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path: root/modules/fbx/editor_scene_importer_fbx.cpp
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Diffstat (limited to 'modules/fbx/editor_scene_importer_fbx.cpp')
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp
index f60277f60a..b9eaedb8a6 100644
--- a/modules/fbx/editor_scene_importer_fbx.cpp
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -1023,7 +1023,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
bone = state.fbx_bone_map[target_id];
}
- Transform target_transform;
+ Transform3D target_transform;
if (state.fbx_target_map.has(target_id)) {
Ref<FBXNode> node_ref = state.fbx_target_map[target_id];
@@ -1165,7 +1165,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
}
bool valid_rest = false;
- Transform bone_rest;
+ Transform3D bone_rest;
int skeleton_bone = -1;
if (state.fbx_bone_map.has(target_id)) {
if (bone.is_valid() && bone->fbx_skeleton.is_valid()) {
@@ -1208,10 +1208,10 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
// node animations must also include pivots
if (skeleton_bone >= 0) {
- Transform xform = Transform();
+ Transform3D xform = Transform3D();
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
- const Transform t = bone_rest.affine_inverse() * xform;
+ const Transform3D t = bone_rest.affine_inverse() * xform;
// populate this again
rot = t.basis.get_rotation_quat();