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@@ -325,7 +325,7 @@ void CGLView::ImportTextures(const QString& pScenePath)
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void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign)
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void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign)
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{
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{
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-aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation;
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+ aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation;
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// Check if node has meshes
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// Check if node has meshes
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for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++)
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for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++)
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@@ -437,7 +437,7 @@ void CGLView::LogError(const QString& pMessage)
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void CGLView::Draw_Node(const aiNode* pNode)
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void CGLView::Draw_Node(const aiNode* pNode)
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{
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{
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-aiMatrix4x4 mat_node = pNode->mTransformation;
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+ aiMatrix4x4 mat_node = pNode->mTransformation;
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// Apply node transformation matrix.
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// Apply node transformation matrix.
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mat_node.Transpose();
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mat_node.Transpose();
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@@ -516,7 +516,7 @@ void CGLView::Draw_Mesh(const size_t pMesh_Index)
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void CGLView::Draw_BBox(const SBBox& pBBox)
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void CGLView::Draw_BBox(const SBBox& pBBox)
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{
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{
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-aiVector3D vertex[8];
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+ aiVector3D vertex[8];
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BBox_GetVertices(pBBox, vertex);
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BBox_GetVertices(pBBox, vertex);
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// Draw
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// Draw
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@@ -592,7 +592,7 @@ void CGLView::resizeGL(int pWidth, int pHeight)
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void CGLView::paintGL()
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void CGLView::paintGL()
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{
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{
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-QTime time_paintbegin;
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+ QTime time_paintbegin;
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time_paintbegin = QTime::currentTime();
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time_paintbegin = QTime::currentTime();
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@@ -1015,8 +1015,8 @@ void CGLView::Lighting_DisableSource(const size_t pLightNumber)
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void CGLView::Camera_Set(const size_t pCameraNumber)
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void CGLView::Camera_Set(const size_t pCameraNumber)
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{
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{
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-SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance.
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-aiVector3D up;
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+ SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance.
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+ aiVector3D up;
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if(mCamera_DefaultAdded || (pCameraNumber >= mScene->mNumCameras))// If default camera used then 'pCameraNumber' doesn't matter.
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if(mCamera_DefaultAdded || (pCameraNumber >= mScene->mNumCameras))// If default camera used then 'pCameraNumber' doesn't matter.
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{
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{
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