Fixed an issue where ParticleEmitter had NaN bounds during the first update when added to the scene graph during the update loop

This commit is contained in:
Nehon 2017-01-26 21:09:02 +01:00
parent 390d35180b
commit 74858976eb

View File

@ -1101,9 +1101,12 @@ public class ParticleEmitter extends Geometry {
lastPos.set(getWorldTranslation()); lastPos.set(getWorldTranslation());
BoundingBox bbox = (BoundingBox) this.getMesh().getBound(); //This check avoids a NaN bounds when all the particles are dead during the first update.
bbox.setMinMax(min, max); if (!min.equals(Vector3f.POSITIVE_INFINITY) && !max.equals(Vector3f.NEGATIVE_INFINITY)) {
this.setBoundRefresh(); BoundingBox bbox = (BoundingBox) this.getMesh().getBound();
bbox.setMinMax(min, max);
this.setBoundRefresh();
}
vars.release(); vars.release();
} }