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:
Andrzej Kapolka
2006-05-02 00:17:20 +00:00
parent 0699eb3d1c
commit 28659209cd
8 changed files with 102 additions and 25 deletions
@@ -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.
*/