General
- added Conjugate() and Rotate() to aiQuaternion - SkeletonMeshBuilder can now start hierarchy construction at a given node MD5 - MD5MESH and MD5 anim now working. - MD5ANIM files can be loaded without corresponding MD5MESHES - Config option to prevent automatic loading of MD5ANIMs - WIP version of MD5CAMERA support. - added test files. No anim test file yet. BHV - fixing formatting LimitBoneWeights - prints now statistics to the logging system Viewer - does now specify the LBW post-processing step. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@359 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
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@@ -48,14 +48,17 @@ using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// The constructor processes the given scene and adds a mesh there.
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SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene)
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SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root)
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{
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// nothing to do if there's mesh data already present at the scene
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if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
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return;
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if (!root)
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root = pScene->mRootNode;
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// build some faces around each node
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CreateGeometry( pScene->mRootNode);
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CreateGeometry( root );
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// create a mesh to hold all the generated faces
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pScene->mNumMeshes = 1;
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