Core/GameObjects: Fixed crash with transport gameobjects that have only 1 entry in TransportAnimation/TransportRotation db2

Closes #28673
This commit is contained in:
Shauren authored and Ovahlord committed 2023-02-05 22:16:36 +01:00
1 parent 58b6681047
commit 0d0aa6a75b
1 file changed
+14 -4
@@ -217,10 +217,15 @@ public:
G3D::Vector3 prev(oldAnimation->Pos.X, oldAnimation->Pos.Y, oldAnimation->Pos.Z);
G3D::Vector3 next(newAnimation->Pos.X, newAnimation->Pos.Y, newAnimation->Pos.Z);
float animProgress = float(newProgress - oldAnimation->TimeIndex) / float(newAnimation->TimeIndex - oldAnimation->TimeIndex);
G3D::Vector3 dst = next;
if (prev != next)
{
float animProgress = float(newProgress - oldAnimation->TimeIndex) / float(newAnimation->TimeIndex - oldAnimation->TimeIndex);
G3D::Vector3 dst = prev.lerp(next, animProgress) * pathRotation;
dst = prev.lerp(next, animProgress);
}
dst = dst * pathRotation;
dst += PositionToVector3(&_owner.GetStationaryPosition());
_owner.GetMap()->GameObjectRelocation(&_owner, dst.x, dst.y, dst.z, _owner.GetOrientation());
@@ -233,9 +238,14 @@ public:
G3D::Quat prev(oldRotation->X, oldRotation->Y, oldRotation->Z, oldRotation->W);
G3D::Quat next(newRotation->X, newRotation->Y, newRotation->Z, newRotation->W);
float animProgress = float(newProgress - oldRotation->TimeIndex) / float(newRotation->TimeIndex - oldRotation->TimeIndex);
G3D::Quat rotation = next;
G3D::Quat rotation = prev.slerp(next, animProgress);
if (prev != next)
{
float animProgress = float(newProgress - oldRotation->TimeIndex) / float(newRotation->TimeIndex - oldRotation->TimeIndex);
rotation = prev.slerp(next, animProgress);
}
_owner.SetLocalRotation(rotation.x, rotation.y, rotation.z, rotation.w);
_owner.UpdateModelPosition();