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17 commits

Author SHA1 Message Date
Lars Mueller
1a8912716f do the todo 2025-05-24 17:29:50 +02:00
Lars Mueller
63b9979ff7 fix
moar fix

optimize cool guy texture
2025-05-24 17:29:50 +02:00
Lars Mueller
07963f1af5 minor cleanup 2025-05-24 17:29:50 +02:00
Lars Mueller
66e779b87f Implement [gs]etBoundingBox via the static pose 2025-05-24 17:29:50 +02:00
Lars Mueller
de726bd41e rename 2025-05-24 17:29:50 +02:00
Lars Mueller
c7c99296cb Fix animation blending 2025-05-24 17:29:50 +02:00
Lars Mueller
a5180fbb28 do it properly 2025-05-24 17:29:50 +02:00
Lars Mueller
4dacb66693 fixes 2025-05-24 17:29:50 +02:00
Lars Mueller
6892a5e332 boxes 2025-05-24 17:29:18 +02:00
Lars Mueller
d73b86c16a no more children 2025-05-24 17:29:18 +02:00
Lars Mueller
503d7cf081 progress 2025-05-24 17:29:17 +02:00
Lars Mueller
abc2e54c07 stuff 2025-05-24 17:28:28 +02:00
Lars Mueller
769c472ceb cleanup 2025-05-24 17:28:28 +02:00
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
sfan5
f2b1cc3e61
Fix situation around aabbox3d default constructor (#15586)
Co-authored-by: JosiahWI <41302989+JosiahWI@users.noreply.github.com>
2024-12-29 14:36:30 +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
Renamed from irr/src/CSkinnedMesh.h (Browse further)