Model: fix for collision mesh rendering

This commit is contained in:
Anthony J. Thibault 2016-03-28 09:56:15 -07:00
parent c671fe7966
commit f5a86666a1

View file

@ -135,29 +135,33 @@ void Model::enqueueLocationChange() {
modelTransform.setTranslation(_translation);
modelTransform.setRotation(_rotation);
Transform offset;
Transform modelMeshOffset;
if (_geometry && _geometry->isLoaded()) {
offset = Transform(_rig->getGeometryToRigTransform());
modelMeshOffset = Transform(_rig->getGeometryToRigTransform());
} else {
offset.postTranslate(_offset);
modelMeshOffset.postTranslate(_offset);
}
Transform collisionMeshOffset;
collisionMeshOffset.postTranslate(_offset);
render::PendingChanges pendingChanges;
foreach (auto itemID, _modelMeshRenderItems.keys()) {
pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, offset](ModelMeshPartPayload& data) {
pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset](ModelMeshPartPayload& data) {
data._model->updateClusterMatrices(modelTransform.getTranslation(), modelTransform.getRotation());
const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
size_t numClusterMatrices = data._model->getGeometry()->getFBXGeometry().meshes.at(data._meshIndex).clusters.size();
data.updateTransformForSkinnedMesh(modelTransform, offset, &state.clusterMatrices[0], numClusterMatrices);
data.updateTransformForSkinnedMesh(modelTransform, modelMeshOffset, &state.clusterMatrices[0], numClusterMatrices);
data.notifyLocationChanged();
});
}
foreach (auto itemID, _collisionRenderItems.keys()) {
pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, offset](MeshPartPayload& data) {
data.updateTransform(modelTransform, offset);
pendingChanges.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) {
data.updateTransform(modelTransform, collisionMeshOffset);
data.notifyLocationChanged();
});
}