Added new Node/Drawable::s/getInitialBound and Node/Drawable::s/getComputeBoundCallback
methods and reimplement computeBound so that it passes back a bounding volume rather than modifying the local one.
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@@ -121,9 +121,10 @@ void Transform::setReferenceFrame(ReferenceFrame rf)
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setCullingActive(_referenceFrame==RELATIVE_RF);
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}
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bool Transform::computeBound() const
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BoundingSphere Transform::computeBound() const
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{
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if (!Group::computeBound()) return false;
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BoundingSphere bsphere = Group::computeBound();
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if (!bsphere.valid()) return bsphere;
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// note, NULL pointer for NodeVisitor, so compute's need
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// to handle this case gracefully, normally this should not be a problem.
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@@ -131,33 +132,34 @@ bool Transform::computeBound() const
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computeLocalToWorldMatrix(l2w,NULL);
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Vec3 xdash = _bsphere._center;
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xdash.x() += _bsphere._radius;
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Vec3 xdash = bsphere._center;
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xdash.x() += bsphere._radius;
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xdash = xdash*l2w;
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Vec3 ydash = _bsphere._center;
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ydash.y() += _bsphere._radius;
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Vec3 ydash = bsphere._center;
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ydash.y() += bsphere._radius;
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ydash = ydash*l2w;
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Vec3 zdash = _bsphere._center;
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zdash.z() += _bsphere._radius;
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Vec3 zdash = bsphere._center;
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zdash.z() += bsphere._radius;
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zdash = zdash*l2w;
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_bsphere._center = _bsphere._center*l2w;
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xdash -= _bsphere._center;
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bsphere._center = bsphere._center*l2w;
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xdash -= bsphere._center;
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float len_xdash = xdash.length();
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ydash -= _bsphere._center;
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ydash -= bsphere._center;
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float len_ydash = ydash.length();
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zdash -= _bsphere._center;
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zdash -= bsphere._center;
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float len_zdash = zdash.length();
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_bsphere._radius = len_xdash;
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if (_bsphere._radius<len_ydash) _bsphere._radius = len_ydash;
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if (_bsphere._radius<len_zdash) _bsphere._radius = len_zdash;
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bsphere._radius = len_xdash;
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if (bsphere._radius<len_ydash) bsphere._radius = len_ydash;
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if (bsphere._radius<len_zdash) bsphere._radius = len_zdash;
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return true;
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return bsphere;
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}
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