Bed model placed into the scene so that its origin goes into shape center
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@ -558,8 +558,10 @@ void Bed3D::render_model(const std::string& filename) const
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if ((m_model.get_filename() != filename) && m_model.init_from_file(filename))
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if ((m_model.get_filename() != filename) && m_model.init_from_file(filename))
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{
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{
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// move the model a bit down to avoid z-fighting with the texture quad
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// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
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m_model.set_offset(-0.03 * Vec3d::UnitZ());
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Vec3d shift = m_bounding_box.center();
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shift(2) = -0.03;
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m_model.set_offset(shift);
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// update extended bounding box
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// update extended bounding box
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calc_bounding_boxes();
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calc_bounding_boxes();
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