Fix duplicate degrees to radians conversion in fbx importer. (#5427)
Co-authored-by: Kim Kulling <kimkulling@users.noreply.github.com>pull/5521/head^2
parent
730aa9d0b7
commit
feb861f17b
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@ -3288,9 +3288,9 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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}
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if (keyframeLists[TransformationComp_Rotation].size() > 0) {
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], AI_DEG_TO_RAD(defRotation), maxTime, minTime, rotOrder);
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InterpolateKeys(outRotations, keytimes, keyframeLists[TransformationComp_Rotation], defRotation, maxTime, minTime, rotOrder);
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} else {
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aiQuaternion defQuat = EulerToQuaternion(AI_DEG_TO_RAD(defRotation), rotOrder);
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aiQuaternion defQuat = EulerToQuaternion(defRotation, rotOrder);
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mTime = CONVERT_FBX_TIME(keytimes[i]) * anim_fps;
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outRotations[i].mValue = defQuat;
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@ -3312,7 +3312,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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const aiVector3D& preRotation = PropertyGet<aiVector3D>(props, "PreRotation", ok);
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if (ok && preRotation.SquareLength() > zero_epsilon) {
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const aiQuaternion preQuat = EulerToQuaternion(AI_DEG_TO_RAD(preRotation), Model::RotOrder_EulerXYZ);
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const aiQuaternion preQuat = EulerToQuaternion(preRotation, Model::RotOrder_EulerXYZ);
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mValue = preQuat * outRotations[i].mValue;
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}
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@ -3320,7 +3320,7 @@ aiNodeAnim* FBXConverter::GenerateSimpleNodeAnim(const std::string& name,
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const aiVector3D& postRotation = PropertyGet<aiVector3D>(props, "PostRotation", ok);
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if (ok && postRotation.SquareLength() > zero_epsilon) {
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const aiQuaternion postQuat = EulerToQuaternion(AI_DEG_TO_RAD(postRotation), Model::RotOrder_EulerXYZ);
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const aiQuaternion postQuat = EulerToQuaternion(postRotation, Model::RotOrder_EulerXYZ);
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for (size_t i = 0; i < keyCount; ++i) {
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outRotations[i].mValue = outRotations[i].mValue * postQuat;
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}
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