Fix AnimatedModel bounds calculation to use skeleton bones locations

This commit is contained in:
Wojtek Figat
2021-07-16 17:21:04 +02:00
parent 4d136af7dd
commit 36f6463028

View File

@@ -412,7 +412,6 @@ void AnimatedModel::OnActiveInTreeChanged()
void AnimatedModel::UpdateLocalBounds()
{
// Get bounding box in a local space
BoundingBox box;
if (CustomBounds.GetSize().LengthSquared() > 0.01f)
{
@@ -421,17 +420,26 @@ void AnimatedModel::UpdateLocalBounds()
else if (SkinnedModel && SkinnedModel->IsLoaded())
{
//box = SkinnedModel->GetBox(GraphInstance.RootTransform.GetWorld());
box = SkinnedModel->GetBox();
//box = SkinnedModel->GetBox();
// Per-bone bounds estimated from positions
auto& skeleton = SkinnedModel->Skeleton;
const int32 bonesCount = skeleton.Bones.Count();
box = BoundingBox(GraphInstance.NodesPose[skeleton.Bones[0].NodeIndex].GetTranslation());
for (int32 boneIndex = 1; boneIndex < bonesCount; boneIndex++)
box.Merge(GraphInstance.NodesPose[skeleton.Bones[boneIndex].NodeIndex].GetTranslation());
// Apply margin based on model dimensions
const Vector3 modelBoxSize = SkinnedModel->GetBox().GetSize();
const Vector3 center = box.GetCenter();
const Vector3 sizeHalf = Vector3::Max(box.GetSize() + modelBoxSize * 0.2f, modelBoxSize) * 0.5f;
box = BoundingBox(center - sizeHalf, center + sizeHalf);
}
else
{
box = BoundingBox(Vector3::Zero);
}
// Scale bounds
box = box.MakeScaled(box, BoundsScale);
_boxLocal = box;
_boxLocal = BoundingBox::MakeScaled(box, BoundsScale);
}
void AnimatedModel::UpdateBounds()