Fix prefab scale and rotation.
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@@ -665,7 +665,9 @@ CreateAssetResult ImportModel::CreatePrefab(CreateAssetContext& context, ModelDa
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// Setup node in hierarchy
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// Setup node in hierarchy
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nodeToActor.Add(nodeIndex, nodeActor);
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nodeToActor.Add(nodeIndex, nodeActor);
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nodeActor->SetName(node.Name);
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nodeActor->SetName(node.Name);
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nodeActor->SetLocalTransform(node.LocalTransform);
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// Only set translation, since scale and rotation is applied earlier.
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nodeActor->SetLocalTransform(Transform(node.LocalTransform.Translation));
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if (nodeIndex == 0)
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if (nodeIndex == 0)
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{
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{
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// Special case for root actor to link any unlinked nodes
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// Special case for root actor to link any unlinked nodes
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@@ -1292,7 +1292,7 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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!
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!
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#endif
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#endif
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}
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}
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry) && options.Type != ModelType::Prefab)
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if (EnumHasAnyFlags(options.ImportTypes, ImportDataTypes::Geometry))
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{
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{
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// Perform simple nodes mapping to single node (will transform meshes to model local space)
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// Perform simple nodes mapping to single node (will transform meshes to model local space)
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SkeletonMapping<ModelDataNode> skeletonMapping(data.Nodes, nullptr);
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SkeletonMapping<ModelDataNode> skeletonMapping(data.Nodes, nullptr);
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@@ -1312,7 +1312,13 @@ bool ModelTool::ImportModel(const String& path, ModelData& data, Options& option
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if (skeletonMapping.SourceToSource[mesh.NodeIndex] != mesh.NodeIndex)
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if (skeletonMapping.SourceToSource[mesh.NodeIndex] != mesh.NodeIndex)
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{
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{
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// Transform vertices
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// Transform vertices
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const auto transformationMatrix = hierarchyUpdater.CombineMatricesFromNodeIndices(skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
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auto transformationMatrix = hierarchyUpdater.CombineMatricesFromNodeIndices(skeletonMapping.SourceToSource[mesh.NodeIndex], mesh.NodeIndex);
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if (options.Type == ModelType::Prefab)
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{
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// Cancel out translation during mesh transformation, to set translation during prefab generation time.
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transformationMatrix = transformationMatrix * transformationMatrix.Translation(transformationMatrix.GetTranslation() * -1.0f);
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}
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if (!transformationMatrix.IsIdentity())
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if (!transformationMatrix.IsIdentity())
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mesh.TransformBuffer(transformationMatrix);
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mesh.TransformBuffer(transformationMatrix);
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}
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}
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