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fix avatar mesh boxes not staying in sync with avatar position
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1 changed files with 6 additions and 1 deletions
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@ -1783,8 +1783,13 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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//
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//
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// return calculateScaledOffsetAABox(_calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)]);
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// return calculateScaledOffsetAABox(_calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)]);
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//
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//
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// NOTE: we also don't want to use the _calculatedMeshBoxes[] because they don't handle avatar moving correctly
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// without recalculating them...
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// return _calculatedMeshBoxes[meshIndex];
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//
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// If we not skinned use the bounds of the subMesh for all it's parts
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// If we not skinned use the bounds of the subMesh for all it's parts
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return _calculatedMeshBoxes[meshIndex];
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const FBXMesh& mesh = _geometry->getFBXGeometry().meshes.at(meshIndex);
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return calculateScaledOffsetExtents(mesh.meshExtents);
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}
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}
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return AABox();
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return AABox();
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}
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}
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