blenderloader now skips over common name prefix, such as OB for objects, MA for materials, ME for meshes, ...
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@739 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
7d1af07935
commit
053d606a21
|
@ -637,7 +637,7 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
|
|||
|
||||
// ok, we need to add a dedicated default material for some poor material-less meshes
|
||||
boost::shared_ptr<Material> p(new Material());
|
||||
strcpy( p->id.name, "$AssimpDefault" );
|
||||
strcpy( p->id.name+2, AI_DEFAULT_MATERIAL_NAME );
|
||||
|
||||
p->r = p->g = p->b = 0.6f;
|
||||
p->specr = p->specg = p->specb = 0.6f;
|
||||
|
@ -668,7 +668,7 @@ void BlenderImporter::BuildMaterials(ConversionData& conv_data)
|
|||
conv_data.materials->push_back(mout);
|
||||
|
||||
// set material name
|
||||
aiString name = aiString(mat->id.name);
|
||||
aiString name = aiString(mat->id.name+2); // skip over the name prefix 'MA'
|
||||
mout->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
|
||||
|
@ -760,7 +760,8 @@ void BlenderImporter::ConvertMesh(const Scene& in, const Object* obj, const Mesh
|
|||
|
||||
// all submeshes created from this mesh are named equally. this allows
|
||||
// curious users to recover the original adjacency.
|
||||
out->mName = aiString(mesh->id.name);
|
||||
out->mName = aiString(mesh->id.name+2);
|
||||
// skip over the name prefix 'ME'
|
||||
|
||||
// resolve the material reference and add this material to the set of
|
||||
// output materials. The (temporary) material index is the index
|
||||
|
@ -987,7 +988,7 @@ aiNode* BlenderImporter::ConvertNode(const Scene& in, const Object* obj, Convers
|
|||
++it;
|
||||
}
|
||||
|
||||
ScopeGuard<aiNode> node(new aiNode(obj->id.name));
|
||||
ScopeGuard<aiNode> node(new aiNode(obj->id.name+2)); // skip over the name prefix 'OB'
|
||||
if (obj->data) {
|
||||
switch (obj->type)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue