Removed Debug Joints that wasnt used anylonger

This commit is contained in:
Menithal 2017-09-04 22:20:00 +03:00
parent 03e076046b
commit 119a2703f7

View file

@ -912,7 +912,6 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
auto& animationGeometry = _animation->getGeometry();
auto& animationJointNames = animationGeometry.getJointNames();
auto& fbxJoints = animationGeometry.joints;
auto& _debugFbxJoints = animationGeometry.jointIndices;
auto& originalFbx = _model->getFBXGeometry();
auto& originalFbxJoints = originalFbx.joints;
@ -967,8 +966,7 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
translationMat = glm::translate(translations[index]);
} else if (!allowTranslation && index < animationJointNames.size()){
QString jointName = fbxJoints[index].name; // Pushing this here so its not done on every entity, with the exceptions of those allowing for translation
if (originalFbxIndices.contains(jointName)) {
// Making sure the joint names exist in the original model the animation is trying to apply onto. If they do, then remap and get it's translation.
int remappedIndex = originalFbxIndices[jointName] - 1; // JointIndeces seem to always start from 1 and the found index is always 1 higher than actual.