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@ -533,12 +533,33 @@ class NIFMeshLoader : Ogre::ManualResourceLoader
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srcNorms = newNorms;
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#endif
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}
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else if(!mHasSkel)
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{
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// No skinning and no skeleton, so just transform the vertices and
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// normals into position.
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Ogre::Matrix4 mat4 = shape->getWorldTransform();
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for(size_t i = 0;i < srcVerts.size();i++)
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{
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Ogre::Vector4 vec4(srcVerts[i].x, srcVerts[i].y, srcVerts[i].z, 1.0f);
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vec4 = mat4*vec4;
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srcVerts[i] = Ogre::Vector3(&vec4[0]);
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}
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for(size_t i = 0;i < srcNorms.size();i++)
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{
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Ogre::Vector4 vec4(srcNorms[i].x, srcNorms[i].y, srcNorms[i].z, 0.0f);
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vec4 = mat4*vec4;
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srcNorms[i] = Ogre::Vector3(&vec4[0]);
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}
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}
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// Set the bounding box first
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BoundsFinder bounds;
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bounds.add(&srcVerts[0][0], srcVerts.size());
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mesh->_setBounds(Ogre::AxisAlignedBox(bounds.minX(), bounds.minY(), bounds.minZ(),
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bounds.maxX(), bounds.maxY(), bounds.maxZ()));
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// No idea why this offset is needed. It works fine without it if the
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// vertices weren't transformed first, but otherwise it fails later on
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// when the object is being inserted into the scene.
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mesh->_setBounds(Ogre::AxisAlignedBox(bounds.minX()-0.5f, bounds.minY()-0.5f, bounds.minZ()-0.5f,
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bounds.maxX()+0.5f, bounds.maxY()+0.5f, bounds.maxZ()+0.5f));
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mesh->_setBoundingSphereRadius(bounds.getRadius());
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// This function is just one long stream of Ogre-barf, but it works
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