optimize hand (hand.py, vrhand.py) MPL.xml STL meshes for better collision detection performance (using Blender decimation tool)
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@@ -49,30 +49,30 @@
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</visual>
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</visual>
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<asset>
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<asset>
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<mesh name="index0" file="index0.stl"/>
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<mesh name="index0" file="index0_collision.stl"/>
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<mesh name="index1" file="index1.stl"/>
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<mesh name="index1" file="index1_collision.stl"/>
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<mesh name="index2" file="index2.stl"/>
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<mesh name="index2" file="index2_collision.stl"/>
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<mesh name="index3" file="index3.stl"/>
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<mesh name="index3" file="index3_collision.stl"/>
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<mesh name="middle0" file="middle0.stl"/>
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<mesh name="middle0" file="middle0_collision.stl"/>
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<mesh name="middle1" file="middle1.stl"/>
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<mesh name="middle1" file="middle1_collision.stl"/>
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<mesh name="middle2" file="middle2.stl"/>
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<mesh name="middle2" file="middle2_collision.stl"/>
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<mesh name="middle3" file="middle3.stl"/>
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<mesh name="middle3" file="middle3_collision.stl"/>
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<mesh name="palm" file="palm.stl"/>
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<mesh name="palm" file="palm.stl"/>
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<mesh name="pinky0" file="pinky0.stl"/>
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<mesh name="pinky0" file="pinky0_collision.stl"/>
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<mesh name="pinky1" file="pinky1.stl"/>
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<mesh name="pinky1" file="pinky1_collision.stl"/>
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<mesh name="pinky2" file="pinky2.stl"/>
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<mesh name="pinky2" file="pinky2_collision.stl"/>
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<mesh name="pinky3" file="pinky3.stl"/>
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<mesh name="pinky3" file="pinky3_collision.stl"/>
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<mesh name="ring0" file="ring0.stl"/>
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<mesh name="ring0" file="ring0_collision.stl"/>
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<mesh name="ring1" file="ring1.stl"/>
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<mesh name="ring1" file="ring1_collision.stl"/>
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<mesh name="ring2" file="ring2.stl"/>
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<mesh name="ring2" file="ring2_collision.stl"/>
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<mesh name="ring3" file="ring3.stl"/>
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<mesh name="ring3" file="ring3_collision.stl"/>
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<mesh name="thumb0" file="thumb0.stl"/>
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<mesh name="thumb0" file="thumb0_collision.stl"/>
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<mesh name="thumb1" file="thumb1.stl"/>
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<mesh name="thumb1" file="thumb1_collision.stl"/>
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<mesh name="thumb2" file="thumb2.stl"/>
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<mesh name="thumb2" file="thumb2_collision.stl"/>
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<mesh name="thumb3" file="thumb3.stl"/>
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<mesh name="thumb3" file="thumb3_collision.stl"/>
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<mesh name="wristx" file="wristx.stl"/>
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<mesh name="wristx" file="wristx_collision.stl"/>
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<mesh name="wristy" file="wristy.stl"/>
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<mesh name="wristy" file="wristy_collision.stl"/>
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<mesh name="wristz" file="wristz.stl"/>
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<mesh name="wristz" file="wristz_collision.stl"/>
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<texture type="skybox" builtin="gradient" rgb1=".4 .6 .8" rgb2="0 0 0"
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<texture type="skybox" builtin="gradient" rgb1=".4 .6 .8" rgb2="0 0 0"
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width="100" height="100"/>
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width="100" height="100"/>
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+24
-24
@@ -49,30 +49,30 @@
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</visual>
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</visual>
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<asset>
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<asset>
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<mesh name="index0" file="index0.stl"/>
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<mesh name="index0" file="index0_collision.stl"/>
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<mesh name="index1" file="index1.stl"/>
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<mesh name="index1" file="index1_collision.stl"/>
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<mesh name="index2" file="index2.stl"/>
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<mesh name="index2" file="index2_collision.stl"/>
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<mesh name="index3" file="index3.stl"/>
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<mesh name="index3" file="index3_collision.stl"/>
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<mesh name="middle0" file="middle0.stl"/>
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<mesh name="middle0" file="middle0_collision.stl"/>
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<mesh name="middle1" file="middle1.stl"/>
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<mesh name="middle1" file="middle1_collision.stl"/>
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<mesh name="middle2" file="middle2.stl"/>
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<mesh name="middle2" file="middle2_collision.stl"/>
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<mesh name="middle3" file="middle3.stl"/>
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<mesh name="middle3" file="middle3_collision.stl"/>
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<mesh name="palm" file="palm.stl"/>
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<mesh name="palm" file="palm_collision.stl"/>
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<mesh name="pinky0" file="pinky0.stl"/>
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<mesh name="pinky0" file="pinky0_collision.stl"/>
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<mesh name="pinky1" file="pinky1.stl"/>
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<mesh name="pinky1" file="pinky1_collision.stl"/>
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<mesh name="pinky2" file="pinky2.stl"/>
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<mesh name="pinky2" file="pinky2_collision.stl"/>
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<mesh name="pinky3" file="pinky3.stl"/>
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<mesh name="pinky3" file="pinky3_collision.stl"/>
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<mesh name="ring0" file="ring0.stl"/>
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<mesh name="ring0" file="ring0_collision.stl"/>
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<mesh name="ring1" file="ring1.stl"/>
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<mesh name="ring1" file="ring1_collision.stl"/>
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<mesh name="ring2" file="ring2.stl"/>
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<mesh name="ring2" file="ring2_collision.stl"/>
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<mesh name="ring3" file="ring3.stl"/>
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<mesh name="ring3" file="ring3_collision.stl"/>
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<mesh name="thumb0" file="thumb0.stl"/>
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<mesh name="thumb0" file="thumb0_collision.stl"/>
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<mesh name="thumb1" file="thumb1.stl"/>
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<mesh name="thumb1" file="thumb1_collision.stl"/>
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<mesh name="thumb2" file="thumb2.stl"/>
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<mesh name="thumb2" file="thumb2_collision.stl"/>
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<mesh name="thumb3" file="thumb3.stl"/>
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<mesh name="thumb3" file="thumb3_collision.stl"/>
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<mesh name="wristx" file="wristx.stl"/>
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<mesh name="wristx" file="wristx_collision.stl"/>
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<mesh name="wristy" file="wristy.stl"/>
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<mesh name="wristy" file="wristy_collision.stl"/>
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<mesh name="wristz" file="wristz.stl"/>
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<mesh name="wristz" file="wristz_collision.stl"/>
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<texture type="skybox" builtin="gradient" rgb1=".4 .6 .8" rgb2="0 0 0"
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<texture type="skybox" builtin="gradient" rgb1=".4 .6 .8" rgb2="0 0 0"
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width="100" height="100"/>
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width="100" height="100"/>
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@@ -98,8 +98,11 @@ static GLInstanceGraphicsShape* LoadMeshFromSTL(const char* relativeFileName)
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}
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}
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fclose(file);
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fclose(file);
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}
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}
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shape->m_numIndices = shape->m_indices->size();
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if (shape)
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shape->m_numvertices = shape->m_vertices->size();
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{
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shape->m_numIndices = shape->m_indices->size();
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shape->m_numvertices = shape->m_vertices->size();
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}
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return shape;
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return shape;
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}
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}
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