Skinned meshes now in T-Pose when not it's blendtree is null

This commit is contained in:
viktorljung
2016-03-04 02:03:50 +01:00
parent bebdacabb4
commit 1616fb20d1
4 changed files with 102 additions and 38 deletions
+3
View File
@@ -77,6 +77,9 @@ public:
std::map<int, Skeleton::PoseData> BlendPoseAdditive(const std::map<int, PoseData>& additivePose, const std::map<int, PoseData>& targetPose);
void GetFinalPose(std::map<int, Skeleton::PoseData>& boneMatrices, std::vector<glm::mat4>& finalPose, std::map<int, glm::mat4>& boneTransforms);
std::vector<glm::mat4> GetTPose();
std::map<std::string, Animation> Animations;
private:
Skeleton::PoseData GetAdditiveBonePose(const Bone* bone, const Animation* animation, double time);