Offsets only matter if we care about bringing it back to O2. The offsets make sense in the engine.

This commit is contained in:
Nou 2015-05-16 13:22:58 -07:00
parent 5e73d820e2
commit a027fe0a3f

View File

@ -110,8 +110,10 @@ void ace::simulation::named_selection::animate(const glm::mat4 &matrix)
ace::simulation::vertex_table::vertex_table(const ace::p3d::vertex_table_p p3d_vertex_table, const ace::p3d::lod_p p3d_lod, const ace::p3d::model_p p3d, bool reversed) : animated(false)
{
this->vertices.resize(p3d_vertex_table->points.size);
ace::vector3<float> center_off2 = p3d_lod->min_pos+p3d_lod->max_pos-p3d_lod->autocenter_pos;
ace::vector3<float> center_off = p3d->info->cog_offset;//p3d->info->center_of_gravity + p3d->info->offset_2 + p3d->info->cog_offset;
center_off.y(center_off.y() * 2);
center_off.x(0);
center_off.z(0);
if (reversed) {
center_off.x(center_off.x()*-1);
center_off.z(center_off.z()*-1);
@ -136,6 +138,9 @@ ace::simulation::lod::lod(const ace::p3d::lod_p p3d_lod, const ace::p3d::model_p
this->id = p3d_lod->id;
this->vertices = vertex_table(p3d_lod->vertices, p3d_lod, p3d, reversed);
this->autocenter_pos = p3d->info->cog_offset;//p3d->info->center_of_gravity + p3d->info->offset_2 + p3d->info->cog_offset;
autocenter_pos.y(autocenter_pos.y() * 2);
autocenter_pos.x(0);
autocenter_pos.z(0);
if (reversed) {
this->autocenter_pos.x(this->autocenter_pos.x()*-1);
this->autocenter_pos.z(this->autocenter_pos.z()*-1);
@ -174,6 +179,9 @@ ace::simulation::lod_animation_info::lod_animation_info(
this->index = p3d_animate_bone->index;
if (p3d->info->autocenter) {
ace::vector3<float> center_off = p3d->info->cog_offset;//p3d->info->center_of_gravity + p3d->info->offset_2 + p3d->info->cog_offset;
center_off.y(center_off.y() * 2);
center_off.x(0);
center_off.z(0);
if (reversed) {
center_off.x(center_off.x()*-1);
center_off.z(center_off.z()*-1);