Make sure we're pushing to the joints name set as well.
parent
629e56d864
commit
47a5c7a413
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@ -120,9 +120,14 @@ public:
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model_queue mPhysicsQ;
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//map of avatar joints as named in COLLADA assets to internal joint names
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// Do not use this for anything other than looking up the name of a joint. This is populated elsewhere.
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JointMap mJointMap;
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// The joint list is what you want to use to actually setup the specific joint transformations.
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JointTransformMap& mJointList;
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JointNameSet& mJointsFromNode;
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U32 mMaxJointsPerMesh;
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LLModelLoader(
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@ -230,6 +230,7 @@ void LLGLTFLoader::populateJointFromSkin(const LL::GLTF::Skin& skin)
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jointNode.makeMatrixValid();
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mJointList[jointNode.mName] = LLMatrix4(glm::value_ptr(jointNode.mMatrix));
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mJointsFromNode.push_front(jointNode.mName);
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}
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}
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