+ add AI_CONFIG_IMPORT_NO_SKELETON_MESHES flag to control skeleton mesh visualization. No need for this in Blender, and difficult to just ignore the geometry created by it.

This commit is contained in:
Alexander Gessler
2012-06-21 17:24:50 +02:00
parent 43e19c682f
commit 4e9a0bba20
11 changed files with 68 additions and 12 deletions

View File

@@ -65,6 +65,7 @@ static const aiImporterDesc desc = {
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
BVHLoader::BVHLoader()
: noSkeletonMesh()
{}
// ------------------------------------------------------------------------------------------------
@@ -89,6 +90,12 @@ bool BVHLoader::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool cs
return false;
}
// ------------------------------------------------------------------------------------------------
void BVHLoader::SetupProperties(const Importer* pImp)
{
noSkeletonMesh = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_NO_SKELETON_MESHES,0) != 0;
}
// ------------------------------------------------------------------------------------------------
// Loader meta information
const aiImporterDesc* BVHLoader::GetInfo () const
@@ -119,8 +126,10 @@ void BVHLoader::InternReadFile( const std::string& pFile, aiScene* pScene, IOSys
mLine = 1;
ReadStructure( pScene);
// build a dummy mesh for the skeleton so that we see something at least
SkeletonMeshBuilder meshBuilder( pScene);
if (!noSkeletonMesh) {
// build a dummy mesh for the skeleton so that we see something at least
SkeletonMeshBuilder meshBuilder( pScene);
}
// construct an animation from all the motion data we read
CreateAnimation( pScene);