added some comments
parent
57a00d5faa
commit
dc1e11c8be
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@ -713,7 +713,10 @@ void glTFExporter::ExportMeshes()
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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}
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}
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/*
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* Export the root node of the node hierarchy.
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* Calls ExportNode for all children.
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*/
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unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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{
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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@ -735,7 +738,10 @@ unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
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return node.GetIndex();
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return node.GetIndex();
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}
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}
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/*
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* Export node and recursively calls ExportNode for all children.
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* Since these nodes are not the root node, we also export the parent Ref<Node>
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*/
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unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
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{
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{
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
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