Remove a hack

actorid
Chris Robinson 12 years ago
parent 58d35dbfcf
commit e5ce55b6a4

@ -165,11 +165,6 @@ static void fail(const std::string &msg)
static void buildAnimation(Ogre::Skeleton *skel, const std::string &name, const std::vector<Nif::NiKeyframeController*> &ctrls, const std::vector<std::string> &targets, float startTime, float stopTime)
{
Ogre::Animation *anim = skel->createAnimation(name, stopTime);
/* HACK: Pre-create the node tracks by matching the track IDs with the
* bone IDs. Otherwise, Ogre animates the wrong bones. */
size_t bonecount = skel->getNumBones();
for(size_t i = 0;i < bonecount;i++)
anim->createNodeTrack(i, skel->getBone(i));
for(size_t i = 0;i < ctrls.size();i++)
{
@ -186,10 +181,12 @@ static void buildAnimation(Ogre::Skeleton *skel, const std::string &name, const
Nif::FloatKeyList::VecType::const_iterator scaleiter = scalekeys.mKeys.begin();
Ogre::Bone *bone = skel->getBone(targets[i]);
Ogre::NodeAnimationTrack *nodetrack = anim->getNodeTrack(bone->getHandle());
const Ogre::Quaternion startquat = bone->getInitialOrientation();
const Ogre::Vector3 starttrans = bone->getInitialPosition();
const Ogre::Vector3 startscale = bone->getInitialScale();
// NOTE: For some reason, Ogre doesn't like the node track ID being different from
// the bone ID
Ogre::NodeAnimationTrack *nodetrack = anim->createNodeTrack(bone->getHandle(), bone);
const Ogre::Quaternion &startquat = bone->getInitialOrientation();
const Ogre::Vector3 &starttrans = bone->getInitialPosition();
const Ogre::Vector3 &startscale = bone->getInitialScale();
Ogre::Quaternion lastquat, curquat;
Ogre::Vector3 lasttrans(0.0f), curtrans(0.0f);

Loading…
Cancel
Save