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Refactor global inversed matrix usage (+ minor fix)

Thanks to GreenXenith and Josiah for spotting a bug here
This commit is contained in:
Lars Mueller
2024-05-15 01:00:07 +02:00
committed by Lars Müller
parent 224066c1d3
commit d8274af670
4 changed files with 16 additions and 10 deletions

View File

@@ -159,15 +159,17 @@ public:
core::array<SWeight> Weights;
//! Unnecessary for loaders, will be overwritten on finalize
core::matrix4 GlobalMatrix;
core::matrix4 GlobalMatrix; // loaders may still choose to set this (temporarily) to calculate absolute vertex data.
core::matrix4 GlobalAnimatedMatrix;
core::matrix4 LocalAnimatedMatrix;
//! These should be set by loaders.
core::vector3df Animatedposition;
core::vector3df Animatedscale;
core::quaternion Animatedrotation;
core::matrix4 GlobalInversedMatrix; // the x format pre-calculates this
// The .x and .gltf formats pre-calculate this
std::optional<core::matrix4> GlobalInversedMatrix;
private:
//! Internal members used by CSkinnedMesh
friend class CSkinnedMesh;