修复:复合实体包围盒计算错误导致的一键布局错误

pull/1556/head
ChenX 3 years ago
parent 8a5fc79a9c
commit 30cc0fc9c6

@ -4,6 +4,7 @@ import { arraySortByNumber, arraySum } from "../../Common/ArrayExt";
import { Object3DRemoveAll } from "../../Common/Dispose"; import { Object3DRemoveAll } from "../../Common/Dispose";
import { UpdateDraw } from "../../Common/Status"; import { UpdateDraw } from "../../Common/Status";
import { ObjectSnapMode } from "../../Editor/ObjectSnapMode"; import { ObjectSnapMode } from "../../Editor/ObjectSnapMode";
import { Box3Ext } from "../../Geometry/Box";
import { RenderType } from "../../GraphicsSystem/RenderType"; import { RenderType } from "../../GraphicsSystem/RenderType";
import { AutoRecord } from "../AutoRecord"; import { AutoRecord } from "../AutoRecord";
import { Factory } from "../CADFactory"; import { Factory } from "../CADFactory";
@ -23,6 +24,11 @@ export class CompositeEntity extends Entity
//如果你需要修改内部实体,则需要写入记录 //如果你需要修改内部实体,则需要写入记录
@AutoRecord Entitys: Entity[] = []; @AutoRecord Entitys: Entity[] = [];
GetBoundingBoxInMtx(mtx: Matrix4): Box3Ext
{
return new Box3Ext().copy(this.BoundingBox).applyMatrix4(mtx);
}
//#region 绘制 //#region 绘制
// OnlyRenderType = true; //我们现在不需要这样,因为我们每个绘制类型的Object的子实体都有子实体的渲染类型(唯一的缺点可能是渲染速度变慢了?) // OnlyRenderType = true; //我们现在不需要这样,因为我们每个绘制类型的Object的子实体都有子实体的渲染类型(唯一的缺点可能是渲染速度变慢了?)
/** /**

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