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CR fixes
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parent
be7729b276
commit
9c81bc5479
1 changed files with 11 additions and 15 deletions
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@ -404,18 +404,16 @@ void ModelOverlay::animate() {
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float deltaTime = (float)interval / (float)USECS_PER_SECOND;
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_animationCurrentFrame += (deltaTime * _animationFPS);
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{
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int animationCurrentFrame = (int)(glm::floor(_animationCurrentFrame)) % frameCount;
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if (animationCurrentFrame < 0 || animationCurrentFrame > frameCount) {
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animationCurrentFrame = 0;
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}
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if (animationCurrentFrame == _lastKnownCurrentFrame) {
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return;
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}
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_lastKnownCurrentFrame = animationCurrentFrame;
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int animationCurrentFrame = (int)(glm::floor(_animationCurrentFrame)) % frameCount;
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if (animationCurrentFrame < 0 || animationCurrentFrame > frameCount) {
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animationCurrentFrame = 0;
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}
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if (animationCurrentFrame == _lastKnownCurrentFrame) {
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return;
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}
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_lastKnownCurrentFrame = animationCurrentFrame;
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if (_jointMapping.size() != _model->getJointStateCount()) {
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return;
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}
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@ -440,12 +438,11 @@ void ModelOverlay::animate() {
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if (index < translations.size()) {
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translationMat = glm::translate(translations[index]);
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}
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}
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else if (index < animationJointNames.size()) {
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} else if (index < animationJointNames.size()) {
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QString jointName = fbxJoints[index].name;
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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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// Making sure the joint names exist in the original model the animation is trying to apply onto. If they do, then remap and get its 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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translationMat = glm::translate(originalFbxJoints[remappedIndex].translation);
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}
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@ -453,8 +450,7 @@ void ModelOverlay::animate() {
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glm::mat4 rotationMat;
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if (index < rotations.size()) {
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rotationMat = glm::mat4_cast(fbxJoints[index].preRotation * rotations[index] * fbxJoints[index].postRotation);
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}
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else {
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} else {
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rotationMat = glm::mat4_cast(fbxJoints[index].preRotation * fbxJoints[index].postRotation);
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}
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