matrix rotation is broken for some reason

This commit is contained in:
Robin Appelman 2023-12-22 17:28:35 +01:00
commit f2f0acf543

View file

@ -7,10 +7,10 @@ mod prop;
use crate::bsp::{bsp_models, push_bsp_model}; use crate::bsp::{bsp_models, push_bsp_model};
use crate::prop::push_or_get_model; use crate::prop::push_or_get_model;
use cgmath::Matrix4;
use clap::Parser; use clap::Parser;
pub use error::Error; pub use error::Error;
use gltf::Glb; use gltf::Glb;
use gltf_json::scene::UnitQuaternion;
use gltf_json::validation::USize64; use gltf_json::validation::USize64;
use gltf_json::{Buffer, Index, Node, Root, Scene}; use gltf_json::{Buffer, Index, Node, Root, Scene};
use miette::Context; use miette::Context;
@ -82,25 +82,24 @@ fn export(bsp: Bsp, loader: &Loader) -> Result<Glb<'static>, Error> {
for prop in bsp.static_props() { for prop in bsp.static_props() {
let mesh = push_or_get_model(&mut buffer, &mut root, loader, prop.model(), prop.skin); let mesh = push_or_get_model(&mut buffer, &mut root, loader, prop.model(), prop.skin);
let rotation = prop.rotation();
let matrix = Matrix4::from_translation(map_coords(prop.origin).into())
* Matrix4::from(prop.rotation());
let node = Node { let node = Node {
camera: None, camera: None,
children: None, children: None,
extensions: Default::default(), extensions: Default::default(),
extras: Default::default(), extras: Default::default(),
matrix: Some([ matrix: None,
matrix.x.x, matrix.x.y, matrix.x.z, matrix.x.w, matrix.y.x, matrix.y.y, matrix.y.z,
matrix.y.w, matrix.z.x, matrix.z.y, matrix.z.z, matrix.z.w, matrix.w.x, matrix.w.y,
matrix.w.z, matrix.w.w,
]),
mesh: Some(mesh), mesh: Some(mesh),
name: Some(prop.model().into()), name: Some(prop.model().into()),
rotation: None, rotation: Some(UnitQuaternion([
rotation.v.x,
rotation.v.y,
rotation.v.z,
rotation.s,
])),
scale: None, scale: None,
translation: None, translation: Some(map_coords(prop.origin)),
skin: None, skin: None,
weights: None, weights: None,
}; };