Use AiNode's metadata to keep per-node(and per-instance) FBX (3dsmax) UserDefinedProperties

Also simplify metadata structure to avoid unnecessary allocations (and make it easier for wrappers like AssimpNET to read it)
This commit is contained in:
George Papadopoulos
2014-02-22 13:06:34 +02:00
parent c158638d67
commit 5ef8c09dbb
3 changed files with 34 additions and 18 deletions

View File

@@ -223,6 +223,9 @@ private:
name_carrier = nodes_chain.back();
}
//setup metadata on newest node
SetupNodeMetadata(*model, *nodes_chain.back());
// link all nodes in a row
aiNode* last_parent = &parent;
BOOST_FOREACH(aiNode* prenode, nodes_chain) {
@@ -754,7 +757,28 @@ private:
nd->mTransformation = nd->mTransformation * chain[i];
}
}
// ------------------------------------------------------------------------------------------------
void SetupNodeMetadata(const Model& model, aiNode& nd)
{
const PropertyTable& props = model.Props();
// find user defined properties
const std::string& userProps = PropertyGet<std::string>(props, "UDP3DSMAX", "");
//setup metadata //TODO: make metadata more friendly (eg. have Add()/Remove() functions to be easier to use)
aiMetadata* data = new aiMetadata();
data->mNumProperties = 1;
data->mKeys = new aiString[data->mNumProperties]();
data->mValues = new aiString[data->mNumProperties]();
//add user properties
data->mKeys[0].Set("UserProperties");
data->mValues[0].Set(userProps);
nd.mMetaData = data;
}
// ------------------------------------------------------------------------------------------------
void ConvertModel(const Model& model, aiNode& nd, const aiMatrix4x4& node_global_transform)