More work for large worlds
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@@ -127,6 +127,20 @@ bool SkinnedMesh::Intersects(const Ray& ray, const Matrix& world, Real& distance
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return transformedBox.Intersects(ray, distance, normal);
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}
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bool SkinnedMesh::Intersects(const Ray& ray, const Transform& transform, Real& distance, Vector3& normal) const
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{
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// Transform points
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Vector3 min, max;
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transform.LocalToWorld(_box.Minimum, min);
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transform.LocalToWorld(_box.Maximum, max);
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// Get transformed box
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BoundingBox transformedBox(min, max);
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// Test ray on a box
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return transformedBox.Intersects(ray, distance, normal);
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}
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void SkinnedMesh::Render(GPUContext* context) const
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{
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ASSERT(IsInitialized());
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