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1 changed files with 4 additions and 4 deletions
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@ -1019,7 +1019,7 @@ AABox Model::calculateScaledOffsetAABox(const AABox& box) const {
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glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
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glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
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// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
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// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
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glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f)); /// should this be point???
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glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f));
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glm::vec3 scaledPoint = ((offsetPoint + _offset) * _scale);
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glm::vec3 scaledPoint = ((offsetPoint + _offset) * _scale);
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glm::vec3 rotatedPoint = _rotation * scaledPoint;
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glm::vec3 rotatedPoint = _rotation * scaledPoint;
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glm::vec3 translatedPoint = rotatedPoint + _translation;
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glm::vec3 translatedPoint = rotatedPoint + _translation;
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@ -1840,11 +1840,11 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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glm::vec4 cubeColor;
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glm::vec4 cubeColor;
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if (isSkinned) {
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if (isSkinned) {
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cubeColor = glm::vec4(0.0f,1.0f,1.0f,1.0f);
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cubeColor = glm::vec4(0.0f, 1.0f, 1.0f, 1.0f);
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} else if (inView) {
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} else if (inView) {
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cubeColor = glm::vec4(1.0f,0.0f,1.0f,1.0f);
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cubeColor = glm::vec4(1.0f, 0.0f, 1.0f, 1.0f);
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} else {
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} else {
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cubeColor = glm::vec4(1.0f,1.0f,0.0f,1.0f);
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cubeColor = glm::vec4(1.0f, 1.0f, 0.0f, 1.0f);
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}
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}
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Transform transform;
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Transform transform;
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