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Add automatic updating of mesh bounding box when importing, view centering improvements #335
base: 1.0.6.4
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CosmicDreamsOfCode
commented
Feb 9, 2024
- MeshSet AABB is now updated when importing a custom mesh
- You can now view the MeshSet AABB in the Mesh tab (mostly for debugging, its readonly, but nice to have ig)
- Slight refactor of viewport bb code to have an update method, this is used when centering the view so it will actually center to the correct point after a custom mesh is imported without reopening the asset
Realised last night that this may have issue with multi-section and lod models. Closing to investigate. |
i think i fixed it, should take the largest bbox out of all sections and lods, including unrenderable ones |
vertexPositions.Add(new Vector3(position.X, position.Y, position.Z)); | ||
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} | ||
boundingBox = AABBFromPoints(vertexPositions).Item2; |
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why not merge the bounding box here already?
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} | ||
boundingBox = AABBFromPoints(vertexPositions).Item2; | ||
//meshSet.BoundingBox = AABBFromPoints(vertexPositions).Item1; |
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also remove commented out stuff u added
@@ -1653,6 +1673,7 @@ public void ImportFBX(string filename, MeshSet inMeshSet, EbxAsset asset, EbxAss | |||
meshSet.ClearPartData(); | |||
List<BoundingBox> partBbox = new List<BoundingBox>(); | |||
List<LinearTransform> transforms = new List<LinearTransform>(); | |||
AxisAlignedBox AABBToWrite = new AxisAlignedBox(); |
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why have a local variable here, just assign it to meshSet.BoundingBox directly
retVal.min = min; | ||
retVal.max = max; | ||
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return retVal; |
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u could also use just return new AxisAlignedBox() { min = new Vec3() { x = ... }, max = ... }, but doesnt really matter that much
other than that it looks, good to merge |