From 87bf3f7b69afc47c778dee33641a49f0fcd91bde Mon Sep 17 00:00:00 2001 From: Kristjan Skutta Date: Thu, 18 Jan 2024 16:29:39 +0100 Subject: [PATCH] Fix duplicate degrees to radians conversion in fbx importer. --- code/AssetLib/FBX/FBXConverter.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/code/AssetLib/FBX/FBXConverter.cpp b/code/AssetLib/FBX/FBXConverter.cpp index 204d3e6fa..14d0aada9 100644 --- a/code/AssetLib/FBX/FBXConverter.cpp +++ b/code/AssetLib/FBX/FBXConverter.cpp @@ -3239,9 +3239,9 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name, } if (keyframeLists[TransformationComp_Rotation].size() > 0) { - InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], AI_DEG_TO_RAD(defRotation), maxTime, minTime, rotOrder); + InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder); } else { - aiQuaternion defQuat = EulerToQuaternion(AI_DEG_TO_RAD(defRotation), rotOrder); + aiQuaternion defQuat = EulerToQuaternion(defRotation, rotOrder); for (size_t i = 0; i < keyCount; ++i) { outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps; outRotations[i].mValue = defQuat; @@ -3263,7 +3263,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name, const aiVector3D& preRotation = PropertyGet(props, "PreRotation", ok); if (ok && preRotation.SquareLength() > zero_epsilon) { - const aiQuaternion preQuat = EulerToQuaternion(AI_DEG_TO_RAD(preRotation), Model::RotOrder_EulerXYZ); + const aiQuaternion preQuat = EulerToQuaternion(preRotation, Model::RotOrder_EulerXYZ); for (size_t i = 0; i < keyCount; ++i) { outRotations[i].mValue = preQuat * outRotations[i].mValue; } @@ -3271,7 +3271,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name, const aiVector3D& postRotation = PropertyGet(props, "PostRotation", ok); if (ok && postRotation.SquareLength() > zero_epsilon) { - const aiQuaternion postQuat = EulerToQuaternion(AI_DEG_TO_RAD(postRotation), Model::RotOrder_EulerXYZ); + const aiQuaternion postQuat = EulerToQuaternion(postRotation, Model::RotOrder_EulerXYZ); for (size_t i = 0; i < keyCount; ++i) { outRotations[i].mValue = outRotations[i].mValue * postQuat; }