This PR is an initial step in creating coarser meshes for collision detection.
What I did was split each mesh in more-or-less convex parts and then generate the convex hull for each part and merge them back together. I decided to start with still relatively high quality meshes, so only in some cases did I perform a modest decimation on the resulting meshes. They can always be decimated for a further reduction in triangle count.
The main body mesh was particularly fiddly, especially the weird side thingies. The convex hull for those ended up slightly larger than ideal, but I think it is suitable for collision detection still. But you can judge for yourself of course.
I compared the meshes by opening them both (coarse and normal) in meshlab and toggling visibility.
Also, this time I left a possible version bump up to your discretion ;)
This PR is an initial step in creating coarser meshes for collision detection.
What I did was split each mesh in more-or-less convex parts and then generate the convex hull for each part and merge them back together. I decided to start with still relatively high quality meshes, so only in some cases did I perform a modest decimation on the resulting meshes. They can always be decimated for a further reduction in triangle count.
The main body mesh was particularly fiddly, especially the weird side thingies. The convex hull for those ended up slightly larger than ideal, but I think it is suitable for collision detection still. But you can judge for yourself of course.
I compared the meshes by opening them both (coarse and normal) in meshlab and toggling visibility.
Also, this time I left a possible version bump up to your discretion ;)