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

@@ -725,14 +725,14 @@ aiNode* ProcessSpatialStructure(aiNode* parent, const IfcProduct& el, Conversion
if (!properties.empty()) {
aiMetadata* data = new aiMetadata();
data->mNumProperties = properties.size();
data->mKeys = new aiString*[data->mNumProperties]();
data->mValues = new aiString*[data->mNumProperties]();
data->mKeys = new aiString[data->mNumProperties]();
data->mValues = new aiString[data->mNumProperties]();
unsigned int i = 0;
BOOST_FOREACH(const Metadata::value_type& kv, properties) {
data->mKeys[i] = new aiString(kv.first);
data->mKeys[i].Set(kv.first);
if (kv.second.length() > 0) {
data->mValues[i] = new aiString(kv.second);
data->mValues[i].Set(kv.second);
}
++i;
}