AABB MeshCompiler::CalculateAABBForFrame( const uint Frame ) { ASSERT( m_Positions.Size() > 0 ); AABB RetVal = AABB( ApplyBonesToPosition( Frame, 0 ) ); for( uint VertexIndex = 1; VertexIndex < m_Positions.Size(); ++VertexIndex ) { RetVal.ExpandTo( ApplyBonesToPosition( Frame, VertexIndex ) ); } return RetVal; }
AABB MeshCompiler::CalculateAABBForBasePose() { ASSERT( m_Positions.Size() > 0 ); AABB RetVal = AABB( m_Positions[0] ); for( uint VertexIndex = 1; VertexIndex < m_Positions.Size(); ++VertexIndex ) { RetVal.ExpandTo( m_Positions[ VertexIndex ] ); } return RetVal; }