bounding box for skeleton with bad mesh weights

This commit is contained in:
Andrew Meadows 2015-03-31 16:53:33 -07:00
parent 86174d6a29
commit ef10e5734d

View file

@ -685,6 +685,10 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
* joint.preTransform * glm::mat4_cast(modifiedRotation) * joint.postTransform;
}
// Each joint contributes its point to the bounding box
glm::vec3 jointPosition = extractTranslation(transforms[i]);
totalExtents.addPoint(jointPosition);
Shape* shape = _shapes[i];
if (!shape) {
continue;
@ -694,8 +698,6 @@ void SkeletonModel::computeBoundingShape(const FBXGeometry& geometry) {
// that contains the sphere centered at the end of the joint with radius of the bone.
// TODO: skip hand and arm shapes for bounding box calculation
glm::vec3 jointPosition = extractTranslation(transforms[i]);
int type = shape->getType();
if (type == CAPSULE_SHAPE) {
// add the two furthest surface points of the capsule