internal: store bounding box with SceneAsset rather than recalculating from renderables
This commit is contained in:
@@ -122,6 +122,10 @@ namespace thermion
|
||||
return Entity(); // not currently implemented
|
||||
}
|
||||
|
||||
const filament::Aabb getBoundingBox() const override {
|
||||
return _boundingBox;
|
||||
}
|
||||
|
||||
static std::unique_ptr<GeometrySceneAsset> create(
|
||||
float *vertices, uint32_t numVertices,
|
||||
float *normals, uint32_t numNormals,
|
||||
@@ -136,7 +140,7 @@ namespace thermion
|
||||
VertexBuffer *_vertexBuffer = nullptr;
|
||||
IndexBuffer *_indexBuffer = nullptr;
|
||||
std::vector<MaterialInstance*> _materialInstances;
|
||||
Box _boundingBox;
|
||||
Aabb _boundingBox;
|
||||
GeometrySceneAsset *_instanceOwner = std::nullptr_t();
|
||||
utils::Entity _entity;
|
||||
RenderableManager::PrimitiveType _primitiveType;
|
||||
|
||||
Reference in New Issue
Block a user