Correct comments

This commit is contained in:
Atlante45 2015-04-28 18:09:09 +02:00
parent fe0bd456e1
commit ab9d81b5e2
2 changed files with 4 additions and 4 deletions

View file

@ -324,7 +324,7 @@ public:
const FBXGeometry& getFBXGeometry() const { return _geometry; }
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
//
QVector<int> getJointMappings(const AnimationPointer& animation);
virtual void setLoadPriority(const QPointer<QObject>& owner, float priority);

View file

@ -589,13 +589,13 @@ bool Model::convexHullContains(glm::vec3 point) {
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
glm::vec3 corner = -(dimensions * _registrationPoint);
AABox modelFrameBox(corner, dimensions);
glm::vec3 modelFramePoint = glm::vec3(worldToModelMatrix * glm::vec4(point, 1.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
// and testing intersection there.
// we can use the AABox's contains() by mapping our point into the model frame
// and testing there.
if (modelFrameBox.contains(modelFramePoint)){
if (!_calculatedMeshTrianglesValid) {
recalculateMeshBoxes(true);