Reafctoring: Add GeoUtils usage
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@@ -43,7 +43,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <iostream>
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//#include <iostream>
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namespace Assimp {
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@@ -74,7 +74,7 @@ void ArmaturePopulate::Execute(aiScene *out) {
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BuildBoneList(out->mRootNode, out->mRootNode, out, bones);
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BuildNodeList(out->mRootNode, nodes);
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BuildBoneStack(out->mRootNode, out->mRootNode, out, bones, bone_stack, nodes);
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BuildBoneStack(out->mRootNode, out, bones, bone_stack, nodes);
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ASSIMP_LOG_DEBUG("Bone stack size: ", bone_stack.size());
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@@ -162,8 +162,7 @@ void ArmaturePopulate::BuildNodeList(const aiNode *current_node,
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// A bone stack allows us to have multiple armatures, with the same bone names
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// A bone stack allows us also to retrieve bones true transform even with
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// duplicate names :)
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void ArmaturePopulate::BuildBoneStack(aiNode *,
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const aiNode *root_node,
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void ArmaturePopulate::BuildBoneStack(const aiNode *root_node,
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const aiScene*,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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@@ -199,8 +198,7 @@ void ArmaturePopulate::BuildBoneStack(aiNode *,
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// This is required to be detected for a bone initially, it will recurse up
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// until it cannot find another bone and return the node No known failure
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// points. (yet)
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node,
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std::vector<aiBone *> &bone_list) {
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aiNode *ArmaturePopulate::GetArmatureRoot(aiNode *bone_node, std::vector<aiBone *> &bone_list) {
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while (nullptr != bone_node) {
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if (!IsBoneNode(bone_node->mName, bone_list)) {
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ASSIMP_LOG_VERBOSE_DEBUG("GetArmatureRoot() Found valid armature: ", bone_node->mName.C_Str());
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@@ -96,7 +96,7 @@ public:
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const aiScene *scene,
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std::vector<aiBone *> &bones);
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static void BuildBoneStack(aiNode *current_node, const aiNode *root_node,
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static void BuildBoneStack(const aiNode *root_node,
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const aiScene *scene,
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const std::vector<aiBone *> &bones,
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std::map<aiBone *, aiNode *> &bone_stack,
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