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remove RenderableModelEntityItem::_points
use ShapeInfo::_points instead
This commit is contained in:
parent
c85923c69b
commit
d591561a88
3 changed files with 12 additions and 11 deletions
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@ -612,7 +612,8 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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const FBXGeometry& renderGeometry = _model->getFBXGeometry();
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const FBXGeometry& renderGeometry = _model->getFBXGeometry();
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const FBXGeometry& collisionGeometry = _model->getCollisionFBXGeometry();
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const FBXGeometry& collisionGeometry = _model->getCollisionFBXGeometry();
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_points.clear();
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QVector<QVector<glm::vec3>>& points = info.getPoints();
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points.clear();
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unsigned int i = 0;
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unsigned int i = 0;
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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// the way OBJ files get read, each section under a "g" line is its own meshPart. We only expect
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@ -675,9 +676,9 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// add next convex hull
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// add next convex hull
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QVector<glm::vec3> newMeshPoints;
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QVector<glm::vec3> newMeshPoints;
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_points << newMeshPoints;
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points << newMeshPoints;
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// add points to the new convex hull
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// add points to the new convex hull
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_points[i++] << pointsInPart;
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points[i++] << pointsInPart;
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}
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}
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}
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}
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@ -691,22 +692,22 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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// multiply each point by scale before handing the point-set off to the physics engine.
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// multiply each point by scale before handing the point-set off to the physics engine.
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// also determine the extents of the collision model.
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// also determine the extents of the collision model.
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AABox box;
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AABox box;
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for (int i = 0; i < _points.size(); i++) {
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for (int i = 0; i < points.size(); i++) {
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for (int j = 0; j < _points[i].size(); j++) {
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for (int j = 0; j < points[i].size(); j++) {
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// compensate for registration
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// compensate for registration
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_points[i][j] += _model->getOffset();
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points[i][j] += _model->getOffset();
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// scale so the collision points match the model points
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// scale so the collision points match the model points
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_points[i][j] *= scale;
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points[i][j] *= scale;
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// this next subtraction is done so we can give info the offset, which will cause
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// this next subtraction is done so we can give info the offset, which will cause
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// the shape-key to change.
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// the shape-key to change.
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_points[i][j] -= _model->getOffset();
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points[i][j] -= _model->getOffset();
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box += _points[i][j];
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box += points[i][j];
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}
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}
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}
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}
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glm::vec3 collisionModelDimensions = box.getDimensions();
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glm::vec3 collisionModelDimensions = box.getDimensions();
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info.setParams(type, collisionModelDimensions, _compoundShapeURL);
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info.setParams(type, collisionModelDimensions, _compoundShapeURL);
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info.setConvexHulls(_points);
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info.setConvexHulls(points);
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info.setOffset(_model->getOffset());
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info.setOffset(_model->getOffset());
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}
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}
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}
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}
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@ -103,7 +103,6 @@ private:
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QVariantMap _currentTextures;
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QVariantMap _currentTextures;
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QVariantMap _originalTextures;
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QVariantMap _originalTextures;
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bool _originalTexturesRead = false;
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bool _originalTexturesRead = false;
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QVector<QVector<glm::vec3>> _points;
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bool _dimensionsInitialized = true;
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bool _dimensionsInitialized = true;
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AnimationPropertyGroup _renderAnimationProperties;
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AnimationPropertyGroup _renderAnimationProperties;
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@ -60,6 +60,7 @@ public:
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const glm::vec3& getHalfExtents() const { return _halfExtents; }
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const glm::vec3& getHalfExtents() const { return _halfExtents; }
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const glm::vec3& getOffset() const { return _offset; }
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const glm::vec3& getOffset() const { return _offset; }
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QVector<QVector<glm::vec3>>& getPoints() { return _points; }
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const QVector<QVector<glm::vec3>>& getPoints() const { return _points; }
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const QVector<QVector<glm::vec3>>& getPoints() const { return _points; }
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uint32_t getNumSubShapes() const;
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uint32_t getNumSubShapes() const;
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