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Stop JoinVerticiesProcess removing bones from mesh as per #2596

Co-authored-by: K. S. Ernest (iFire) Lee <[email protected]>
Gordon MacPherson 6 years ago
parent
commit
4bc5e8c262
1 changed files with 0 additions and 25 deletions
  1. 0 25
      code/PostProcessing/JoinVerticesProcess.cpp

+ 0 - 25
code/PostProcessing/JoinVerticesProcess.cpp

@@ -431,31 +431,6 @@ int JoinVerticesProcess::ProcessMesh( aiMesh* pMesh, unsigned int meshIndex)
             bone->mWeights = new aiVertexWeight[bone->mNumWeights];
             memcpy( bone->mWeights, &newWeights[0], bone->mNumWeights * sizeof( aiVertexWeight));
         }
-        else {
-
-            /*  NOTE:
-             *
-             *  In the algorithm above we're assuming that there are no vertices
-             *  with a different bone weight setup at the same position. That wouldn't
-             *  make sense, but it is not absolutely impossible. SkeletonMeshBuilder
-             *  for example generates such input data if two skeleton points
-             *  share the same position. Again this doesn't make sense but is
-             *  reality for some model formats (MD5 for example uses these special
-             *  nodes as attachment tags for its weapons).
-             *
-             *  Then it is possible that a bone has no weights anymore .... as a quick
-             *  workaround, we're just removing these bones. If they're animated,
-             *  model geometry might be modified but at least there's no risk of a crash.
-             */
-            delete bone;
-            --pMesh->mNumBones;
-            for (unsigned int n = a; n < pMesh->mNumBones; ++n)  {
-                pMesh->mBones[n] = pMesh->mBones[n+1];
-            }
-
-            --a;
-            ASSIMP_LOG_WARN("Removing bone -> no weights remaining");
-        }
     }
     return pMesh->mNumVertices;
 }