Math/Matrix4: Rework "transform matrix" support

This commit is contained in:
SirLynix
2022-04-18 19:05:12 +02:00
parent f9d4451b4a
commit c209552f81
13 changed files with 280 additions and 324 deletions

View File

@@ -74,16 +74,8 @@ namespace Nz
if (parent >= 0)
joint->SetParent(skeleton->GetJoint(parent));
joint->SetInverseBindMatrix(Matrix4f::TransformInverse(joints[i].bindPos, joints[i].bindOrient));
joint->SetName(joints[i].name);
Matrix4f bindMatrix;
if (parent >= 0)
bindMatrix.MakeTransform(joints[i].bindPos, joints[i].bindOrient);
else
bindMatrix.MakeTransform(rotationQuat * joints[i].bindPos, rotationQuat * joints[i].bindOrient);
joint->SetInverseBindMatrix(bindMatrix.InverseAffine());
}
mesh->SetMaterialCount(meshCount);