Instead of computing model bounds after loading, compute them at compile
time and store them with the model. For skinned meshes, run through every frame of every animation as they're compiled in order to find the bounding volume that encloses every deformation. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4080 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
@@ -36,6 +36,12 @@ import com.jme.scene.Spatial;
|
||||
*/
|
||||
public interface ModelSpatial
|
||||
{
|
||||
/**
|
||||
* Recursively expands the model bounds of any deformable meshes so that
|
||||
* they include the current vertex positions.
|
||||
*/
|
||||
public void expandModelBounds ();
|
||||
|
||||
/**
|
||||
* Recursively sets the reference transforms for any bones in the model.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user