- 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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@@ -176,10 +176,10 @@ void OptimizeGraphProcess::FindLockedNodes(aiNode* node)
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for (unsigned int i = 0; i < pScene->mNumAnimations;++i)
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{
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aiAnimation* pani = pScene->mAnimations[i];
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for (unsigned int a = 0; a < pani->mNumBones;++a)
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for (unsigned int a = 0; a < pani->mNumChannels;++a)
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{
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aiBoneAnim* pba = pani->mBones[a];
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if (pba->mBoneName == node->mName)
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aiNodeAnim* pba = pani->mChannels[a];
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if (pba->mNodeName == node->mName)
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{
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// this node is locked
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node->mNumChildren |= AI_OG_UINT_MSB;
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