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Use matrix4::getRotationRadians

This commit is contained in:
Lars Mueller 2025-01-30 14:11:16 +01:00 committed by sfan5
parent b6c71b2379
commit d74af2f1a7
10 changed files with 34 additions and 28 deletions

View file

@ -619,7 +619,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
// Code is slow, needs to be fixed up
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees() * core::DEGTORAD);
const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
core::quaternion QRotation;

View file

@ -1526,8 +1526,6 @@ bool CXMeshFileLoader::parseDataObjectAnimationKey(SkinnedMesh::SJoint *joint)
os::Printer::log("Line", core::stringc(Line).c_str(), ELL_WARNING);
}
// core::vector3df rotation = mat.getRotationDegrees();
AnimatedMesh->addRotationKey(joint, time, core::quaternion(mat.getTransposed()));
AnimatedMesh->addPositionKey(joint, time, mat.getTranslation());