{\r
IBoneSceneNode* node=jointChildSceneNodes[i];\r
SJoint *joint=AllJoints[i];\r
-\r
- if ( joint->UseAnimationFrom ) // Seems to work better (else solution seems to mess up sometimes) and would be faster. Any disadvantage?\r
- {\r
- node->setPosition(joint->Animatedposition);\r
- core::quaternion qrot = joint->Animatedrotation;\r
- qrot.W *= -1.f; // Animation system uses right-handed rotations? Argh... \r
- irr::core::vector3df euler;\r
- qrot.toEuler(euler);\r
- euler *= core::RADTODEG;\r
- node->setRotation(euler);\r
- node->setScale(joint->Animatedscale);\r
- }\r
- else\r
- {\r
- node->setPosition(joint->LocalAnimatedMatrix.getTranslation());\r
- node->setRotation(joint->LocalAnimatedMatrix.getRotationDegrees());\r
- node->setScale(joint->LocalAnimatedMatrix.getScale());\r
- }\r
+ node->setPosition(joint->LocalAnimatedMatrix.getTranslation());\r
+ node->setRotation(joint->LocalAnimatedMatrix.getRotationDegrees());\r
+ node->setScale(joint->LocalAnimatedMatrix.getScale());\r
\r
node->positionHint=joint->positionHint;\r
node->scaleHint=joint->scaleHint;\r