From 119a2703f79d09aeb1e8c7ccacc1ea500cdbc5b5 Mon Sep 17 00:00:00 2001 From: Menithal Date: Mon, 4 Sep 2017 22:20:00 +0300 Subject: [PATCH] Removed Debug Joints that wasnt used anylonger --- libraries/entities-renderer/src/RenderableModelEntityItem.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/libraries/entities-renderer/src/RenderableModelEntityItem.cpp b/libraries/entities-renderer/src/RenderableModelEntityItem.cpp index 01885e014e..a08621f827 100644 --- a/libraries/entities-renderer/src/RenderableModelEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableModelEntityItem.cpp @@ -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.