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https://github.com/TorqueGameEngines/Torque3D.git
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final cleanup
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3 changed files with 0 additions and 55 deletions
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@ -71,8 +71,6 @@ MatrixF AssimpAppNode::getTransform(F32 time)
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// no parent (ie. root level) => scale by global shape <unit>
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mLastTransform.identity();
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mLastTransform.scale(ColladaUtils::getOptions().unit * ColladaUtils::getOptions().formatScaleFactor);
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/*if (!isBounds())
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convertMat(mLastTransform);*/
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}
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// If this node is animated in the active sequence, fetch the animated transform
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@ -254,41 +252,6 @@ void AssimpAppNode::assimpToTorqueMat(const aiMatrix4x4& inAssimpMat, MatrixF& o
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(F32)inAssimpMat.d3, (F32)inAssimpMat.d4));
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}
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void AssimpAppNode::convertMat(MatrixF& outMat)
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{
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MatrixF rot(true);
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switch (ColladaUtils::getOptions().upAxis)
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{
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case UPAXISTYPE_X_UP:
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// rotate 90 around Y-axis, then 90 around Z-axis
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rot(0, 0) = 0.0f; rot(1, 0) = 1.0f;
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rot(1, 1) = 0.0f; rot(2, 1) = 1.0f;
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rot(0, 2) = 1.0f; rot(2, 2) = 0.0f;
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// pre-multiply the transform by the rotation matrix
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outMat.mulL(rot);
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break;
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case UPAXISTYPE_Y_UP:
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// rotate 180 around Y-axis, then 90 around X-axis
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rot(0, 0) = 1.0f;
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rot(1, 1) = 0.0f;
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rot(1, 2) = -1.0f;
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rot(2, 1) = 1.0f;
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rot(2, 2) = 0.0f;
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// pre-multiply the transform by the rotation matrix
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outMat.mulL(rot);
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break;
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case UPAXISTYPE_Z_UP:
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default:
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// nothing to do
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break;
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}
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}
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aiNode* AssimpAppNode::findChildNodeByName(const char* nodeName, aiNode* rootNode)
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{
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aiNode* retNode = NULL;
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