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Author SHA1 Message Date
Lars Müller
7ac5502fdf
Fix handling of skinned meshes for nodes
Second try after the revert in 8a28339 due to an unexpected regression.

- Rigidly animated models (e.g. the glTF frog node) were not working correctly,
  since cloning the mesh ignored the transformation matrices.
  Note that scaling the mesh needs to occur *after* transforming the vertices.
- Visual scale did not apply to skinned models,
  as resetting the animation overwrote scaled vertex data with static positions & normals.
  For backwards compatibility, we now apply a 10x scale to static, non-glTF models.

We now do scale static meshes, as the bug that caused meshes not to be scaled was limited to skeletally animated meshes,
hence we ought not to reproduce it for skinned meshes that do not take advantage of skeletal animations (e.g. current MTG doors).

However, glTF models (e.g. Wuzzy's eyeballs) up until recently were always affected due to technical reasons
(using skeletal animation for rigid animation).

Thus, to preserve behavior, we:

1. Do not apply 10x scale to glTF models.
2. Apply 10x scale to obj models.
3. Apply 10x scale to static x or b3d models, but not to animated ones.

See also: #16141
2025-05-20 18:37:33 +02:00
Lars Müller
fef28aced9
Irrlicht: Get rid of obsolete setDebugName (#15541)
Co-authored-by: sfan5 <sfan5@live.de>
2024-12-14 17:03:08 +01:00
Lars Müller
1e59b9a756
Refactor SkinnedMesh (#15522) 2024-12-12 15:33:08 +01:00
Lars Müller
3e10d9ccf5
Refactor: Merge [IC]SkinnedMesh into SkinnedMesh (#15511) 2024-12-06 18:03:44 +01:00
DS
e5d321d286
Cleanup headers in irr/include/ (#15181) 2024-10-18 10:58:32 +02:00
Lars Mueller
d8274af670 Refactor global inversed matrix usage (+ minor fix)
Thanks to GreenXenith and Josiah for spotting a bug here
2024-10-10 21:39:57 +02:00
Lars Mueller
7e4919c6ed Refactor matrix4.h
Sets the surprising row-major conventions used here straight.

Renames rotateVect to rotateAndScaleVect:
If the matrix also scales, that is applied as well by the method.
Obsolete rotateVect variants are removed.
The inverseRotateVect method is also renamed accordingly.
Note that this applies the transpose of the product
of the scale and rotation matrices, which inverts just the rotation.
2024-10-10 17:40:31 +02:00
grorp
70e169f165
Drop fixed pipeline lighting stuff (#15165) 2024-09-18 12:18:28 +02:00
sfan5
435a89b5a4 Apply same changes to SSkinMeshBuffer 2024-09-02 21:50:13 +02:00
sfan5
5d226268df
Irrlicht cleanups (mostly getting rid of core::array)
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
2024-08-17 19:49:11 +02:00
import
f638482fba Copy irrlichtmt to <root>/irr/ 2024-03-26 21:39:02 +01:00