FIX: Change quaternion orientation for B3D loader (this format was forgotten with r502).
FIX: MS3D loader assigns group names to mesh nodes, possibly leading to two nodes with the same name if a group name is the name of a bone as well. This prevents animations from working properly. These changes are merged with the 1.1 branch as well. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@705 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
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a85b851442
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@ -170,7 +170,8 @@ aiVector3D B3DImporter::ReadVec3(){
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// ------------------------------------------------------------------------------------------------
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aiQuaternion B3DImporter::ReadQuat(){
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float w=ReadFloat();
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// (aramis_acg) Fix to adapt the loader to changed quat orientation
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float w=-ReadFloat();
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float x=ReadFloat();
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float y=ReadFloat();
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float z=ReadFloat();
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@ -552,7 +552,12 @@ void MS3DImporter::InternReadFile( const std::string& pFile,
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aiNode* nd = rt->mChildren[i] = new aiNode();
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const TempGroup& g = groups[i];
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nd->mName = aiString(g.name);
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// we need to generate an unique name for all mesh nodes.
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// since we want to keep the group name, a prefix is
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// prepended.
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nd->mName = aiString("<MS3DMesh>_");
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nd->mName.Append(g.name);
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nd->mParent = rt;
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nd->mMeshes = new unsigned int[nd->mNumMeshes = 1];
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