Ogre: small tweaks
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1253 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/5/merge
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7384ce4005
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@ -51,10 +51,6 @@ to make it shorter easier to maintain.
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#include <sstream>
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using namespace std;
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//#include "boost/format.hpp"
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//#include "boost/foreach.hpp"
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//using namespace boost;
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#include "OgreImporter.hpp"
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#include "irrXMLWrapper.h"
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#include "TinyFormatter.h"
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@ -169,7 +169,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
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Bones[ChildId].ParentId=ParentId;
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Bones[ParentId].Children.push_back(ChildId);
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XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
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XmlRead(SkeletonFile);//I once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
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}
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//_____________________________________________________________________________
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@ -218,7 +218,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
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//loop over the attributes:
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while(true)
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while(true) //will quit, if a Node is not a animationkey
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{
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XmlRead(SkeletonFile);
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@ -268,12 +268,9 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
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break;
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}
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NewTrack.Keyframes.push_back(NewKeyframe);
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//XmlRead(SkeletonFile);
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}
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NewAnimation.Tracks.push_back(NewTrack);
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}
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@ -295,7 +292,7 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
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//Createt the assimp bone hierarchy
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vector<aiNode*> RootBoneNodes;
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BOOST_FOREACH(Bone theBone, Bones)
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BOOST_FOREACH(const Bone &theBone, Bones)
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{
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if(-1==theBone.ParentId) //the bone is a root bone
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{
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@ -304,7 +301,8 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
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}
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}
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if (RootBoneNodes.size()) {
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if(RootBoneNodes.size() > 0)
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{
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m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();
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m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
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memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
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@ -359,7 +357,7 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
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aiMatrix4x4 PoseToKey=
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aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3) //pos
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* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix()) //rot
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* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
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* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2); //scale
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//calculate the complete transformation from world space to bone space
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@ -1427,11 +1427,11 @@ IFC support is new and considered experimental. Please report any bugs you may e
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This section contains implementations notes for the OgreXML importer.
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@subsection overview Overview
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Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that i use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
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Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that I use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
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@subsection what What will be loaded?
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Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material.
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Mesh: Faces, Positions, Normals and all TexCoords. The Materialname will be used to load the material.
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Material: The right material in the file will be searched, the importer should work with materials who
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have 1 technique and 1 pass in this technique. From there, the texturename (for 1 color- and 1 normalmap) and the
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@ -1477,7 +1477,7 @@ Just look in OgreImporterMaterial.cpp
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- Load colors in custom materials
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- extend custom and normal material loading
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- fix bone hierarchy bug
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- tes everything elaboratly
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- test everything elaboratly
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- check for non existent animation keys (what happens if a one time not all bones have a key?)
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*/
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