FBX Export: handle newly-added geometric transform inverse nodes.
This also tidies up the imported node structure a little, by not adding the inverse nodes if there are no child nodes.
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@@ -215,24 +215,30 @@ void Converter::ConvertNodes( uint64_t id, aiNode& parent, const aiMatrix4x4& pa
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// attach geometry
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ConvertModel( *model, *nodes_chain.back(), new_abs_transform );
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// now link the geometric transform inverse nodes,
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// check if there will be any child nodes
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const std::vector<const Connection*>& child_conns
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= doc.GetConnectionsByDestinationSequenced( model->ID(), "Model" );
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// if so, link the geometric transform inverse nodes
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// before we attach any child nodes
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for( aiNode* postnode : post_nodes_chain ) {
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ai_assert( postnode );
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if (child_conns.size()) {
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for( aiNode* postnode : post_nodes_chain ) {
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ai_assert( postnode );
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if ( last_parent != &parent ) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[ 1 ];
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last_parent->mChildren[ 0 ] = postnode;
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if ( last_parent != &parent ) {
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last_parent->mNumChildren = 1;
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last_parent->mChildren = new aiNode*[ 1 ];
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last_parent->mChildren[ 0 ] = postnode;
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}
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postnode->mParent = last_parent;
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last_parent = postnode;
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new_abs_transform *= postnode->mTransformation;
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}
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postnode->mParent = last_parent;
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last_parent = postnode;
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new_abs_transform *= postnode->mTransformation;
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}
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// attach sub-nodes
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// attach sub-nodes (if any)
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ConvertNodes( model->ID(), *last_parent, new_abs_transform );
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if ( doc.Settings().readLights ) {
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