Merge pull request #4585 from onurtore/otore19/sandbox
Utilizies AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES flag for Collada meshes.pull/4581/head^2
commit
038ae8c028
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@ -102,6 +102,7 @@ ColladaLoader::ColladaLoader() :
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mTextures(),
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mAnims(),
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noSkeletonMesh(false),
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removeEmptyBones(false),
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ignoreUpDirection(false),
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useColladaName(false),
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mNodeNameCounter(0) {
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@ -130,6 +131,7 @@ bool ColladaLoader::CanRead(const std::string &pFile, IOSystem *pIOHandler, bool
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// ------------------------------------------------------------------------------------------------
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void ColladaLoader::SetupProperties(const Importer *pImp) {
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noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES, 0) != 0;
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removeEmptyBones = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_REMOVE_EMPTY_BONES, true) != 0;
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ignoreUpDirection = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, 0) != 0;
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useColladaName = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 0) != 0;
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}
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@ -798,9 +800,10 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
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// count the number of bones which influence vertices of the current submesh
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size_t numRemainingBones = 0;
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for (const auto & dstBone : dstBones) {
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if (!dstBone.empty()) {
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++numRemainingBones;
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if (dstBone.empty() && removeEmptyBones) {
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continue;
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}
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++numRemainingBones;
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}
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// create bone array and copy bone weights one by one
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@ -809,7 +812,7 @@ aiMesh *ColladaLoader::CreateMesh(const ColladaParser &pParser, const Mesh *pSrc
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size_t boneCount = 0;
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for (size_t a = 0; a < numBones; ++a) {
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// omit bones without weights
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if (dstBones[a].empty()) {
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if (dstBones[a].empty() && removeEmptyBones) {
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continue;
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}
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@ -237,6 +237,7 @@ protected:
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std::vector<aiAnimation *> mAnims;
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bool noSkeletonMesh;
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bool removeEmptyBones;
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bool ignoreUpDirection;
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bool useColladaName;
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