v0.90.10
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@@ -3,9 +3,9 @@
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<PropertyGroup>
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<TargetFrameworks>net6.0;net7.0</TargetFrameworks>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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<Version>0.90.00</Version>
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<AssemblyVersion>0.90.00</AssemblyVersion>
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<FileVersion>0.90.00</FileVersion>
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<Version>0.90.10</Version>
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<AssemblyVersion>0.90.10</AssemblyVersion>
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<FileVersion>0.90.10</FileVersion>
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<Copyright>Copyright © Perfare 2018-2022; Copyright © hozuki 2020</Copyright>
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<DebugType>embedded</DebugType>
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</PropertyGroup>
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@@ -27,9 +27,10 @@ namespace AssetStudio.FbxInterop
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[DllImport(FbxDll.DllName)]
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private static extern IntPtr AsFbxGetSceneRootNode(IntPtr context);
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private static IntPtr AsFbxExportSingleFrame(IntPtr context, IntPtr parentNode, string framePath, string frameName, in Vector3 localPosition, in Vector3 localRotation, in Vector3 localScale)
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private static IntPtr AsFbxExportSingleFrame(IntPtr context, IntPtr parentNode, string framePath, string frameName, in Vector3 localPosition, in Quaternion localRotation, in Vector3 localScale)
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{
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return AsFbxExportSingleFrame(context, parentNode, framePath, frameName, localPosition.X, localPosition.Y, localPosition.Z, localRotation.X, localRotation.Y, localRotation.Z, localScale.X, localScale.Y, localScale.Z);
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var localRotationEuler = Fbx.QuaternionToEuler(localRotation);
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return AsFbxExportSingleFrame(context, parentNode, framePath, frameName, localPosition.X, localPosition.Y, localPosition.Z, localRotationEuler.X, localRotationEuler.Y, localRotationEuler.Z, localScale.X, localScale.Y, localScale.Z);
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}
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[DllImport(FbxDll.DllName)]
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@@ -16,6 +16,7 @@ namespace AssetStudio.FbxInterop
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public FbxExporterContext()
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{
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Fbx.QuaternionToEuler(Quaternion.Zero); // workaround to init dll
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_pContext = AsFbxCreateContext();
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_frameToNode = new Dictionary<ImportedFrame, IntPtr>();
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_createdMaterials = new List<KeyValuePair<string, IntPtr>>();
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@@ -554,7 +555,7 @@ namespace AssetStudio.FbxInterop
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foreach (var rotation in track.Rotations)
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{
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var value = rotation.value;
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var value = Fbx.QuaternionToEuler(rotation.value);
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AsFbxAnimAddRotationKey(pAnimContext, rotation.time, value.X, value.Y, value.Z);
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}
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