Update ASELoader.cpp
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@ -44,7 +44,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
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#ifndef ASSIMP_BUILD_NO_ASE_IMPORTER
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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#ifndef ASSIMP_BUILD_NO_3DS_IMPORTER
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// internal headers
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// internal headers
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@ -322,21 +321,6 @@ void ASEImporter::BuildAnimations(const std::vector<BaseNode *> &nodes) {
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aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
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aiNodeAnim *nd = pcAnim->mChannels[iNum++] = new aiNodeAnim();
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nd->mNodeName.Set(me->mName + ".Target");
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nd->mNodeName.Set(me->mName + ".Target");
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// If there is no input position channel we will need
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// to supply the default position from the node's
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// local transformation matrix.
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/*TargetAnimationHelper helper;
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if (me->mAnim.akeyPositions.empty())
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{
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aiMatrix4x4& mat = (*i)->mTransform;
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helper.SetFixedMainAnimationChannel(aiVector3D(
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mat.a4, mat.b4, mat.c4));
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}
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else helper.SetMainAnimationChannel (&me->mAnim.akeyPositions);
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helper.SetTargetAnimationChannel (&me->mTargetAnim.akeyPositions);
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helper.Process(&me->mTargetAnim.akeyPositions);*/
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// Allocate the key array and fill it
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// Allocate the key array and fill it
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nd->mNumPositionKeys = (unsigned int)me->mTargetAnim.akeyPositions.size();
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nd->mNumPositionKeys = (unsigned int)me->mTargetAnim.akeyPositions.size();
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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nd->mPositionKeys = new aiVectorKey[nd->mNumPositionKeys];
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