GLTF: Clean up animation code to make way for KHR_animation_pointer
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@ -1389,7 +1389,7 @@ Error FBXDocument::_parse_animations(Ref<FBXState> p_state) {
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for (const ufbx_baked_node &fbx_baked_node : fbx_baked_anim->nodes) {
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const GLTFNodeIndex node = fbx_baked_node.typed_id;
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GLTFAnimation::Track &track = animation->get_tracks()[node];
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GLTFAnimation::NodeTrack &track = animation->get_node_tracks()[node];
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for (const ufbx_baked_vec3 &key : fbx_baked_node.translation_keys) {
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track.position_track.times.push_back(float(key.time));
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@ -1779,8 +1779,8 @@ void FBXDocument::_import_animation(Ref<FBXState> p_state, AnimationPlayer *p_an
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double anim_start_offset = p_trimming ? double(additional_animation_data["time_begin"]) : 0.0;
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for (const KeyValue<int, GLTFAnimation::Track> &track_i : anim->get_tracks()) {
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const GLTFAnimation::Track &track = track_i.value;
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for (const KeyValue<int, GLTFAnimation::NodeTrack> &track_i : anim->get_node_tracks()) {
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const GLTFAnimation::NodeTrack &track = track_i.value;
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//need to find the path: for skeletons, weight tracks will affect the mesh
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NodePath node_path;
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//for skeletons, transform tracks always affect bones
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