Hides the display of the 'camera axis' gizmo in the shape editor, as well as fixing it so that when you select a animation-only shapefile, it will correctly compute the shape bounds and thus render the bones correctly.

This commit is contained in:
Areloch 2018-01-29 15:20:34 -06:00
parent 3b0b3c1f56
commit 4ae350da90

View file

@ -926,8 +926,8 @@ void GuiShapeEdPreview::handleMouseDown(const GuiEvent& event, GizmoMode mode)
}
}
if ( mode == RotateMode )
mRenderCameraAxes = true;
//if ( mode == RotateMode )
// mRenderCameraAxes = true;
}
void GuiShapeEdPreview::handleMouseUp(const GuiEvent& event, GizmoMode mode)
@ -941,8 +941,8 @@ void GuiShapeEdPreview::handleMouseUp(const GuiEvent& event, GizmoMode mode)
mGizmo->on3DMouseUp( mLastEvent );
}
if ( mode == RotateMode )
mRenderCameraAxes = false;
//if ( mode == RotateMode )
// mRenderCameraAxes = false;
}
void GuiShapeEdPreview::handleMouseMove(const GuiEvent& event, GizmoMode mode)
@ -1164,6 +1164,19 @@ void GuiShapeEdPreview::computeSceneBounds(Box3F& bounds)
{
if ( mModel )
mModel->computeBounds( mCurrentDL, bounds );
if (bounds.getExtents().x < POINT_EPSILON || bounds.getExtents().y < POINT_EPSILON || bounds.getExtents().z < POINT_EPSILON)
{
bounds.set(Point3F::Zero);
//We probably don't have any actual meshes in this model, so compute using the bones if we have them
for (S32 i = 0; i < mModel->getShape()->nodes.size(); i++)
{
Point3F nodePos = mModel->mNodeTransforms[i].getPosition();
bounds.extend(nodePos);
}
}
}
void GuiShapeEdPreview::updateDetailLevel(const SceneRenderState* state)