- 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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@@ -535,10 +535,10 @@ void SMDImporter::CreateOutputAnimations()
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aiAnimation*& anim = this->pScene->mAnimations[0] = new aiAnimation();
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anim->mDuration = this->dLengthOfAnim;
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anim->mNumBones = iNumBones;
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anim->mNumChannels = iNumBones;
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anim->mTicksPerSecond = 25.0; // FIXME: is this correct?
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aiBoneAnim** pp = anim->mBones = new aiBoneAnim*[anim->mNumBones];
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aiNodeAnim** pp = anim->mChannels = new aiNodeAnim*[anim->mNumChannels];
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// now build valid keys
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unsigned int a = 0;
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@@ -548,12 +548,10 @@ void SMDImporter::CreateOutputAnimations()
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{
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if (!(*i).bIsUsed)continue;
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aiBoneAnim* p = pp[a] = new aiBoneAnim();
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aiNodeAnim* p = pp[a] = new aiNodeAnim();
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// copy the name of the bone
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p->mBoneName.length = (*i).mName.length();
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::memcpy(p->mBoneName.data,(*i).mName.c_str(),p->mBoneName.length);
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p->mBoneName.data[p->mBoneName.length] = '\0';
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p->mNodeName.Set( i->mName);
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p->mNumRotationKeys = (unsigned int) (*i).sAnim.asKeys.size();
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if (p->mNumRotationKeys)
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