attempt fix some transforms stuff

This commit is contained in:
RandomityGuy 2023-05-09 14:40:08 +05:30
parent b590b19b36
commit c908c917f0

View file

@ -235,8 +235,8 @@ class DtsObject extends GameObject {
if (mesh == null)
continue;
var vertices = mesh.vertices.map(v -> new Vector(v.x, v.y, v.z));
var vertexNormals = mesh.normals.map(v -> new Vector(v.x, v.y, v.z));
var vertices = mesh.vertices.map(v -> new Vector(-v.x, v.y, v.z));
var vertexNormals = mesh.normals.map(v -> new Vector(-v.x, v.y, v.z));
var hulls = this.generateCollisionGeometry(mesh, vertices, vertexNormals, i);
localColliders = localColliders.concat(hulls);
@ -518,11 +518,11 @@ class DtsObject extends GameObject {
var translation = this.dts.defaultTranslations[i];
var rotation = this.dts.defaultRotations[i];
var mat = Matrix.I();
var quat = new Quat(rotation.x, rotation.y, rotation.z, rotation.w);
var quat = new Quat(-rotation.x, rotation.y, rotation.z, -rotation.w);
quat.normalize();
quat.conjugate();
quat.toMatrix(mat);
mat.setPosition(new Vector(translation.x, translation.y, translation.z));
mat.setPosition(new Vector(-translation.x, translation.y, translation.z));
this.graphNodes[i].setTransform(mat);
var absTform = this.graphNodes[i].getAbsPos().clone();
if (this.colliders[i] != null)
@ -739,11 +739,11 @@ class DtsObject extends GameObject {
var rot1 = this.dts.nodeRotations[sequence.numKeyFrames * affectedCount + keyframeLow];
var rot2 = this.dts.nodeRotations[sequence.numKeyFrames * affectedCount + keyframeHigh];
var q1 = new Quat(rot1.x, rot1.y, rot1.z, rot1.w);
var q1 = new Quat(-rot1.x, rot1.y, rot1.z, -rot1.w);
q1.normalize();
q1.conjugate();
var q2 = new Quat(rot2.x, rot2.y, rot2.z, rot2.w);
var q2 = new Quat(-rot2.x, rot2.y, rot2.z, -rot2.w);
q2.normalize();
q2.conjugate();
@ -757,7 +757,7 @@ class DtsObject extends GameObject {
// quaternions.push(quat);
} else {
var rotation = this.dts.defaultRotations[i];
var quat = new Quat(rotation.x, rotation.y, rotation.z, rotation.w);
var quat = new Quat(-rotation.x, rotation.y, rotation.z, -rotation.w);
quat.normalize();
quat.conjugate();
this.graphNodes[i].setRotationQuat(quat);
@ -777,8 +777,8 @@ class DtsObject extends GameObject {
var trans1 = this.dts.nodeTranslations[sequence.numKeyFrames * affectedCount + keyframeLow];
var trans2 = this.dts.nodeTranslations[sequence.numKeyFrames * affectedCount + keyframeHigh];
var v1 = new Vector(trans1.x, trans1.y, trans1.z);
var v2 = new Vector(trans2.x, trans2.y, trans2.z);
var v1 = new Vector(-trans1.x, trans1.y, trans1.z);
var v2 = new Vector(-trans2.x, trans2.y, trans2.z);
var trans = Util.lerpThreeVectors(v1, v2, t);
this.graphNodes[i].setPosition(trans.x, trans.y, trans.z);
this.dirtyTransforms[i] = true;
@ -786,7 +786,7 @@ class DtsObject extends GameObject {
// translations.push(Util.lerpThreeVectors(v1, v2, t));
} else {
var translation = this.dts.defaultTranslations[i];
var trans = new Vector(translation.x, translation.y, translation.z);
var trans = new Vector(-translation.x, translation.y, translation.z);
this.graphNodes[i].setPosition(trans.x, trans.y, trans.z);
// translations.push();
}