Rename Transform to Transform3D in core

This commit is contained in:
Aaron Franke 2020-10-17 01:08:21 -04:00
parent b80494e633
commit de3f6699a5
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GPG key ID: 40A1750B977E56BF
257 changed files with 1697 additions and 1702 deletions

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@ -1023,7 +1023,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
bone = state.fbx_bone_map[target_id];
}
Transform target_transform;
Transform3D target_transform;
if (state.fbx_target_map.has(target_id)) {
Ref<FBXNode> node_ref = state.fbx_target_map[target_id];
@ -1165,7 +1165,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
bool valid_rest = false;
Transform bone_rest;
Transform3D bone_rest;
int skeleton_bone = -1;
if (state.fbx_bone_map.has(target_id)) {
if (bone.is_valid() && bone->fbx_skeleton.is_valid()) {
@ -1208,10 +1208,10 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// node animations must also include pivots
if (skeleton_bone >= 0) {
Transform xform = Transform();
Transform3D xform = Transform3D();
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
const Transform t = bone_rest.affine_inverse() * xform;
const Transform3D t = bone_rest.affine_inverse() * xform;
// populate this again
rot = t.basis.get_rotation_quat();