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lua - fix bounding box once and for all
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@ -1536,36 +1536,22 @@ namespace MWRender
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// Hack even used by osg internally, osg's NodeVisitor won't accept const qualified nodes
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rootNode->addChild(const_cast<osg::Node*>(mResourceSystem->getSceneManager()->getTemplate(model).get()));
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const SceneUtil::PositionAttitudeTransform* baseNode = ptr.getRefData().getBaseNode();
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if (baseNode)
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const float refScale = ptr.getCellRef().getScale();
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rootNode->setScale({ refScale, refScale, refScale });
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rootNode->setPosition(osg::Vec3(0, 0, 0));
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osg::ref_ptr<Animation> animation = nullptr;
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if (ptr.getClass().isNpc())
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{
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rootNode->setPosition(baseNode->getPosition());
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rootNode->setAttitude(baseNode->getAttitude());
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rootNode->setScale(baseNode->getScale());
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}
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else
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{
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rootNode->setPosition(ptr.getRefData().getPosition().asVec3());
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osg::Vec3f rot = ptr.getRefData().getPosition().asRotationVec3();
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rootNode->setAttitude(osg::Quat(rot[2], osg::Vec3f(0, 0, -1)) * osg::Quat(rot[1], osg::Vec3f(0, -1, 0))
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* osg::Quat(rot[0], osg::Vec3f(-1, 0, 0)));
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const float refScale = ptr.getCellRef().getScale();
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rootNode->setScale({ refScale, refScale, refScale });
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rootNode->setNodeMask(Mask_Actor);
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animation = new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(rootNode), mResourceSystem);
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}
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SceneUtil::CullSafeBoundsVisitor computeBounds;
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computeBounds.setTraversalMask(~(MWRender::Mask_ParticleSystem | MWRender::Mask_Effect));
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rootNode->accept(computeBounds);
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const osg::Vec3f& scale = rootNode->getScale();
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computeBounds.mBoundingBox.xMin() *= scale.x();
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computeBounds.mBoundingBox.xMax() *= scale.x();
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computeBounds.mBoundingBox.yMin() *= scale.y();
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computeBounds.mBoundingBox.yMax() *= scale.y();
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computeBounds.mBoundingBox.zMin() *= scale.z();
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computeBounds.mBoundingBox.zMax() *= scale.z();
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return computeBounds.mBoundingBox;
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}
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@ -12,7 +12,7 @@
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namespace SceneUtil
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{
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// Computes local bounding box of a node without dirtying itself or any of its children
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// Computes bounding box of a node without dirtying it or any of its children
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struct CullSafeBoundsVisitor : osg::NodeVisitor
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{
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CullSafeBoundsVisitor(osg::NodeVisitor::TraversalMode traversalMode = TRAVERSE_ALL_CHILDREN)
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@ -39,6 +39,8 @@ namespace SceneUtil
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if (!mMatrixStack.empty())
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matrix = mMatrixStack.back();
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transform.computeLocalToWorldMatrix(matrix, this);
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mMatrixStack.push_back(matrix);
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traverse(transform);
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mMatrixStack.pop_back();
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