internal: store bounding box with SceneAsset rather than recalculating from renderables

This commit is contained in:
Nick Fisher
2025-01-07 12:02:44 +08:00
parent 124eed0264
commit 0e5253f7b3
12 changed files with 78 additions and 25 deletions

View File

@@ -2,10 +2,12 @@
#include <memory>
#include <utils/Entity.h>
#include <gltfio/FilamentAsset.h>
#include <filament/Scene.h>
#include <gltfio/FilamentAsset.h>
#include <math.h>
#include <utils/Entity.h>
#include "CustomGeometry.hpp"
#include "Log.hpp"
@@ -51,6 +53,8 @@ class SceneAsset {
virtual void setPriority(RenderableManager& rm, int mask) = 0;
virtual void setLayer(RenderableManager& rm, int layer) = 0;
virtual const filament::Aabb getBoundingBox() const = 0;
};