From ebe064bf159a5c6e90f2bbe902efa16c6e654ff8 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Fri, 6 May 2011 16:32:55 +0000 Subject: Always use a btCompoundShape for complex collision, added infrastructure for collision mesh animation, minor API documentation updates --- src/core/entity.cc | 304 ++++++++++++++++++++++----------------------- src/core/entity.h | 25 ++-- src/model/collisionmesh.cc | 14 ++- src/model/collisionmesh.h | 84 ++++++++++++- src/model/fragment.cc | 2 +- src/model/fragment.h | 15 ++- src/model/mapfile.cc | 10 +- 7 files changed, 279 insertions(+), 175 deletions(-) (limited to 'src') diff --git a/src/core/entity.cc b/src/core/entity.cc index 64812cc..bba3c5c 100644 --- a/src/core/entity.cc +++ b/src/core/entity.cc @@ -150,7 +150,7 @@ Entity::Entity() : entity_body = 0; entity_body_info = 0; - + entity_collision_shape = 0; entity_speed = 0.0f; entity_radius = 0.5f; @@ -188,7 +188,7 @@ Entity::Entity(std::istream & is) entity_body = 0; entity_body_info = 0; - + entity_collision_shape = 0; entity_speed = 0.0f; entity_created = true; @@ -230,11 +230,16 @@ Entity::~Entity() } } - for (CollisionShapes::iterator sit = entity_collision_shapes.begin(); sit != entity_collision_shapes.end(); sit++) { + if (entity_collision_shape) { + delete entity_collision_shape; + entity_collision_shape = 0; + } + + for (CollisionShapes::iterator sit = entity_collision_child_shapes.begin(); sit != entity_collision_child_shapes.end(); sit++) { delete (*sit); (*sit) = 0; } - entity_collision_shapes.clear(); + entity_collision_child_shapes.clear(); if (entity_body) delete entity_body; @@ -455,10 +460,6 @@ void Entity::receive_server_update(std::istream &is) { } -void Entity::frame(float seconds) -{ -} - void Entity::upkeep(const unsigned long timestamp) { } @@ -486,6 +487,17 @@ void Entity::remove_menu(std::string const &label) } } + +void Entity::frame(float seconds) +{ + if (entity_collision_child_shapes.size()) { + //btCompoundShape *compoundshape = static_cast (entity_collision_shape); + + // TODO apply collision mesh animation + + } +} + void Entity::reset() { if (!radius() || flag_is_set(NonSolid)) { @@ -498,84 +510,80 @@ void Entity::reset() t.setOrigin(to_btVector3(location())); t.setBasis(to_btMatrix3x3(axis())); - // construct physics body if necessary + // construct physics body if required if (!entity_body) { - btCollisionShape * myshape = 0; + + // if there is no body, this entity should not have shapes either + assert (entity_collision_shape == 0); + assert (entity_collision_child_shapes.size() == 0); // create collision shape if (model() && model()->radius()) { const float modelscale = radius() / model()->radius(); if (flag_is_set(Complex) && model()->collisionmodel() && model()->collisionmodel()->size()) { - if (model()->collisionmodel()->size() == 1 ) { - // the collision model only has a single mesh, - // we can use a triangle mesh shape - - model::CollisionMesh *mesh = (*model()->collisionmodel()->meshes().begin()); + + // complex collision is enabled and a valid collision model has been found + btCompoundShape *compoundshape = new btCompoundShape(); + for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin(); + it != model()->collisionmodel()->meshes().end(); it++) { + + model::CollisionMesh *mesh = (*it); - // static entities use a btBvhTriangleMeshShape + // generate a btCollisionShape for each model::CollisionMesh in the model::CollisionModel + // static entities use a btBvhTriangleMeshShape btBvhTriangleMeshShape *meshshape = new btBvhTriangleMeshShape(mesh->triangles(), true, true); + meshshape->setMargin(Cvar::sv_collisionmargin->value()); + btVector3 meshscalevec(mesh->scale(), mesh->scale(), mesh->scale()); + meshshape->setLocalScaling(meshscalevec); meshshape->buildOptimizedBvh(); - meshshape->recalcLocalAabb(); - - btVector3 modelscalevec(modelscale, modelscale, modelscale); - meshshape->setLocalScaling(modelscalevec); - - shapes().push_back(meshshape); - myshape = meshshape; - - } else { - // the collision model has multiple meshes that need to be - // combined into a compound shape - btCompoundShape *compoundshape = new btCompoundShape(); - - for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin(); - it != model()->collisionmodel()->meshes().end(); it++) { - - model::CollisionMesh *mesh = (*it); - btTransform childtransform; - childtransform.setIdentity(); + meshshape->recalcLocalAabb(); + + // apply collision mesh properties to the btCollisionShape + btTransform child_transform; + child_transform.setIdentity(); + child_transform.setOrigin(to_btVector3(mesh->location())); + child_transform.setBasis(to_btMatrix3x3(mesh->axis())); - // static entities use a btBvhTriangleMeshShape - btBvhTriangleMeshShape *meshshape = new btBvhTriangleMeshShape(mesh->triangles(), true, true); - meshshape->buildOptimizedBvh(); - meshshape->recalcLocalAabb(); - - // FIXME apply vertexgroup transformations - compoundshape->addChildShape(childtransform, meshshape); - shapes().push_back(meshshape); + switch (mesh->type()) { + case model::FragmentGroup::Rotate: + case model::FragmentGroup::Move: + meshshape->setUserPointer((void *) mesh); + break; + + default: + meshshape->setUserPointer(0); } - - btVector3 modelscalevec(modelscale, modelscale, modelscale); - compoundshape->setLocalScaling(modelscalevec); - - shapes().push_back(compoundshape); - myshape = compoundshape; + // add the mesh to the compoundhape and store a pointer to the child shape + compoundshape->addChildShape(child_transform, meshshape); + entity_collision_child_shapes.push_back(meshshape); } + btVector3 modelscalevec(modelscale, modelscale, modelscale); + compoundshape->setLocalScaling(modelscalevec); + + entity_collision_shape = compoundshape; + } else { + // model without collision model // use bounding box btBoxShape *boxshape = new btBoxShape(to_btVector3(model()->box().max() * modelscale)); - shapes().push_back(boxshape); - myshape = boxshape; + entity_collision_shape = boxshape; } } else { + // no model // use a sphere with a radius matching the entity btSphereShape *sphereshape = new btSphereShape(radius()); - shapes().push_back(sphereshape); - myshape = sphereshape; - + entity_collision_shape = sphereshape; + // TODO the actual shape should depend on Entity::Shape } - // set margin on each mesh - for (CollisionShapes::iterator it = shapes().begin(); it != shapes().end(); it++) { - (*it)->setMargin(Cvar::sv_collisionmargin->value()); - } - + entity_collision_shape->setMargin(Cvar::sv_collisionmargin->value()); + // create physics body btVector3 inertia(0, 0, 0); - entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(0, 0, myshape, inertia); + entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(0, 0, entity_collision_shape, inertia); entity_body = new btRigidBody(*entity_body_info); entity_body->setActivationState(ISLAND_SLEEPING); @@ -638,81 +646,77 @@ void EntityDynamic::reset() // construct physics body if necessary if (!entity_body) { - btCollisionShape * myshape = 0; // create collision shape if (model() && model()->radius()) { const float modelscale = radius() / model()->radius(); if (flag_is_set(Complex) && model()->collisionmodel() && model()->collisionmodel()->size()) { - if (model()->collisionmodel()->size() == 1 ) { - // the collision model only has a single mesh, - // we can use a triangle mesh shape - - model::CollisionMesh *mesh = (*model()->collisionmodel()->meshes().begin()); + // complex collision is enabled and a valid collision model has been found + btCompoundShape *compoundshape = new btCompoundShape(); + for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin(); + it != model()->collisionmodel()->meshes().end(); it++) { - // static entities use a btBvhTriangleMeshShape - btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles()); - btVector3 modelscalevec(modelscale, modelscale, modelscale); - meshshape->setLocalScaling(modelscalevec); - - shapes().push_back(meshshape); - myshape = meshshape; - - } else { - // the collision model has multiple meshes that need to be - // combined into a compound shape - btCompoundShape *compoundshape = new btCompoundShape(); + model::CollisionMesh *mesh = (*it); - for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin(); - it != model()->collisionmodel()->meshes().end(); it++) { - - model::CollisionMesh *mesh = (*it); - btTransform childtransform; + // generate a btCollisionShape for each model::CollisionMesh in the model::CollisionModel + // dynamic entities use btGImpactMeshShape + btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles()); + meshshape->setMargin(Cvar::sv_collisionmargin->value()); + btVector3 meshscalevec(mesh->scale(), mesh->scale(), mesh->scale()); + meshshape->setLocalScaling(meshscalevec); + + // apply collision mesh properties to the btCollisionShape + btTransform child_transform; + child_transform.setIdentity(); + child_transform.setOrigin(to_btVector3(mesh->location())); + child_transform.setBasis(to_btMatrix3x3(mesh->axis())); - // dynamic entities use a btGImpactMeshShape - btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles()); - // FIXME apply vertexgroup transformations - compoundshape->addChildShape(childtransform, meshshape); - shapes().push_back(meshshape); + switch (mesh->type()) { + case model::FragmentGroup::Rotate: + case model::FragmentGroup::Move: + meshshape->setUserPointer((void *) mesh); + break; + + default: + meshshape->setUserPointer(0); } - btVector3 modelscalevec(modelscale, modelscale, modelscale); - compoundshape->setLocalScaling(modelscalevec); - - shapes().push_back(compoundshape); - myshape = compoundshape; + // add the mesh to the compoundhape and store a pointer to the child shape + compoundshape->addChildShape(child_transform, meshshape); + entity_collision_child_shapes.push_back(meshshape); } + btVector3 modelscalevec(modelscale, modelscale, modelscale); + compoundshape->setLocalScaling(modelscalevec); + + entity_collision_shape = compoundshape; + } else { // use bounding box btBoxShape *boxshape = new btBoxShape(to_btVector3(model()->box().max() * modelscale)); - shapes().push_back(boxshape); - myshape = boxshape; + entity_collision_shape = boxshape; } } else { // use a sphere with a radius matching the entity btSphereShape *sphereshape = new btSphereShape(radius()); - shapes().push_back(sphereshape); - myshape = sphereshape; - + entity_collision_shape = sphereshape; } - // set margin on each mesh - for (CollisionShapes::iterator it = shapes().begin(); it != shapes().end(); it++) { - (*it)->setMargin(Cvar::sv_collisionmargin->value()); - } + // set margin + entity_collision_shape->setMargin(Cvar::sv_collisionmargin->value()); + // calculate inertia btVector3 inertia(0, 0, 0); if (entity_mass) - myshape->calculateLocalInertia(entity_mass, inertia); + entity_collision_shape->calculateLocalInertia(entity_mass, inertia); // create motion state entity_motionstate = new btDefaultMotionState(t); // create physics body - entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, myshape, inertia); + entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, entity_collision_shape, inertia); entity_body = new btRigidBody(*entity_body_info); if (entity_mass) { @@ -747,6 +751,8 @@ void EntityDynamic::reset() void EntityDynamic::frame(float seconds) { + Entity::frame(seconds); + if (entity_state == Docked) { return; } @@ -1103,87 +1109,77 @@ void EntityControlable::reset() // construct physics body if necessary if (!entity_body) { - btCollisionShape * myshape = 0; - + // create collision shape if (model() && model()->radius()) { const float modelscale = radius() / model()->radius(); - if (flag_is_set(Complex) && model()->collisionmodel() && (model()->collisionmodel()->size() > 0) ) { - if (model()->collisionmodel()->size() == 1 ) { - // the collision model only has a single mesh, - // we can use a triangle mesh shape - - model::CollisionMesh *mesh = (*model()->collisionmodel()->meshes().begin()); + if (flag_is_set(Complex) && model()->collisionmodel() && model()->collisionmodel()->size()) { + // complex collision is enabled and a valid collision model has been found + btCompoundShape *compoundshape = new btCompoundShape(); + for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin(); + it != model()->collisionmodel()->meshes().end(); it++) { - // dynamic entities use a btGImpactMeshShape - btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles()); - btVector3 modelscalevec(modelscale, modelscale, modelscale); - meshshape->setLocalScaling(modelscalevec); + model::CollisionMesh *mesh = (*it); - shapes().push_back(meshshape); - myshape = meshshape; + // generate a btCollisionShape for each model::CollisionMesh in the model::CollisionModel + // dynamic entities use btGImpactMeshShape + btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles()); + meshshape->setMargin(Cvar::sv_collisionmargin->value()); + btVector3 meshscalevec(mesh->scale(), mesh->scale(), mesh->scale()); + meshshape->setLocalScaling(meshscalevec); meshshape->updateBound(); - - } else { - // the collision model has multiple meshes that need to be - // combined into a compound shape - btCompoundShape *compoundshape = new btCompoundShape(); - btVector3 modelscalevec(modelscale, modelscale, modelscale); - - for (model::CollisionModel::CollisionMeshes::iterator it = model()->collisionmodel()->meshes().begin(); - it != model()->collisionmodel()->meshes().end(); it++) { - - model::CollisionMesh *mesh = (*it); - btTransform childtransform; - childtransform.setIdentity(); - - // dynamic entities use a btGImpactMeshShape - btGImpactMeshShape *meshshape = new btGImpactMeshShape(mesh->triangles()); - meshshape->setLocalScaling(modelscalevec); - meshshape->updateBound(); + + // apply collision mesh properties to the btCollisionShape + btTransform child_transform; + child_transform.setIdentity(); + child_transform.setOrigin(to_btVector3(mesh->location())); + child_transform.setBasis(to_btMatrix3x3(mesh->axis())); - // FIXME apply vertexgroup transformations - compoundshape->addChildShape(childtransform, meshshape); - shapes().push_back(meshshape); + switch (mesh->type()) { + case model::FragmentGroup::Rotate: + case model::FragmentGroup::Move: + meshshape->setUserPointer((void *) mesh); + break; + + default: + meshshape->setUserPointer(0); } - - - - shapes().push_back(compoundshape); - myshape = compoundshape; + // add the mesh to the compoundhape and store a pointer to the child shape + compoundshape->addChildShape(child_transform, meshshape); + entity_collision_child_shapes.push_back(meshshape); } + btVector3 modelscalevec(modelscale, modelscale, modelscale); + compoundshape->setLocalScaling(modelscalevec); + + entity_collision_shape = compoundshape; + } else { // use bounding box btBoxShape *boxshape = new btBoxShape(to_btVector3(model()->box().max() * modelscale)); - shapes().push_back(boxshape); - myshape = boxshape; + entity_collision_shape = boxshape; } } else { // use a sphere with a radius matching the entity btSphereShape *sphereshape = new btSphereShape(radius()); - shapes().push_back(sphereshape); - myshape = sphereshape; - + entity_collision_shape = sphereshape; } // set margin on each mesh - for (CollisionShapes::iterator it = shapes().begin(); it != shapes().end(); it++) { - (*it)->setMargin(Cvar::sv_collisionmargin->value()); - } + entity_collision_shape->setMargin(Cvar::sv_collisionmargin->value()); btVector3 inertia(0, 0, 0); if (entity_mass) - myshape->calculateLocalInertia(entity_mass, inertia); + entity_collision_shape->calculateLocalInertia(entity_mass, inertia); // create motion state entity_motionstate = new btDefaultMotionState(t); // create physics body - entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, myshape, inertia); + entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, entity_collision_shape, inertia); entity_body = new btRigidBody(*entity_body_info); entity_body->setActivationState(DISABLE_DEACTIVATION); diff --git a/src/core/entity.h b/src/core/entity.h index a356525..230ce1b 100644 --- a/src/core/entity.h +++ b/src/core/entity.h @@ -167,8 +167,17 @@ public: } /// physics collision shape - inline CollisionShapes collision_shapes() { - return entity_collision_shapes; + inline btCollisionShape *collision_shape() { + return entity_collision_shape; + } + + /** + * @brief physics collision child shapes + * if the collision_shape is not a btcompoundShape, + * this set will be empty + **/ + inline CollisionShapes & collision_child_shapes() { + return entity_collision_child_shapes; } /// indicates a server-side entity @@ -196,11 +205,6 @@ public: return entity_menus; } - /// entity collision shapes - inline CollisionShapes & shapes() { - return entity_collision_shapes; - } - /// extensions inline Extension *extension(size_t type) const { return entity_extension[type]; @@ -453,7 +457,12 @@ public: protected: btRigidBody *entity_body; btRigidBody::btRigidBodyConstructionInfo *entity_body_info; - CollisionShapes entity_collision_shapes; + + // the main bullet collision shape for this entity + btCollisionShape *entity_collision_shape; + + // bullet collision child shapes for this entity, + CollisionShapes entity_collision_child_shapes; // the zone the entity belongs to Zone* entity_zone; diff --git a/src/model/collisionmesh.cc b/src/model/collisionmesh.cc index 5d2328a..e341e9f 100644 --- a/src/model/collisionmesh.cc +++ b/src/model/collisionmesh.cc @@ -47,6 +47,10 @@ CollisionMesh::CollisionMesh() collisionmesh_size = 0; // btTriangleMesh (bool use32bitIndices=true, bool use4componentVertices=true) collisionmesh_triangles = new btTriangleMesh(true, false); + + collisionmesh_scale = 1.0f; + collisionmesh_speed = 0.0f; + collisionmesh_distance = 0.0f; } CollisionMesh::~CollisionMesh() @@ -54,9 +58,15 @@ CollisionMesh::~CollisionMesh() delete collisionmesh_triangles; } -void CollisionMesh::set_type(const FragmentGroup::Type type) +void CollisionMesh::set_params(const FragmentGroup *group) { - collisionmesh_type = type; + collisionmesh_type = group->type(); + collisionmesh_location.assign(group->location()); + collisionmesh_axis.assign(group->axis()); + collisionmesh_scale = group->scale(); + collisionmesh_speed = group->speed(); + collisionmesh_distance = group->distance(); + } void CollisionMesh::add_triangle(const math::Vector3f & v0, const math::Vector3f & v1, const math::Vector3f & v2) diff --git a/src/model/collisionmesh.h b/src/model/collisionmesh.h index cbd063a..4ab1c19 100644 --- a/src/model/collisionmesh.h +++ b/src/model/collisionmesh.h @@ -48,13 +48,83 @@ public: inline btTriangleMesh *triangles() { return collisionmesh_triangles; } + + /** + * @brief location of the mesh within the parent model + * location() is a point in collision model coordinate space + * that indicates the (0,0,0) location of this mesh. + * The worldspawn mesh should have location (0,0,0) + * */ + inline const math::Vector3f &location() const { + return collisionmesh_location; + } + + /** + * @brief transformation axis + * For normal groups, this is the rotation matrix of the mesh + * For rotating groups axis->forward() is the axis of the rotation. + * For movers, axis->forward() is the axis of movement. + * */ + inline const math::Axis & axis() const { + return collisionmesh_axis; + } + + inline const float speed() const { + return collisionmesh_speed; + } + inline const float distance() const { + return collisionmesh_distance; + } + + inline const float scale() const { + return collisionmesh_scale; + } + + inline const FragmentGroup::Type type() const { + return collisionmesh_type; + } + /* ---- mutators ------------------------------------------- */ /** * @brief change the group type * */ - void set_type(const FragmentGroup::Type type); + inline void set_type(const FragmentGroup::Type type) { + collisionmesh_type = type; + } + + inline void set_location(const math::Vector3f &location) { + collisionmesh_location.assign(location); + } + + inline void set_axis(const math::Axis &axis) { + collisionmesh_axis.assign(axis); + } + + /** + * @brief apply FragmentGroup parameters to the mesh + * This method applies the fragmentgroups type, location, axis, distance, speed and scale + * to the collision mesh + */ + void set_params(const FragmentGroup *group); + + /** + * @brief movement speed + * For rotating meshes this is the number of degrees per second + * For movers, this is the speed in units per second + */ + inline void set_speed(const float speed) { + collisionmesh_speed = speed; + } + + inline void set_distance(const float distance) { + collisionmesh_distance = distance; + } + + inline void set_scale(const float scale) { + collisionmesh_scale = scale; + } /** * @brief add a triangle to the collision mesh @@ -89,8 +159,8 @@ public: static void add(CollisionMesh *collisionmesh); - static bool initialized() { - return collisionmesh_initialized; + inline static bool initialized() { + return collisionmesh_initialized; } private: @@ -102,6 +172,14 @@ private: size_t collisionmesh_size; btTriangleMesh *collisionmesh_triangles; FragmentGroup::Type collisionmesh_type; + + math::Vector3f collisionmesh_location; + math::Axis collisionmesh_axis; + + float collisionmesh_speed; + float collisionmesh_scale; + float collisionmesh_distance; + }; } // namespace model diff --git a/src/model/fragment.cc b/src/model/fragment.cc index 54ffad9..b4666f4 100644 --- a/src/model/fragment.cc +++ b/src/model/fragment.cc @@ -63,7 +63,7 @@ FragmentGroup::FragmentGroup() { group_type = None; group_scale = 1.0f; - + group_distance = 0.0f; group_speed = 0.0f; group_engine = false; } diff --git a/src/model/fragment.h b/src/model/fragment.h index db5f569..fcacecc 100644 --- a/src/model/fragment.h +++ b/src/model/fragment.h @@ -98,10 +98,17 @@ public: return group_location; } + /** + * @brief movement vector for moving groups + * For rotating groups, this is the rotation axis + */ inline const math::Vector3f &movement() const { return group_movement; } + /** + * @brief local rotation matrix of the group + */ inline const math::Axis & axis() const { return group_axis; } @@ -150,17 +157,15 @@ public: /** - * @brief rotation axis - * For normal groups, this is the transformation matrix - * For rotating groups axis->forward() is the axis of the rotation. - * For movers, axis->forward() is the axis of movement. + * @brief set the rotation axis + * set the local rotation matrix of the group */ inline void set_axis(const math::Axis &axis) { group_axis.assign(axis); } /** - * @brief movement speed + * @brief set movement speed * For rotating groups this is the number of degrees per second * For movers, this is the speed in units per second */ diff --git a/src/model/mapfile.cc b/src/model/mapfile.cc index 92349c0..b05880f 100644 --- a/src/model/mapfile.cc +++ b/src/model/mapfile.cc @@ -1305,7 +1305,7 @@ void MapFile::load_fragmentgroup(Model *model, const FragmentGroup::Type class_t // add the vertexgroup to the model model->add_group(group); - // add collision triangles + // load collision triangles into a mesh if (map_load_clip) { if (map_collisiontriangles.size()) { CollisionMesh *collisionmesh = new CollisionMesh(); @@ -1315,7 +1315,10 @@ void MapFile::load_fragmentgroup(Model *model, const FragmentGroup::Type class_t Triangle *triangle = (*it); collisionmesh->add_triangle(triangle->v0() - translation, triangle->v1() - translation, triangle->v2() - translation); } - + + // apply vertexgroup params to the collision mesh + collisionmesh->set_params(group); + // add the collision mesh to the collision model model->collisionmodel()->add_mesh(collisionmesh); } @@ -1958,6 +1961,9 @@ Model * MapFile::load(std::string const &name) cmit != model->collisionmodel()->meshes().end(); cmit++) { collision_tris_count += (*cmit)->size(); collision_mesh_count++; + + // translate collision meshes + (*cmit)->set_location((*cmit)->location() - map_center); } con_debug << " " << mapfile.name() << " collision " << collision_tris_count << " triangles " << collision_mesh_count << " meshes" << std::endl; 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