Use Node::_getFullTransform instead of building the matrix manually

actorid
Chris Robinson 12 years ago
parent 015bb0bf1f
commit a9bcbfd8d3

@ -803,12 +803,10 @@ class NIFMeshLoader : Ogre::ManualResourceLoader
for(size_t b = 0;b < bones.length();b++)
{
Ogre::Bone *bone = skel->getBone(bones[b]->name);
Ogre::Matrix4 mat, mat2;
Ogre::Matrix4 mat;
mat.makeTransform(data->bones[b].trafo.trans, Ogre::Vector3(data->bones[b].trafo.scale),
Ogre::Quaternion(data->bones[b].trafo.rotation));
mat2.makeTransform(bone->_getDerivedPosition(), bone->_getDerivedScale(),
bone->_getDerivedOrientation());
mat = mat2 * mat;
mat = bone->_getFullTransform() * mat;
const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[b].weights;
for(size_t i = 0;i < weights.size();i++)

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