OgreImporter: Cleanup skeleton related code and code that populates the assimp scene. Tested skeleton/animation imports and it seems to work correctly now.

pull/266/head
Jonne Nauha 2014-05-02 00:19:57 +03:00
parent f5c7b283bc
commit 283394d695
5 changed files with 225 additions and 231 deletions

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@ -69,6 +69,18 @@ namespace Assimp
namespace Ogre
{
const aiImporterDesc* OgreImporter::GetInfo() const
{
return &desc;
}
void OgreImporter::SetupProperties(const Importer* pImp)
{
m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
}
bool OgreImporter::CanRead(const std::string &pFile, Assimp::IOSystem *pIOHandler, bool checkSig) const
{
if (!checkSig)
@ -127,7 +139,7 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
if (!CurrentNodeNameEquals(reader, nnSubMeshes))
throw DeadlyImportError("Could not find <submeshes> node inside root <mesh> node");
list<boost::shared_ptr<SubMesh> > subMeshes;
vector<boost::shared_ptr<SubMesh> > subMeshes;
vector<aiMaterial*> materials;
NextNode(reader.get());
@ -195,48 +207,33 @@ void OgreImporter::InternReadFile(const std::string &pFile, aiScene *pScene, Ass
// -------------------- Apply to aiScene --------------------
//put the aiMaterials in the scene:
// Materials
pScene->mMaterials = new aiMaterial*[materials.size()];
pScene->mNumMaterials = materials.size();
for(unsigned int i=0; i<materials.size(); ++i)
for(size_t i=0, len=materials.size(); i<len; ++i)
pScene->mMaterials[i] = materials[i];
//create the aiMehs...
vector<aiMesh*> aiMeshes;
BOOST_FOREACH(boost::shared_ptr<SubMesh> theSubMesh, subMeshes)
// Meshes
pScene->mMeshes = new aiMesh*[subMeshes.size()];
pScene->mNumMeshes = subMeshes.size();
for(size_t i=0, len=subMeshes.size(); i<len; ++i)
{
aiMeshes.push_back(CreateAssimpSubMesh(pScene, *theSubMesh, Bones));
boost::shared_ptr<SubMesh> submesh = subMeshes[i];
pScene->mMeshes[i] = CreateAssimpSubMesh(pScene, *(submesh.get()), Bones);
}
//... and put them in the scene:
pScene->mNumMeshes=aiMeshes.size();
pScene->mMeshes=new aiMesh*[aiMeshes.size()];
memcpy(pScene->mMeshes, &(aiMeshes[0]), sizeof(aiMeshes[0])*aiMeshes.size());
// Create the root node
pScene->mRootNode=new aiNode("root");
//link the meshs with the root node:
pScene->mRootNode = new aiNode();
pScene->mRootNode->mMeshes = new unsigned int[subMeshes.size()];
pScene->mRootNode->mNumMeshes = subMeshes.size();
for(unsigned int i=0; i<subMeshes.size(); ++i)
pScene->mRootNode->mMeshes[i]=i;
for(size_t i=0, len=subMeshes.size(); i<len; ++i)
pScene->mRootNode->mMeshes[i] = static_cast<unsigned int>(i);
// Skeleton and animations
CreateAssimpSkeleton(pScene, Bones, Animations);
PutAnimationsInScene(pScene, Bones, Animations);
}
const aiImporterDesc* OgreImporter::GetInfo () const
{
return &desc;
}
void OgreImporter::SetupProperties(const Importer* pImp)
{
m_userDefinedMaterialLibFile = pImp->GetPropertyString(AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE, "Scene.material");
m_detectTextureTypeFromFilename = pImp->GetPropertyBool(AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME, false);
}
} // Ogre

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@ -110,10 +110,10 @@ private:
void PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
/// Creates the aiSkeleton in current scene.
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations);
void CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations);
/// Recursivly creates a filled aiNode from a given root bone.
static aiNode* CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode);
/// Recursively creates a filled aiNode from a given root bone.
static aiNode* CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode *parent);
//-------------------------------- OgreMaterial.cpp -------------------------------
@ -131,7 +131,8 @@ private:
std::string m_userDefinedMaterialLibFile;
bool m_detectTextureTypeFromFilename;
SubMesh m_SharedGeometry;///< we will just use the vertexbuffers of the submesh
/// VertexBuffer for the sub meshes that use shader geometry.
SubMesh m_SharedGeometry;
std::map<aiTextureType, unsigned int> m_textures;
};

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@ -444,108 +444,101 @@ void OgreImporter::ProcessSubMesh(SubMesh &submesh, SubMesh &sharedGeometry)
aiMesh *OgreImporter::CreateAssimpSubMesh(aiScene *pScene, const SubMesh& submesh, const vector<Bone>& bones) const
{
aiMesh* NewAiMesh = new aiMesh();
const size_t sizeVector3D = sizeof(aiVector3D);
aiMesh *dest = new aiMesh();
// Material
dest->mMaterialIndex = submesh.MaterialIndex;
// Positions
NewAiMesh->mVertices=new aiVector3D[submesh.Positions.size()];
memcpy(NewAiMesh->mVertices, &submesh.Positions[0], submesh.Positions.size()*sizeof(aiVector3D));
NewAiMesh->mNumVertices=submesh.Positions.size();
dest->mVertices = new aiVector3D[submesh.Positions.size()];
dest->mNumVertices = submesh.Positions.size();
memcpy(dest->mVertices, &submesh.Positions[0], submesh.Positions.size() * sizeVector3D);
// Normals
if (submesh.HasNormals)
{
NewAiMesh->mNormals=new aiVector3D[submesh.Normals.size()];
memcpy(NewAiMesh->mNormals, &submesh.Normals[0], submesh.Normals.size()*sizeof(aiVector3D));
dest->mNormals = new aiVector3D[submesh.Normals.size()];
memcpy(dest->mNormals, &submesh.Normals[0], submesh.Normals.size() * sizeVector3D);
}
//until we have support for bitangents, no tangents will be written
/*
// Tangents
// Until we have support for bitangents, no tangents will be written
/// @todo Investigate why the above?
if (submesh.HasTangents)
{
NewAiMesh->mTangents=new aiVector3D[submesh.Tangents.size()];
memcpy(NewAiMesh->mTangents, &submesh.Tangents[0], submesh.Tangents.size()*sizeof(aiVector3D));
DefaultLogger::get()->warn("Tangents found from Ogre mesh but writing to Assimp mesh not yet supported!");
//dest->mTangents = new aiVector3D[submesh.Tangents.size()];
//memcpy(dest->mTangents, &submesh.Tangents[0], submesh.Tangents.size() * sizeVector3D);
}
*/
//Uvs
if(submesh.Uvs.size()>0)
// UVs
for (size_t i=0, len=submesh.Uvs.size(); i<len; ++i)
{
for(unsigned int i=0; i<submesh.Uvs.size(); ++i)
dest->mNumUVComponents[i] = 2;
dest->mTextureCoords[i] = new aiVector3D[submesh.Uvs[i].size()];
memcpy(dest->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size() * sizeVector3D);
}
// Bone weights. Convert internal vertex-to-bone mapping to bone-to-vertex.
vector<vector<aiVertexWeight> > assimpWeights(submesh.BonesUsed);
for(size_t vertexId=0, len=submesh.Weights.size(); vertexId<len; ++vertexId)
{
NewAiMesh->mNumUVComponents[i]=2;
NewAiMesh->mTextureCoords[i]=new aiVector3D[submesh.Uvs[i].size()];
memcpy(NewAiMesh->mTextureCoords[i], &(submesh.Uvs[i][0]), submesh.Uvs[i].size()*sizeof(aiVector3D));
}
}
//---------------------------------------- bones --------------------------------------------
//Copy the weights in in Bone-Vertices Struktur
//(we have them in a Vertex-bones Structur, this is much easier for making them unique, which is required by assimp
vector< vector<aiVertexWeight> > aiWeights(submesh.BonesUsed);//now the outer list are the bones, and the inner vector the vertices
for(unsigned int VertexId=0; VertexId<submesh.Weights.size(); ++VertexId)//iterate over all vertices
const vector<BoneWeight> &vertexWeights = submesh.Weights[vertexId];
for (size_t boneId=0, len=vertexWeights.size(); boneId<len; ++boneId)
{
for(unsigned int BoneId=0; BoneId<submesh.Weights[VertexId].size(); ++BoneId)//iterate over all bones
const BoneWeight &ogreWeight = vertexWeights[boneId];
assimpWeights[ogreWeight.Id].push_back(aiVertexWeight(vertexId, ogreWeight.Value));
}
}
// Bones.
vector<aiBone*> assimpBones;
assimpBones.reserve(submesh.BonesUsed);
for(size_t boneId=0, len=submesh.BonesUsed; boneId<len; ++boneId)
{
aiVertexWeight NewWeight;
NewWeight.mVertexId=VertexId;//the current Vertex, we can't use the Id form the submehs weights, because they are bone id's
NewWeight.mWeight=submesh.Weights[VertexId][BoneId].Value;
aiWeights[submesh.Weights[VertexId][BoneId].Id].push_back(NewWeight);
}
const vector<aiVertexWeight> &boneWeights = assimpWeights[boneId];
if (boneWeights.size() == 0)
continue;
// @note The bones list is sorted by id's, this was done in LoadSkeleton.
aiBone *assimpBone = new aiBone();
assimpBone->mName = bones[boneId].Name;
assimpBone->mOffsetMatrix = bones[boneId].BoneToWorldSpace;
assimpBone->mNumWeights = boneWeights.size();
assimpBone->mWeights = new aiVertexWeight[boneWeights.size()];
memcpy(assimpBone->mWeights, &boneWeights[0], boneWeights.size() * sizeof(aiVertexWeight));
assimpBones.push_back(assimpBone);
}
vector<aiBone*> aiBones;
aiBones.reserve(submesh.BonesUsed);//the vector might be smaller, because there might be empty bones (bones that are not attached to any vertex)
//create all the bones and fill them with informations
for(unsigned int i=0; i<submesh.BonesUsed; ++i)
if (!assimpBones.empty())
{
if(aiWeights[i].size()>0)
{
aiBone* NewBone=new aiBone();
NewBone->mNumWeights=aiWeights[i].size();
NewBone->mWeights=new aiVertexWeight[aiWeights[i].size()];
memcpy(NewBone->mWeights, &(aiWeights[i][0]), sizeof(aiVertexWeight)*aiWeights[i].size());
NewBone->mName=bones[i].Name;//The bone list should be sorted after its id's, this was done in LoadSkeleton
NewBone->mOffsetMatrix=bones[i].BoneToWorldSpace;
dest->mBones = new aiBone*[assimpBones.size()];
dest->mNumBones = assimpBones.size();
aiBones.push_back(NewBone);
for(size_t i=0, len=assimpBones.size(); i<len; ++i)
dest->mBones[i] = assimpBones[i];
}
}
NewAiMesh->mNumBones=aiBones.size();
// mBones must be NULL if mNumBones is non 0 or the validation fails.
if (aiBones.size()) {
NewAiMesh->mBones=new aiBone* [aiBones.size()];
memcpy(NewAiMesh->mBones, &(aiBones[0]), aiBones.size()*sizeof(aiBone*));
}
//______________________________________________________________________________________________________
// Faces
NewAiMesh->mFaces=new aiFace[submesh.Faces.size()];
for(unsigned int i=0; i<submesh.Faces.size(); ++i)
dest->mFaces = new aiFace[submesh.Faces.size()];
dest->mNumFaces = submesh.Faces.size();
for(size_t i=0, len=submesh.Faces.size(); i<len; ++i)
{
NewAiMesh->mFaces[i].mNumIndices=3;
NewAiMesh->mFaces[i].mIndices=new unsigned int[3];
dest->mFaces[i].mNumIndices = 3;
dest->mFaces[i].mIndices = new unsigned int[3];
NewAiMesh->mFaces[i].mIndices[0]=submesh.Faces[i].VertexIndices[0];
NewAiMesh->mFaces[i].mIndices[1]=submesh.Faces[i].VertexIndices[1];
NewAiMesh->mFaces[i].mIndices[2]=submesh.Faces[i].VertexIndices[2];
const Face &f = submesh.Faces[i];
dest->mFaces[i].mIndices[0] = f.VertexIndices[0];
dest->mFaces[i].mIndices[1] = f.VertexIndices[1];
dest->mFaces[i].mIndices[2] = f.VertexIndices[2];
}
NewAiMesh->mNumFaces=submesh.Faces.size();
//Link the material:
NewAiMesh->mMaterialIndex=submesh.MaterialIndex;//the index is set by the function who called ReadSubMesh
return NewAiMesh;
return dest;
}
} // Ogre

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@ -5,11 +5,11 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
Redistribution and use of this software in aSource and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
* Redistributions of aSource code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
@ -254,142 +254,145 @@ void OgreImporter::ReadSkeleton(const std::string &pFile, Assimp::IOSystem *pIOH
}
}
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &/*Animations*/)
void OgreImporter::CreateAssimpSkeleton(aiScene *pScene, const std::vector<Bone> &bones, const std::vector<Animation> &animations)
{
if (bones.empty())
return;
if (!pScene->mRootNode)
throw DeadlyImportError("No root node exists!!");
if(0!=pScene->mRootNode->mNumChildren)
throw DeadlyImportError("Root Node already has childnodes!");
throw DeadlyImportError("Creating Assimp skeleton: No root node created!");
if (pScene->mRootNode->mNumChildren > 0)
throw DeadlyImportError("Creating Assimp skeleton: Root node already has children!");
//Createt the assimp bone hierarchy
vector<aiNode*> RootBoneNodes;
BOOST_FOREACH(const Bone &theBone, Bones)
// Bones
vector<aiNode*> rootBones;
BOOST_FOREACH(const Bone &bone, bones)
{
if(-1==theBone.ParentId) //the bone is a root bone
{
//which will recursily add all other nodes
RootBoneNodes.push_back(CreateAiNodeFromBone(theBone.Id, Bones, pScene->mRootNode));
}
if (!bone.IsParented())
rootBones.push_back(CreateNodeFromBone(bone.Id, bones, pScene->mRootNode));
}
if(RootBoneNodes.size() > 0)
if (!rootBones.empty())
{
pScene->mRootNode->mNumChildren=RootBoneNodes.size();
pScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
memcpy(pScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
}
pScene->mRootNode->mChildren = new aiNode*[rootBones.size()];
pScene->mRootNode->mNumChildren = rootBones.size();
for(size_t i=0, len=rootBones.size(); i<len; ++i)
pScene->mRootNode->mChildren[i] = rootBones[i];
}
void OgreImporter::PutAnimationsInScene(aiScene *pScene, const std::vector<Bone> &Bones, const std::vector<Animation> &Animations)
{
// TODO: Auf nicht vorhandene Animationskeys achten!
// @todo Pay attention to non-existing animation Keys (google translated from above german comment)
if(Animations.size()>0)//Maybe the model had only a skeleton and no animations. (If it also has no skeleton, this function would'nt have been called
// Animations
if (!animations.empty())
{
pScene->mNumAnimations=Animations.size();
pScene->mAnimations=new aiAnimation*[Animations.size()];
for(unsigned int i=0; i<Animations.size(); ++i)//create all animations
{
aiAnimation* NewAnimation=new aiAnimation();
NewAnimation->mName=Animations[i].Name;
NewAnimation->mDuration=Animations[i].Length;
NewAnimation->mTicksPerSecond=1.0f;
pScene->mAnimations = new aiAnimation*[animations.size()];
pScene->mNumAnimations = animations.size();
//Create all tracks in this animation
NewAnimation->mNumChannels=Animations[i].Tracks.size();
NewAnimation->mChannels=new aiNodeAnim*[Animations[i].Tracks.size()];
for(unsigned int j=0; j<Animations[i].Tracks.size(); ++j)
for(size_t ai=0, alen=animations.size(); ai<alen; ++ai)
{
aiNodeAnim* NewNodeAnim=new aiNodeAnim();
NewNodeAnim->mNodeName=Animations[i].Tracks[j].BoneName;
const Animation &aSource = animations[ai];
aiAnimation *animation = new aiAnimation();
animation->mName = aSource.Name;
animation->mDuration = aSource.Length;
animation->mTicksPerSecond = 1.0f;
// Tracks
animation->mChannels = new aiNodeAnim*[aSource.Tracks.size()];
animation->mNumChannels = aSource.Tracks.size();
for(size_t ti=0, tlen=aSource.Tracks.size(); ti<tlen; ++ti)
{
const Track &tSource = aSource.Tracks[ti];
aiNodeAnim *animationNode = new aiNodeAnim();
animationNode->mNodeName = tSource.BoneName;
// We need this, to access the bones default pose.
// Which we need to make keys absolute to the default bone pose.
vector<Bone>::const_iterator boneIter = find(bones.begin(), bones.end(), tSource.BoneName);
if (boneIter == bones.end())
{
for(unsigned int a=0; a<ai; a++)
delete pScene->mAnimations[a];
delete [] pScene->mAnimations;
pScene->mAnimations = NULL;
pScene->mNumAnimations = 0;
DefaultLogger::get()->error("Failed to find bone for name " + tSource.BoneName + " when creating animation " + aSource.Name +
". This is a serious error, animations wont be imported.");
return;
}
//we need this, to acces the bones default pose, which we need to make keys absolute to the default bone pose
vector<Bone>::const_iterator CurBone=find(Bones.begin(), Bones.end(), NewNodeAnim->mNodeName);
aiMatrix4x4 t0, t1;
aiMatrix4x4 DefBonePose=aiMatrix4x4::Translation(CurBone->Position, t1)
* aiMatrix4x4::Rotation(CurBone->RotationAngle, CurBone->RotationAxis, t0);
aiMatrix4x4 defaultBonePose = aiMatrix4x4::Translation(boneIter->Position, t1) * aiMatrix4x4::Rotation(boneIter->RotationAngle, boneIter->RotationAxis, t0);
// Keyframes
unsigned int numKeyframes = tSource.Keyframes.size();
//Create the keyframe arrays...
unsigned int KeyframeCount=Animations[i].Tracks[j].Keyframes.size();
NewNodeAnim->mNumPositionKeys=KeyframeCount;
NewNodeAnim->mNumRotationKeys=KeyframeCount;
NewNodeAnim->mNumScalingKeys =KeyframeCount;
NewNodeAnim->mPositionKeys=new aiVectorKey[KeyframeCount];
NewNodeAnim->mRotationKeys=new aiQuatKey[KeyframeCount];
NewNodeAnim->mScalingKeys =new aiVectorKey[KeyframeCount];
animationNode->mPositionKeys = new aiVectorKey[numKeyframes];
animationNode->mRotationKeys = new aiQuatKey[numKeyframes];
animationNode->mScalingKeys = new aiVectorKey[numKeyframes];
animationNode->mNumPositionKeys = numKeyframes;
animationNode->mNumRotationKeys = numKeyframes;
animationNode->mNumScalingKeys = numKeyframes;
//...and fill them
for(unsigned int k=0; k<KeyframeCount; ++k)
for(size_t kfi=0; kfi<numKeyframes; ++kfi)
{
const KeyFrame &kfSource = tSource.Keyframes[kfi];
// Create a matrix to transform a vector from the bones
// default pose to the bone bones in this animation key
aiMatrix4x4 t2, t3;
aiMatrix4x4 keyBonePose =
aiMatrix4x4::Translation(kfSource.Position, t3) *
aiMatrix4x4(kfSource.Rotation.GetMatrix()) *
aiMatrix4x4::Scaling(kfSource.Scaling, t2);
//Create a matrix to transfrom a vector from the bones default pose to the bone bones in this animation key
aiMatrix4x4 PoseToKey=
aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
// Calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform = defaultBonePose * keyBonePose;
aiVector3D kfPos; aiQuaternion kfRot; aiVector3D kfScale;
CompleteTransform.Decompose(kfScale, kfRot, kfPos);
//calculate the complete transformation from world space to bone space
aiMatrix4x4 CompleteTransform=DefBonePose * PoseToKey;
animationNode->mPositionKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mRotationKeys[kfi].mTime = static_cast<double>(kfSource.Time);
animationNode->mScalingKeys[kfi].mTime = static_cast<double>(kfSource.Time);
aiVector3D Pos;
aiQuaternion Rot;
aiVector3D Scale;
CompleteTransform.Decompose(Scale, Rot, Pos);
double Time=Animations[i].Tracks[j].Keyframes[k].Time;
NewNodeAnim->mPositionKeys[k].mTime=Time;
NewNodeAnim->mPositionKeys[k].mValue=Pos;
NewNodeAnim->mRotationKeys[k].mTime=Time;
NewNodeAnim->mRotationKeys[k].mValue=Rot;
NewNodeAnim->mScalingKeys[k].mTime=Time;
NewNodeAnim->mScalingKeys[k].mValue=Scale;
animationNode->mPositionKeys[kfi].mValue = kfPos;
animationNode->mRotationKeys[kfi].mValue = kfRot;
animationNode->mScalingKeys[kfi].mValue = kfScale;
}
NewAnimation->mChannels[j]=NewNodeAnim;
animation->mChannels[ti] = animationNode;
}
pScene->mAnimations[i]=NewAnimation;
pScene->mAnimations[ai] = animation;
}
}
}
aiNode* OgreImporter::CreateAiNodeFromBone(int BoneId, const std::vector<Bone> &Bones, aiNode* ParentNode)
aiNode* OgreImporter::CreateNodeFromBone(int boneId, const std::vector<Bone> &bones, aiNode* parent)
{
//----Create the node for this bone and set its values-----
aiNode* NewNode=new aiNode(Bones[BoneId].Name);
NewNode->mParent=ParentNode;
aiMatrix4x4 t0,t1;
NewNode->mTransformation=
aiMatrix4x4::Translation(Bones[BoneId].Position, t0)
*aiMatrix4x4::Rotation(Bones[BoneId].RotationAngle, Bones[BoneId].RotationAxis, t1)
;
//__________________________________________________________
const Bone &source = bones[boneId];
aiNode* boneNode = new aiNode(source.Name);
boneNode->mParent = parent;
boneNode->mTransformation = aiMatrix4x4::Translation(source.Position, t0) * aiMatrix4x4::Rotation(source.RotationAngle, source.RotationAxis, t1);
//---------- recursivly create all children Nodes: ----------
NewNode->mNumChildren=Bones[BoneId].Children.size();
NewNode->mChildren=new aiNode*[Bones[BoneId].Children.size()];
for(unsigned int i=0; i<Bones[BoneId].Children.size(); ++i)
if (!source.Children.empty())
{
NewNode->mChildren[i]=CreateAiNodeFromBone(Bones[BoneId].Children[i], Bones, NewNode);
}
//____________________________________________________
boneNode->mChildren = new aiNode*[source.Children.size()];
boneNode->mNumChildren = source.Children.size();
return NewNode;
for(size_t i=0, len=source.Children.size(); i<len; ++i)
boneNode->mChildren[i] = CreateNodeFromBone(source.Children[i], bones, boneNode);
}
return boneNode;
}
void Bone::CalculateBoneToWorldSpaceMatrix(vector<Bone> &Bones)
{

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@ -809,7 +809,7 @@ enum aiComponent
* order: <material-name>.material, <mesh-filename-base>.material and
* lastly the material name defined by this config property.
* <br>
* Property type: String. Default value: n/a.
* Property type: String. Default value: Scene.material.
*/
#define AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE \
"IMPORT_OGRE_MATERIAL_FILE"