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Fixed collisions bound geometry render transform bug
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commit
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@ -3243,15 +3243,27 @@ namespace CodeWalker.Rendering
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{
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RenderableBoundGeometryInst rbginst = new RenderableBoundGeometryInst();
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rbginst.Inst.Renderable = rndbc;
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rbginst.Inst.Orientation = orientation;
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rbginst.Inst.Scale = scale;
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if (rndbc.Geometries != null)
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{
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foreach (var geom in rndbc.Geometries)
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{
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if (geom == null) continue;
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rbginst.Geom = geom;
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rbginst.Inst.Position = position + orientation.Multiply(geom.CenterGeom * scale);
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var pos = position;
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var ori = orientation;
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var sca = scale;
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if (geom.Bound is BoundGeometry bgeom)
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{
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var rmat = bgeom.Transform;
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sca = scale * rmat.ScaleVector;
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pos = position + orientation.Multiply(rmat.TranslationVector);
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rmat.TranslationVector = Vector3.Zero;
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ori = orientation * Quaternion.RotationMatrix(rmat);
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}
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rbginst.Inst.Position = pos + ori.Multiply(geom.CenterGeom * sca);
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rbginst.Inst.Orientation = ori;
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rbginst.Inst.Scale = sca;
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rbginst.Inst.CamRel = rbginst.Inst.Position - camera.Position;
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shaders.Enqueue(ref rbginst);
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}
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