- renamed "bone" anims and associated structures to generic "node" anims. Breaking change, sorry for that.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@166 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
ulfjorensen
2008-09-30 13:05:48 +00:00
parent 832f9cf672
commit 8925813026
15 changed files with 140 additions and 145 deletions

View File

@@ -97,11 +97,11 @@ void ConvertToLHProcess::Execute( aiScene* pScene)
for( unsigned int a = 0; a < pScene->mNumAnimations; a++)
{
aiAnimation* anim = pScene->mAnimations[a];
for( unsigned int b = 0; b < anim->mNumBones; b++)
for( unsigned int b = 0; b < anim->mNumChannels; b++)
{
aiBoneAnim* boneAnim = anim->mBones[b];
if( strcmp( boneAnim->mBoneName.data, pScene->mRootNode->mName.data) == 0)
ProcessAnimation( boneAnim);
aiNodeAnim* nodeAnim = anim->mChannels[b];
if( strcmp( nodeAnim->mNodeName.data, pScene->mRootNode->mName.data) == 0)
ProcessAnimation( nodeAnim);
}
}
DefaultLogger::get()->debug("ConvertToLHProcess finished");
@@ -139,7 +139,7 @@ void ConvertToLHProcess::ProcessMesh( aiMesh* pMesh)
// ------------------------------------------------------------------------------------------------
// Converts the given animation to LH coordinates.
void ConvertToLHProcess::ProcessAnimation( aiBoneAnim* pAnim)
void ConvertToLHProcess::ProcessAnimation( aiNodeAnim* pAnim)
{
// position keys
for( unsigned int a = 0; a < pAnim->mNumPositionKeys; a++)