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	chore: replace custom vector, quaternion, matrix implementation with eigen library
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		| @@ -1,7 +1,6 @@ | ||||
| #include "AssetDumperXModel.h" | ||||
|  | ||||
| #include "Game/T6/CommonT6.h" | ||||
| #include "Math/Quaternion.h" | ||||
| #include "ObjWriting.h" | ||||
| #include "Utils/DistinctMapper.h" | ||||
| #include "Utils/QuatInt16.h" | ||||
| @@ -136,25 +135,31 @@ namespace | ||||
|             bone.globalOffset[0] = model->baseMat[boneNum].trans.x; | ||||
|             bone.globalOffset[1] = model->baseMat[boneNum].trans.y; | ||||
|             bone.globalOffset[2] = model->baseMat[boneNum].trans.z; | ||||
|             bone.globalRotation = | ||||
|                 Quaternion32(model->baseMat[boneNum].quat.x, model->baseMat[boneNum].quat.y, model->baseMat[boneNum].quat.z, model->baseMat[boneNum].quat.w); | ||||
|             bone.globalRotation = { | ||||
|                 model->baseMat[boneNum].quat.x, | ||||
|                 model->baseMat[boneNum].quat.y, | ||||
|                 model->baseMat[boneNum].quat.z, | ||||
|                 model->baseMat[boneNum].quat.w, | ||||
|             }; | ||||
|  | ||||
|             if (boneNum < model->numRootBones) | ||||
|             { | ||||
|                 bone.localOffset[0] = 0; | ||||
|                 bone.localOffset[1] = 0; | ||||
|                 bone.localOffset[2] = 0; | ||||
|                 bone.localRotation = Quaternion32(0, 0, 0, 1); | ||||
|                 bone.localRotation = {0, 0, 0, 1}; | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 bone.localOffset[0] = model->trans[boneNum - model->numRootBones][0]; | ||||
|                 bone.localOffset[1] = model->trans[boneNum - model->numRootBones][1]; | ||||
|                 bone.localOffset[2] = model->trans[boneNum - model->numRootBones][2]; | ||||
|                 bone.localRotation = Quaternion32(QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]), | ||||
|                                                   QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]), | ||||
|                                                   QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]), | ||||
|                                                   QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3])); | ||||
|                 bone.localRotation = { | ||||
|                     QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][0]), | ||||
|                     QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][1]), | ||||
|                     QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][2]), | ||||
|                     QuatInt16::ToFloat(model->quats[boneNum - model->numRootBones][3]), | ||||
|                 }; | ||||
|             } | ||||
|  | ||||
|             out.m_bones.emplace_back(std::move(bone)); | ||||
|   | ||||
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