- fbx: switch to always generating a full transformation chain (temporary solution to get the transformation order right for now!).
parent
6efe9517f0
commit
4c58328c98
|
@ -337,6 +337,8 @@ private:
|
|||
/** checks if a node has more than just scaling, rotation and translation components */
|
||||
bool NeedsComplexTransformationChain(const Model& model)
|
||||
{
|
||||
return true;
|
||||
|
||||
const PropertyTable& props = model.Props();
|
||||
bool ok;
|
||||
|
||||
|
@ -444,6 +446,7 @@ private:
|
|||
GetRotationMatrix(rot, Rotation, chain[TransformationComp_Rotation]);
|
||||
}
|
||||
|
||||
is_complex = true;
|
||||
|
||||
// is_complex needs to be consistent with NeedsComplexTransformationChain()
|
||||
// or the interplay between this code and the animation converter would
|
||||
|
@ -469,7 +472,7 @@ private:
|
|||
const TransformationComp comp = static_cast<TransformationComp>(i);
|
||||
|
||||
if (chain[i].IsIdentity() && (anim_chain_bitmask & bit) == 0) {
|
||||
continue;
|
||||
//continue;
|
||||
}
|
||||
|
||||
aiNode* nd = new aiNode();
|
||||
|
@ -490,7 +493,7 @@ private:
|
|||
nd->mName.Set(name);
|
||||
|
||||
for (size_t i = 0; i < TransformationComp_MAXIMUM; ++i) {
|
||||
nd->mTransformation *= chain[i];
|
||||
nd->mTransformation = nd->mTransformation * chain[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue