Make sure we're pushing to the joints name set as well.

master
Jonathan "Geenz" Goodman 2025-05-05 16:12:26 -04:00
parent 629e56d864
commit 47a5c7a413
2 changed files with 6 additions and 0 deletions

View File

@ -120,9 +120,14 @@ public:
model_queue mPhysicsQ;
//map of avatar joints as named in COLLADA assets to internal joint names
// Do not use this for anything other than looking up the name of a joint. This is populated elsewhere.
JointMap mJointMap;
// The joint list is what you want to use to actually setup the specific joint transformations.
JointTransformMap& mJointList;
JointNameSet& mJointsFromNode;
U32 mMaxJointsPerMesh;
LLModelLoader(

View File

@ -230,6 +230,7 @@ void LLGLTFLoader::populateJointFromSkin(const LL::GLTF::Skin& skin)
jointNode.makeMatrixValid();
mJointList[jointNode.mName] = LLMatrix4(glm::value_ptr(jointNode.mMatrix));
mJointsFromNode.push_front(jointNode.mName);
}
}