Ogre Importer: Small fixes
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1228 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/head
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5aeed46a25
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0e5ae5145b
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@ -5,6 +5,13 @@
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#include "OgreXmlHelper.hpp"
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#include "OgreXmlHelper.hpp"
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#include "irrXMLWrapper.h"
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#include "irrXMLWrapper.h"
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/// Ogre Importer TODO
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/* - Read Vertex Colors
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- Read multiple TexCoords
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*/
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namespace Assimp
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namespace Assimp
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{
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{
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namespace Ogre
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namespace Ogre
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@ -193,7 +193,8 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
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||Reader->getNodeName()==string("position")
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||Reader->getNodeName()==string("position")
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||Reader->getNodeName()==string("normal")
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||Reader->getNodeName()==string("normal")
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||Reader->getNodeName()==string("tangent")
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||Reader->getNodeName()==string("tangent")
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||Reader->getNodeName()==string("texcoord"))
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||Reader->getNodeName()==string("texcoord")
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||Reader->getNodeName()==string("colour_diffuse"))
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{
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{
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if(Reader->getNodeName()==string("vertex"))
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if(Reader->getNodeName()==string("vertex"))
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XmlRead(Reader);//Read an attribute tag
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XmlRead(Reader);//Read an attribute tag
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@ -242,6 +243,13 @@ void OgreImporter::ReadVertexBuffer(SubMesh &theSubMesh, XmlReader *Reader, unsi
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continue;//don't read another line at the end of the loop
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continue;//don't read another line at the end of the loop
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}
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}
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//Color:
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//TODO: actually save this data!
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else if(Reader->getNodeName()==string("colour_diffuse"))
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{
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//do nothing, because we not yet support them
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}
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//Attribute could not be read
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//Attribute could not be read
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else
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else
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{
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{
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@ -244,7 +244,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
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RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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RotationAxis.y=GetAttribute<float>(SkeletonFile, "y");
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RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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RotationAxis.z=GetAttribute<float>(SkeletonFile, "z");
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if(0==RotationAxis.x==RotationAxis.y==RotationAxis.z)//we have an invalid rotation axis
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if(0==RotationAxis.x && 0==RotationAxis.y && 0==RotationAxis.z)//we have an invalid rotation axis
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{
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{
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RotationAxis.x=1.0f;
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RotationAxis.x=1.0f;
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if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
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if(0!=RotationAngle)//if we don't rotate at all, the axis does not matter
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