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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
bounds to mBounds conflict avoidance
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parent
f08339c534
commit
242a51eefe
22 changed files with 50 additions and 50 deletions
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@ -853,7 +853,7 @@ void GuiShapeEdPreview::exportToCollada( const String& path )
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if ( mModel )
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{
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MatrixF orientation( true );
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orientation.setPosition( mModel->getShape()->bounds.getCenter() );
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orientation.setPosition( mModel->getShape()->mBounds.getCenter() );
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orientation.inverse();
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OptimizedPolyList polyList;
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@ -1138,8 +1138,8 @@ bool GuiShapeEdPreview::getCameraTransform(MatrixF* cameraMatrix)
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cameraMatrix->identity();
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if ( mModel )
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{
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Point3F camPos = mModel->getShape()->bounds.getCenter();
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F32 offset = mModel->getShape()->bounds.len();
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Point3F camPos = mModel->getShape()->mBounds.getCenter();
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F32 offset = mModel->getShape()->mBounds.len();
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switch (mDisplayType)
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{
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@ -1442,7 +1442,7 @@ void GuiShapeEdPreview::renderWorld(const RectI &updateRect)
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// Render the shape bounding box
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if ( mRenderBounds )
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{
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Point3F boxSize = mModel->getShape()->bounds.maxExtents - mModel->getShape()->bounds.minExtents;
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Point3F boxSize = mModel->getShape()->mBounds.maxExtents - mModel->getShape()->mBounds.minExtents;
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GFXStateBlockDesc desc;
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desc.fillMode = GFXFillWireframe;
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@ -1544,7 +1544,7 @@ void GuiShapeEdPreview::renderSunDirection() const
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{
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// Render four arrows aiming in the direction of the sun's light
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ColorI color = LinearColorF( mFakeSun->getColor()).toColorI();
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F32 length = mModel->getShape()->bounds.len() * 0.8f;
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F32 length = mModel->getShape()->mBounds.len() * 0.8f;
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// Get the sun's vectors
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Point3F fwd = mFakeSun->getTransform().getForwardVector();
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