Fix collision cooking for skinned models that use different vertex format
#3246
This commit is contained in:
@@ -216,7 +216,21 @@ bool CollisionCooking::CookCollision(const Argument& arg, CollisionData::Seriali
|
||||
const int32 vertexCount = vertexCounts[i];
|
||||
if (vertexCount == 0)
|
||||
continue;
|
||||
Platform::MemoryCopy(finalVertexData.Get() + firstVertexIndex, vData.Get(), vertexCount * sizeof(Float3));
|
||||
const int32 vStride = vData.Length() / vertexCount;
|
||||
if (vStride == sizeof(Float3))
|
||||
Platform::MemoryCopy(finalVertexData.Get() + firstVertexIndex, vData.Get(), vertexCount * sizeof(Float3));
|
||||
else
|
||||
{
|
||||
// This assumes that each vertex structure contains position as Float3 in the beginning
|
||||
auto dst = finalVertexData.Get() + firstVertexIndex;
|
||||
auto src = vData.Get();
|
||||
for (int32 j = 0; j < vertexCount; j++)
|
||||
{
|
||||
*dst++ = *(Float3*)src;
|
||||
src += vStride;
|
||||
|
||||
}
|
||||
}
|
||||
vertexCounter += vertexCount;
|
||||
|
||||
if (needIndexBuffer)
|
||||
|
||||
Reference in New Issue
Block a user