In the GLTF importer normalize Quaternions after every operation and when reading from the format.
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@ -793,7 +793,7 @@ Vector<Quat> EditorSceneImporterGLTF::_decode_accessor_as_quat(GLTFState &state,
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ret.resize(ret_size);
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{
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for (int i = 0; i < ret_size; i++) {
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ret.write[i] = Quat(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]);
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ret.write[i] = Quat(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized();
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}
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}
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return ret;
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@ -1793,17 +1793,24 @@ template <>
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struct EditorSceneImporterGLTFInterpolate<Quat> {
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Quat lerp(const Quat &a, const Quat &b, float c) const {
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ERR_FAIL_COND_V(a.is_normalized() == false, Quat());
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ERR_FAIL_COND_V(b.is_normalized() == false, Quat());
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return a.slerp(b, c);
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return a.slerp(b, c).normalized();
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}
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Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
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ERR_FAIL_COND_V(p1.is_normalized() == false, Quat());
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ERR_FAIL_COND_V(p2.is_normalized() == false, Quat());
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return p1.slerp(p2, c);
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return p1.slerp(p2, c).normalized();
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}
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Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
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return start.slerp(end, t);
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ERR_FAIL_COND_V(start.is_normalized() == false, Quat());
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ERR_FAIL_COND_V(end.is_normalized() == false, Quat());
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return start.slerp(end, t).normalized();
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}
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};
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@ -1945,7 +1952,7 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
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Vector3 base_scale = Vector3(1, 1, 1);
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if (!track.rotation_track.values.size()) {
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base_rot = state.nodes[E->key()]->rotation;
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base_rot = state.nodes[E->key()]->rotation.normalized();
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}
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if (!track.translation_track.values.size()) {
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@ -1991,6 +1998,7 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
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xform = skeleton->get_bone_rest(bone).affine_inverse() * xform;
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rot = xform.basis.get_rotation_quat();
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rot.normalize();
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scale = xform.basis.get_scale();
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pos = xform.origin;
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}
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