Improved comments.
parent
7bc4c12956
commit
054dacd068
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@ -470,6 +470,7 @@ void HL1MDLLoader::read_bones() {
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temp_bones_.resize(header_->numbones);
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// Create the main 'bones' node that will contain all MDL root bones.
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aiNode *bones_node = new aiNode(AI_MDL_HL1_NODE_BONES);
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rootnode_children_.push_back(bones_node);
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@ -500,11 +501,11 @@ void HL1MDLLoader::read_bones() {
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temp_bones_[i].offset_matrix.Inverse();
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}
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// Create the 'bones' root node that will contain all bone nodes.
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// Allocate memory for each MDL root bone.
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bones_node->mNumChildren = static_cast<unsigned int>(roots.size());
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bones_node->mChildren = new aiNode *[bones_node->mNumChildren];
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// Build all bones children hierarchy starting from each root bone.
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// Build all bones children hierarchy starting from each MDL root bone.
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for (size_t i = 0; i < roots.size(); ++i)
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{
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const TempBone &root_bone = temp_bones_[roots[i]];
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@ -81,6 +81,7 @@ public:
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ASSERT_NE(nullptr, scene);
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ASSERT_NE(nullptr, scene->mRootNode);
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// First, check that "<MDL_root>" and "<MDL_bones>" are linked.
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const aiNode* node_MDL_root = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_ROOT);
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ASSERT_NE(nullptr, node_MDL_root);
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@ -89,6 +90,7 @@ public:
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ASSERT_NE(nullptr, node_MDL_bones->mParent);
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ASSERT_EQ(node_MDL_root, node_MDL_bones->mParent);
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// Second, verify "<MDL_bones>" hierarchy.
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const Hierarchy expected_hierarchy = {
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{ 0, AI_MDL_HL1_NODE_BONES },
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{ 1, "root1_bone1" },
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