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
+12
View File
@@ -249,6 +249,18 @@ void Skeleton::GetFinalPose(std::map<int, Skeleton::PoseData>& poseDatas, std::v
}
std::vector<glm::mat4> Skeleton::GetTPose()
{
std::vector<glm::mat4> finalMatrices;
for (auto b : Bones) {
finalMatrices.push_back(glm::mat4(1));
}
return finalMatrices;
}
void Skeleton::AccumulateFinalPose(std::map<int, glm::mat4>& boneMatrices, std::map<int, Skeleton::PoseData>& poseDatas, std::map<int, glm::mat4>& boneTransforms, const Bone* bone, glm::mat4 parentMatrix)
{
glm::mat4 boneMatrix;