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Revert "Use a child scene node for the accumulation root"
This reverts commit d6f923f274
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We don't need it for any of the NIFs we're currently handling. As long as
there's no NIF files that would break it, we should require a stationary root
if an animation wants to accumulate. If we must, a better idea may be to inject
an extra bone into the skeleton instance and make that the accumulation root.
This commit is contained in:
parent
c6a9ea5007
commit
376dfed15b
2 changed files with 4 additions and 3 deletions
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@ -48,7 +48,7 @@ Animation::~Animation()
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void Animation::createEntityList(Ogre::SceneNode *node, const std::string &model)
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{
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mInsert = node->createChildSceneNode();
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mInsert = node;
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assert(mInsert);
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mEntityList = NifOgre::Loader::createEntities(mInsert, model);
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@ -76,7 +76,8 @@ void Animation::createEntityList(Ogre::SceneNode *node, const std::string &model
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if(data.isEmpty() || !Ogre::any_cast<bool>(data))
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continue;
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mAccumRoot = mInsert;
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mAccumRoot = skelinst->getRootBone();
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mAccumRoot->setManuallyControlled(true);
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mNonAccumRoot = skelinst->getBone(bone->getHandle());
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mStartPosition = mNonAccumRoot->getInitialPosition();
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@ -22,7 +22,7 @@ protected:
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Ogre::SceneNode* mInsert;
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NifOgre::EntityList mEntityList;
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std::map<std::string,NifOgre::TextKeyMap> mTextKeys;
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Ogre::Node *mAccumRoot;
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Ogre::Bone *mAccumRoot;
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Ogre::Bone *mNonAccumRoot;
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Ogre::Vector3 mAccumulate;
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Ogre::Vector3 mStartPosition;
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