void CGLView::BBox_GetForNode(const aiNode& pNode, const aiMatrix4x4& pParent_TransformationMatrix, SBBox& pNodeBBox, bool& pFirstAssign)
{
-aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation;
+ aiMatrix4x4 mat_trans = pParent_TransformationMatrix * pNode.mTransformation;
// Check if node has meshes
for(size_t idx_idx_mesh = 0; idx_idx_mesh < pNode.mNumMeshes; idx_idx_mesh++)
void CGLView::Draw_Node(const aiNode* pNode)
{
-aiMatrix4x4 mat_node = pNode->mTransformation;
+ aiMatrix4x4 mat_node = pNode->mTransformation;
// Apply node transformation matrix.
mat_node.Transpose();
void CGLView::Draw_BBox(const SBBox& pBBox)
{
-aiVector3D vertex[8];
+ aiVector3D vertex[8];
BBox_GetVertices(pBBox, vertex);
// Draw
void CGLView::paintGL()
{
-QTime time_paintbegin;
+ QTime time_paintbegin;
time_paintbegin = QTime::currentTime();
void CGLView::Camera_Set(const size_t pCameraNumber)
{
-SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance.
-aiVector3D up;
+ SHelper_Camera& hcam = mHelper_Camera;// reference with short name for conveniance.
+ aiVector3D up;
if(mCamera_DefaultAdded || (pCameraNumber >= mScene->mNumCameras))// If default camera used then 'pCameraNumber' doesn't matter.
{