REVIEWED: M3D model loading #2688
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@ -5372,9 +5372,9 @@ static Model LoadM3D(const char *fileName)
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{
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model.bones[i].parent = m3d->bone[i].parent;
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strncpy(model.bones[i].name, m3d->bone[i].name, sizeof(model.bones[i].name));
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model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x;
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model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y;
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model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z;
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model.bindPose[i].translation.x = m3d->vertex[m3d->bone[i].pos].x*m3d->scale;
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model.bindPose[i].translation.y = m3d->vertex[m3d->bone[i].pos].y*m3d->scale;
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model.bindPose[i].translation.z = m3d->vertex[m3d->bone[i].pos].z*m3d->scale;
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model.bindPose[i].rotation.x = m3d->vertex[m3d->bone[i].ori].x;
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model.bindPose[i].rotation.y = m3d->vertex[m3d->bone[i].ori].y;
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model.bindPose[i].rotation.z = m3d->vertex[m3d->bone[i].ori].z;
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@ -5490,9 +5490,9 @@ static ModelAnimation *LoadModelAnimationsM3D(const char *fileName, unsigned int
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{
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for (j = 0; j < m3d->numbone; j++)
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{
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animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x;
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animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y;
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animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z;
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animations[a].framePoses[i][j].translation.x = m3d->vertex[pose[j].pos].x*m3d->scale;
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animations[a].framePoses[i][j].translation.y = m3d->vertex[pose[j].pos].y*m3d->scale;
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animations[a].framePoses[i][j].translation.z = m3d->vertex[pose[j].pos].z*m3d->scale;
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animations[a].framePoses[i][j].rotation.x = m3d->vertex[pose[j].ori].x;
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animations[a].framePoses[i][j].rotation.y = m3d->vertex[pose[j].ori].y;
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animations[a].framePoses[i][j].rotation.z = m3d->vertex[pose[j].ori].z;
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