Fixed static mesh collision for cpp.
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@ -104,11 +104,8 @@ class RigidBody extends Trait {
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withMargin(transform.size.z));// * scaleZ); // Height
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}
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//else if (shape == SHAPE_TERRAIN) {
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// throw "Terrain not yet supported, use static mesh instead.";
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/*
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var data:Array<Dynamic> = [];
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_shape = BtHeightfieldTerrainShape.create(3, 3, data, 1, -10, 10, 2, 0, true);
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*/
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// var data:Array<Dynamic> = [];
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// _shape = BtHeightfieldTerrainShape.create(3, 3, data, 1, -10, 10, 2, 0, true);
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//}
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else if (shape == SHAPE_STATIC_MESH || shape == SHAPE_TERRAIN) {
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var meshInterface = BtTriangleMesh.create(true, true);
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@ -252,7 +249,7 @@ class RigidBody extends Trait {
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var indices = cast(node, ModelNode).resource.geometry.indices;
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for (i in 0...Std.int(indices[0].length / 3)) {
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triangleMesh.value.addTriangle(
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triangleMesh.ptr.addTriangle(
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BtVector3.create(positions[indices[0][i * 3 + 0] * 3 + 0],
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positions[indices[0][i * 3 + 0] * 3 + 1],
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positions[indices[0][i * 3 + 0] * 3 + 2]).value,
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