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Refactor global inversed matrix usage (+ minor fix)
Thanks to GreenXenith and Josiah for spotting a bug here
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4 changed files with 16 additions and 10 deletions
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@ -159,15 +159,17 @@ public:
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core::array<SWeight> Weights;
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//! Unnecessary for loaders, will be overwritten on finalize
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core::matrix4 GlobalMatrix;
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core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
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core::matrix4 GlobalAnimatedMatrix;
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core::matrix4 LocalAnimatedMatrix;
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//! These should be set by loaders.
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core::vector3df Animatedposition;
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core::vector3df Animatedscale;
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core::quaternion Animatedrotation;
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core::matrix4 GlobalInversedMatrix; // the x format pre-calculates this
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// The .x and .gltf formats pre-calculate this
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std::optional<core::matrix4> GlobalInversedMatrix;
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private:
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//! Internal members used by CSkinnedMesh
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friend class CSkinnedMesh;
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