store bone rotations as quats; more common than HPR, and we don't

have to convert constantly
This commit is contained in:
Glenn Maynard
2006-08-31 06:47:05 +00:00
parent 29c3866951
commit 0f5e5c5122
3 changed files with 7 additions and 10 deletions
+2 -1
View File
@@ -340,7 +340,8 @@ bool msAnimation::LoadMilkshapeAsciiBones( RString sAniName, RString sPath )
msRotationKey key;
key.fTime = fTime;
key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
RageVector3 Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
RageQuatFromHPR( &key.Rotation, Rotation );
Bone.RotationKeys[j] = key;
}
}