- removed implementation headers from the public interface

- corrected a few places that did not include those headers by other means
- Bugfix: SkeletonMeshBuilder should now finally work correctly when skipping invalid node connections

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@203 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
ulfjorensen
2008-10-29 22:02:00 +00:00
parent 7101c33401
commit 730b77c68e
5 changed files with 5 additions and 6 deletions

View File

@@ -101,6 +101,7 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
aiVector3D front = (up ^ orth).Normalize();
aiVector3D side = (front ^ up).Normalize();
unsigned int localVertexStart = mVertices.size();
mVertices.push_back( -front * distanceToChild * 0.1f);
mVertices.push_back( childpos);
mVertices.push_back( -side * distanceToChild * 0.1f);
@@ -114,7 +115,6 @@ void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
mVertices.push_back( childpos);
mVertices.push_back( -front * distanceToChild * 0.1f);
unsigned localVertexStart = vertexStartIndex + a * 12;
mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));