Entity glTF2 Y-Up -> Doom coord conversion

This commit is contained in:
Robert Beckebans 2022-06-07 22:48:36 +02:00
parent e095e95173
commit 4e0199b75c

View file

@ -138,6 +138,8 @@ void MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh* _mesh, gltfData* data
{
bin.Seek( attrBv->byteStride - ( attrib->elementSize * attrAcc->typeSize ), FS_SEEK_CUR );
}
//vec.y = 1.0f - vec.y;
verts[i].SetTexCoord( vec );
}
@ -243,7 +245,20 @@ int idMapEntity::GetEntities( gltfData* data, EntityListRef entities, int sceneI
#endif
data->ResolveNodeMatrix( node );
newEntity->epairs.Set( "origin", node->translation.ToString() );
idVec3 origin;
#if 1
// RB: proper glTF2 convention, requires Y-up export option ticked on in Blender
origin.x = node->translation.z;
origin.y = node->translation.x;
origin.z = node->translation.y;
#else
origin.x = node->translation.x;
origin.y = node->translation.y;
origin.z = node->translation.z;
#endif
newEntity->epairs.Set( "origin", origin.ToString() );
common->Printf( " %s \n ", node->name.c_str( ) );
entities.Append( newEntity );