Merge pull request #49297 from aaronfranke/anim-type-tr3d
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
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commit
5dc923d386
13 changed files with 70 additions and 70 deletions
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@ -1011,7 +1011,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
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// track count is 5.
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// next track id is 5.
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const uint64_t target_id = track->key();
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int track_idx = animation->add_track(Animation::TYPE_TRANSFORM);
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int track_idx = animation->add_track(Animation::TYPE_TRANSFORM3D);
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// animation->track_set_path(track_idx, node_path);
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Ref<FBXBone> bone;
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@ -5673,7 +5673,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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if ((track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
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//make transform track
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int track_idx = animation->get_track_count();
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animation->add_track(Animation::TYPE_TRANSFORM);
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animation->add_track(Animation::TYPE_TRANSFORM3D);
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animation->track_set_path(track_idx, transform_node_path);
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//first determine animation length
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@ -6020,7 +6020,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
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times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
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}
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const float BAKE_FPS = 30.0f;
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if (track_type == Animation::TYPE_TRANSFORM) {
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if (track_type == Animation::TYPE_TRANSFORM3D) {
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p_track.translation_track.times = times;
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p_track.translation_track.interpolation = gltf_interpolation;
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p_track.rotation_track.times = times;
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