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Use matrix4::getRotationRadians
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10 changed files with 34 additions and 28 deletions
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@ -619,7 +619,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
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// Code is slow, needs to be fixed up
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const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees() * core::DEGTORAD);
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const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
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const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
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core::quaternion QRotation;
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@ -1526,8 +1526,6 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(SkinnedMesh::SJoint *joint)
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os::Printer::log("Line", core::stringc(Line).c_str(), ELL_WARNING);
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}
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// core::vector3df rotation = mat.getRotationDegrees();
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AnimatedMesh->addRotationKey(joint, time, core::quaternion(mat.getTransposed()));
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AnimatedMesh->addPositionKey(joint, time, mat.getTranslation());
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