x, pos.x); maxValues.y = std::max(maxValues.y, pos.y); maxValues.z = std::max(maxValues.z, pos.z); } VC3 size = maxValues - minValues; if(size.x < MIN_BOX_SIZE) { float diff = (MIN_BOX_SIZE - size.x) * 0.5f; maxValues.x += diff; minValues.x -= diff; } if(size.y < MIN_BOX_SIZE) { float diff = (MIN_BOX_SIZE - size.y) * 0.5f; maxValues.y += diff; minValues.y -= diff; } if(size.z < MIN_BOX_SIZE) { float diff = (MIN_BOX_SIZE - size.z) * 0.5f; maxValues.z += diff; minValues.z -= diff; } mesh->size = (maxValues - minValues) * 0.5f; mesh->localPosition = minValues + mesh->size; mesh->localPosition.y -= mesh->size.y; mesh->volume = mesh->size.x * mesh->size.y * mesh->size.z * 2.f; return mesh; }