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Correct comments
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2 changed files with 4 additions and 4 deletions
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@ -324,7 +324,7 @@ public:
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const FBXGeometry& getFBXGeometry() const { return _geometry; }
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const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
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//
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QVector<int> getJointMappings(const AnimationPointer& animation);
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virtual void setLoadPriority(const QPointer<QObject>& owner, float priority);
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@ -589,13 +589,13 @@ bool Model::convexHullContains(glm::vec3 point) {
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Extents modelExtents = getMeshExtents(); // NOTE: unrotated
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glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
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glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
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glm::vec3 corner = -(dimensions * _registrationPoint);
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AABox modelFrameBox(corner, dimensions);
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glm::vec3 modelFramePoint = glm::vec3(worldToModelMatrix * glm::vec4(point, 1.0f));
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// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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// we can use the AABox's contains() by mapping our point into the model frame
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// and testing there.
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if (modelFrameBox.contains(modelFramePoint)){
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if (!_calculatedMeshTrianglesValid) {
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recalculateMeshBoxes(true);
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