Revision: 8355
          http://playerstage.svn.sourceforge.net/playerstage/?rev=8355&view=rev
Author:   natepak
Date:     2009-11-03 17:20:47 +0000 (Tue, 03 Nov 2009)

Log Message:
-----------
Fixed the trimesh shape

Modified Paths:
--------------
    code/gazebo/branches/bullet2/server/physics/TrimeshShape.cc

Modified: code/gazebo/branches/bullet2/server/physics/TrimeshShape.cc
===================================================================
--- code/gazebo/branches/bullet2/server/physics/TrimeshShape.cc 2009-11-03 
16:53:39 UTC (rev 8354)
+++ code/gazebo/branches/bullet2/server/physics/TrimeshShape.cc 2009-11-03 
17:20:47 UTC (rev 8355)
@@ -24,7 +24,8 @@
  * SVN: $Id$
  */
 
-#include "MeshLoader.hh"
+#include "MeshManager.hh"
+#include "Mesh.hh"
 #include "TrimeshShape.hh"
 #include "GazeboError.hh"
 #include "OgreAdaptor.hh"
@@ -61,31 +62,27 @@
 /// Load the trimesh
 void TrimeshShape::Load(XMLConfigNode *node)
 {
-  MeshLoader *meshLoader = NULL;
+  MeshManager *meshManager = MeshManager::Instance();
 
   this->meshNameP->Load(node);
   this->scaleP->Load(node);
 
-  meshLoader = new MeshLoader();
-  meshLoader->Load( this->meshNameP->GetValue() );
+  const Mesh *mesh = meshManager->Load( **this->meshNameP );
 
-  this->numIndices = meshLoader->GetNumIndices();
-  this->numVertices = meshLoader->GetNumVertices();
+  if (!mesh)
+    gzthrow("Invalid mesh");
 
-  // Create the vertex and index arrays
-  this->vertices = new float[this->numVertices*3];
-  this->indices = new unsigned int[this->numIndices];
+  mesh->FillArrays(&this->vertices, &this->indices);
 
-  meshLoader->FillArrays(&vertices, &indices);
+  this->numIndices = mesh->GetIndexCount();
+  this->numVertices = mesh->GetVertexCount();
 
   for (unsigned int i=0; i < this->numVertices; i++)
   {
-    vertices[i*3+0] = vertices[i*3+0] * (**this->scaleP).x;
-    vertices[i*3+1] = vertices[i*3+1] * (**this->scaleP).y;
-    vertices[i*3+2] = vertices[i*3+2] * (**this->scaleP).z;
+    this->vertices[i*3+0] = this->vertices[i*3+0] * (**this->scaleP).x;
+    this->vertices[i*3+1] = this->vertices[i*3+1] * (**this->scaleP).y;
+    this->vertices[i*3+2] = this->vertices[i*3+2] * (**this->scaleP).z;
   }
-
-  delete meshLoader;
 }
 
 //////////////////////////////////////////////////////////////////////////////


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