Merge branch 'master' into user/mavollme/GLTF2_CheckNormalCount
commit
5b78e3fb5d
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@ -427,7 +427,7 @@ private:
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aiFace face = ReadTriangle(currentNode);
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faces.push_back(face);
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int pid, p1;
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int pid = 0, p1;
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bool hasPid = getNodeAttribute(currentNode, D3MF::XmlTag::pid, pid);
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bool hasP1 = getNodeAttribute(currentNode, D3MF::XmlTag::p1, p1);
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@ -124,13 +124,13 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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for (unsigned int boneId = 0; boneId < mesh->mNumBones; ++boneId) {
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aiBone *bone = mesh->mBones[boneId];
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ai_assert(bone);
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ai_assert(nullptr != bone);
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// duplicate mehes exist with the same bones sometimes :)
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// so this must be detected
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if (std::find(bones.begin(), bones.end(), bone) == bones.end()) {
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// add the element once
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bones.push_back(bone);
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bones.emplace_back(bone);
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}
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}
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@ -145,14 +145,14 @@ void ArmaturePopulate::BuildBoneList(aiNode *current_node,
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// Prepare flat node list which can be used for non recursive lookups later
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void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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std::vector<aiNode *> &nodes) {
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ai_assert(current_node);
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ai_assert(nullptr != current_node);
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for (unsigned int nodeId = 0; nodeId < current_node->mNumChildren; ++nodeId) {
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aiNode *child = current_node->mChildren[nodeId];
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ai_assert(child);
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if (child->mNumMeshes == 0) {
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nodes.push_back(child);
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nodes.emplace_back(child);
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}
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BuildNodeList(child, nodes);
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@ -168,8 +168,10 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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std::vector<aiNode *> &node_stack) {
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ai_assert(root_node);
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ai_assert(!node_stack.empty());
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if (node_stack.empty()) {
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return;
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}
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ai_assert(nullptr != root_node);
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for (aiBone *bone : bones) {
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ai_assert(bone);
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@ -181,7 +183,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
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node = GetNodeFromStack(bone->mName, node_stack);
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if (!node) {
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if (nullptr == node) {
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ASSIMP_LOG_ERROR("serious import issue node for bone was not detected");
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continue;
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}
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@ -199,7 +201,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
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// points. (yet)
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list) {
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while (bone_node) {
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while (nullptr != bone_node) {
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if (!IsBoneNode(bone_node->mName, bone_list)) {
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ASSIMP_LOG_VERBOSE_DEBUG_F("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
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return bone_node;
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@ -236,7 +238,7 @@ aiNode *ArmaturePopulate::GetNodeFromStack(const aiString &node_name,
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aiNode *found = nullptr;
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for (iter = nodes.begin(); iter < nodes.end(); ++iter) {
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aiNode *element = *iter;
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ai_assert(element);
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ai_assert(nullptr != element);
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// node valid and node name matches
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if (element->mName == node_name) {
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found = element;
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