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@@ -781,12 +781,12 @@ export class Node implements IBehaviorAware<Node> {
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}
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}
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}
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- /**
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- * Return the minimum and maximum world vectors of the entire hierarchy under current node
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- * @param includeDescendants Include bounding info from descendants as well (true by default)
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- * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
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- * @returns the new bounding vectors
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- */
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+ /**
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+ * Return the minimum and maximum world vectors of the entire hierarchy under current node
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+ * @param includeDescendants Include bounding info from descendants as well (true by default)
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+ * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
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+ * @returns the new bounding vectors
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+ */
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public getHierarchyBoundingVectors(includeDescendants = true, predicate: Nullable<(abstractMesh: AbstractMesh) => boolean> = null): { min: Vector3, max: Vector3 } {
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// Ensures that all world matrix will be recomputed.
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this.getScene().incrementRenderId();
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@@ -800,8 +800,8 @@ export class Node implements IBehaviorAware<Node> {
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if (thisAbstractMesh.getBoundingInfo && thisAbstractMesh.subMeshes) {
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// If this is an abstract mesh get its bounding info
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let boundingInfo = thisAbstractMesh.getBoundingInfo();
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- min = boundingInfo.boundingBox.minimumWorld;
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- max = boundingInfo.boundingBox.maximumWorld;
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+ min = boundingInfo.boundingBox.minimumWorld.clone();
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+ max = boundingInfo.boundingBox.maximumWorld.clone();
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} else {
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min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
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max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
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