Renamed bindTransformIsValid to bindTransformFoundInCluster

This commit is contained in:
Anthony J. Thibault 2015-09-02 13:44:34 -07:00
parent 91fbbf7d4e
commit 99586f259c
3 changed files with 4 additions and 4 deletions

View file

@ -67,7 +67,7 @@ AnimSkeleton::AnimSkeleton(const std::vector<FBXJoint>& joints, const AnimPose&
// iterate over FBXJoints and extract the bind pose information.
for (size_t i = 0; i < joints.size(); i++) {
if (_joints[i].bindTransformIsValid) {
if (_joints[i].bindTransformFoundInCluster) {
// Use the FBXJoint::bindTransform, which is absolute model coordinates
// i.e. not relative to it's parent.
AnimPose absoluteBindPose(_joints[i].bindTransform);

View file

@ -2309,7 +2309,7 @@ FBXGeometry* extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping
}
}
joint.bindTransformIsValid = false;
joint.bindTransformFoundInCluster = false;
geometry.joints.append(joint);
geometry.jointIndices.insert(model.name, geometry.joints.size());
@ -2538,7 +2538,7 @@ FBXGeometry* extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping
FBXJoint& joint = geometry.joints[fbxCluster.jointIndex];
joint.inverseBindRotation = glm::inverse(extractRotation(cluster.transformLink));
joint.bindTransform = cluster.transformLink;
joint.bindTransformIsValid = true;
joint.bindTransformFoundInCluster = true;
// update the bind pose extents
glm::vec3 bindTranslation = extractTranslation(geometry.offset * joint.bindTransform);

View file

@ -84,7 +84,7 @@ public:
glm::mat4 bindTransform;
QString name;
bool isSkeletonJoint;
bool bindTransformIsValid;
bool bindTransformFoundInCluster;
};