Math/Matrix4: Rework "transform matrix" support
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@@ -74,16 +74,8 @@ namespace Nz
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if (parent >= 0)
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joint->SetParent(skeleton->GetJoint(parent));
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joint->SetInverseBindMatrix(Matrix4f::TransformInverse(joints[i].bindPos, joints[i].bindOrient));
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joint->SetName(joints[i].name);
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Matrix4f bindMatrix;
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if (parent >= 0)
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bindMatrix.MakeTransform(joints[i].bindPos, joints[i].bindOrient);
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else
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bindMatrix.MakeTransform(rotationQuat * joints[i].bindPos, rotationQuat * joints[i].bindOrient);
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joint->SetInverseBindMatrix(bindMatrix.InverseAffine());
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}
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mesh->SetMaterialCount(meshCount);
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