add meshExtents to sub meshes

This commit is contained in:
ZappoMan 2014-05-23 09:56:09 -07:00
parent 3aa999bfc3
commit 9188b9ac59
2 changed files with 7 additions and 0 deletions

View file

@ -1546,6 +1546,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
for (QHash<QString, ExtractedMesh>::iterator it = meshes.begin(); it != meshes.end(); it++) {
ExtractedMesh& extracted = it.value();
extracted.mesh.meshExtents.reset();
// accumulate local transforms
QString modelID = models.contains(it.key()) ? it.key() : parentMap.value(it.key());
@ -1556,6 +1558,9 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
glm::vec3 transformedVertex = glm::vec3(modelTransform * glm::vec4(vertex, 1.0f));
geometry.meshExtents.minimum = glm::min(geometry.meshExtents.minimum, transformedVertex);
geometry.meshExtents.maximum = glm::max(geometry.meshExtents.maximum, transformedVertex);
extracted.mesh.meshExtents.minimum = glm::min(extracted.mesh.meshExtents.minimum, transformedVertex);
extracted.mesh.meshExtents.maximum = glm::max(extracted.mesh.meshExtents.maximum, transformedVertex);
}
// look for textures, material properties

View file

@ -150,6 +150,8 @@ public:
QVector<glm::vec4> clusterWeights;
QVector<FBXCluster> clusters;
Extents meshExtents;
bool isEye;