Collada: use a counter instead of clock() to generate unique names. Closes #357
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@@ -73,7 +73,7 @@ static const aiImporterDesc desc = {
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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ColladaLoader::ColladaLoader()
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: noSkeletonMesh(), ignoreUpDirection(false)
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: noSkeletonMesh(), ignoreUpDirection(false), mNodeNameCounter()
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{}
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// ------------------------------------------------------------------------------------------------
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@@ -1543,7 +1543,7 @@ const Collada::Node* ColladaLoader::FindNodeBySID( const Collada::Node* pNode, c
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// ------------------------------------------------------------------------------------------------
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// Finds a proper name for a node derived from the collada-node's properties
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std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const
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std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode)
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{
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// now setup the name of the node. We take the name if not empty, otherwise the collada ID
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// FIX: Workaround for XSI calling the instanced visual scene 'untitled' by default.
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@@ -1557,7 +1557,7 @@ std::string ColladaLoader::FindNameForNode( const Collada::Node* pNode) const
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{
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// No need to worry. Unnamed nodes are no problem at all, except
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// if cameras or lights need to be assigned to them.
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return boost::str( boost::format( "$ColladaAutoName$_%d") % clock());
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return boost::str( boost::format( "$ColladaAutoName$_%d") % mNodeNameCounter++);
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}
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}
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