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