use unsigned int indices in btGImpactMeshShape
See Issue 663
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@@ -635,7 +635,7 @@ public:
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return (int )numverts;
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}
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SIMD_FORCE_INLINE void get_indices(int face_index,int &i0,int &i1,int &i2) const
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SIMD_FORCE_INLINE void get_indices(int face_index,unsigned int &i0,unsigned int &i1,unsigned int &i2) const
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{
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if(indicestype == PHY_SHORT)
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{
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@@ -646,14 +646,14 @@ public:
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}
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else
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{
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int * i_indices = (int *)(indexbase + face_index*indexstride);
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unsigned int * i_indices = (unsigned int *)(indexbase + face_index*indexstride);
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i0 = i_indices[0];
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i1 = i_indices[1];
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i2 = i_indices[2];
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}
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}
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SIMD_FORCE_INLINE void get_vertex(int vertex_index, btVector3 & vertex) const
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SIMD_FORCE_INLINE void get_vertex(unsigned int vertex_index, btVector3 & vertex) const
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{
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if(type == PHY_DOUBLE)
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{
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@@ -682,7 +682,7 @@ public:
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virtual void get_primitive_triangle(int prim_index,btPrimitiveTriangle & triangle) const
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{
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int indices[3];
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unsigned int indices[3];
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get_indices(prim_index,indices[0],indices[1],indices[2]);
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get_vertex(indices[0],triangle.m_vertices[0]);
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get_vertex(indices[1],triangle.m_vertices[1]);
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@@ -692,7 +692,7 @@ public:
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SIMD_FORCE_INLINE void get_bullet_triangle(int prim_index,btTriangleShapeEx & triangle) const
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{
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int indices[3];
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unsigned int indices[3];
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get_indices(prim_index,indices[0],indices[1],indices[2]);
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get_vertex(indices[0],triangle.m_vertices1[0]);
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get_vertex(indices[1],triangle.m_vertices1[1]);
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