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Use matrix4::getRotationRadians

This commit is contained in:
Lars Mueller
2025-01-30 14:11:16 +01:00
committed by sfan5
parent b6c71b2379
commit d74af2f1a7
10 changed files with 34 additions and 28 deletions

View File

@@ -619,7 +619,7 @@ void CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions)
// Code is slow, needs to be fixed up
const core::quaternion RotationStart(PretransitingSave[n].getRotationDegrees() * core::DEGTORAD);
const core::quaternion RotationStart(PretransitingSave[n].getRotationRadians());
const core::quaternion RotationEnd(JointChildSceneNodes[n]->getRotation() * core::DEGTORAD);
core::quaternion QRotation;