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Removed Debug Joints that wasnt used anylonger
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03e076046b
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119a2703f7
1 changed files with 1 additions and 3 deletions
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@ -912,7 +912,6 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
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auto& animationGeometry = _animation->getGeometry();
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auto& animationJointNames = animationGeometry.getJointNames();
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auto& fbxJoints = animationGeometry.joints;
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auto& _debugFbxJoints = animationGeometry.jointIndices;
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auto& originalFbx = _model->getFBXGeometry();
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auto& originalFbxJoints = originalFbx.joints;
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@ -967,8 +966,7 @@ void ModelEntityRenderer::animate(const TypedEntityPointer& entity) {
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translationMat = glm::translate(translations[index]);
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} else if (!allowTranslation && index < animationJointNames.size()){
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QString jointName = fbxJoints[index].name; // Pushing this here so its not done on every entity, with the exceptions of those allowing for translation
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if (originalFbxIndices.contains(jointName)) {
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// 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.
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int remappedIndex = originalFbxIndices[jointName] - 1; // JointIndeces seem to always start from 1 and the found index is always 1 higher than actual.
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