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Removed duplication of vertices, faces, and normals from MeshColliderWBox, and pass mesh directly to MeshCollider constructor
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@@ -40,30 +40,7 @@ THREE.CollisionUtils.MeshAABB = function( m ) {
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THREE.CollisionUtils.MeshColliderWBox = function( m ) {
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var mv = m.geometry.vertices;
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var mvl = mv.length;
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var mf = m.geometry.faces;
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var mfl = mf.length;
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var vertices = [];
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var faces = [];
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var normals = [];
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for( var i = 0; i < mvl; i++ ) {
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vertices.push( new THREE.Vector3( mv[ i ].position.x, mv[ i ].position.y, mv[ i ].position.z ) );
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}
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for( var i = 0; i < mfl; i++ ) {
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faces.push( mf[ i ].a, mf[ i ].b, mf[ i ].c );
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normals.push( new THREE.Vector3( mf[ i ].normal.x, mf[ i ].normal.y, mf[ i ].normal.z ) );
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}
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var mc = new THREE.MeshCollider( vertices, faces, normals, THREE.CollisionUtils.MeshOBB( m ) );
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mc.mesh = m;
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var mc = new THREE.MeshCollider( m, THREE.CollisionUtils.MeshOBB( m ) );
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return mc;
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