fix bug when exporting mRotationKeys data
parent
71de606770
commit
c49971e120
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@ -776,9 +776,12 @@ inline void ExtractAnimationData(Asset& mAsset, std::string& animId, Ref<Animati
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//-------------------------------------------------------
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//-------------------------------------------------------
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// Extract rotation parameter data
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// Extract rotation parameter data
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if(nodeChannel->mNumRotationKeys > 0) {
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if(nodeChannel->mNumRotationKeys > 0) {
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C_STRUCT aiQuaternion* rotationData = new aiQuaternion[nodeChannel->mNumRotationKeys];
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vec4* rotationData = new vec4[nodeChannel->mNumRotationKeys];
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for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
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for (size_t i = 0; i < nodeChannel->mNumRotationKeys; ++i) {
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rotationData[i] = nodeChannel->mRotationKeys[i].mValue;
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rotationData[i][0] = nodeChannel->mRotationKeys[i].mValue.x;
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rotationData[i][1] = nodeChannel->mRotationKeys[i].mValue.y;
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rotationData[i][2] = nodeChannel->mRotationKeys[i].mValue.z;
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rotationData[i][3] = nodeChannel->mRotationKeys[i].mValue.w;
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}
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}
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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Ref<Accessor> rotAccessor = ExportData(mAsset, animId, buffer, nodeChannel->mNumRotationKeys, rotationData, AttribType::VEC4, AttribType::VEC4, ComponentType_FLOAT);
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