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Ogre: small tweaks

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1253 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
jonathanklein 13 years ago
parent
commit
5b462d484b
3 changed files with 9 additions and 15 deletions
  1. 0 4
      code/OgreMaterial.cpp
  2. 6 8
      code/OgreSkeleton.cpp
  3. 3 3
      doc/dox.h

+ 0 - 4
code/OgreMaterial.cpp

@@ -51,10 +51,6 @@ to make it shorter easier to maintain.
 #include <sstream>
 using namespace std;
 
-//#include "boost/format.hpp"
-//#include "boost/foreach.hpp"
-//using namespace boost;
-
 #include "OgreImporter.hpp"
 #include "irrXMLWrapper.h"
 #include "TinyFormatter.h"

+ 6 - 8
code/OgreSkeleton.cpp

@@ -169,7 +169,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 		Bones[ChildId].ParentId=ParentId;
 		Bones[ParentId].Children.push_back(ChildId);
 
-		XmlRead(SkeletonFile);//i once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
+		XmlRead(SkeletonFile);//I once forget this line, which led to an endless loop, did i mentioned, that irrxml sucks??
 	}
 	//_____________________________________________________________________________
 
@@ -218,7 +218,7 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 
 					//loop over the attributes:
 					
-					while(true)
+					while(true) //will quit, if a Node is not a animationkey
 					{
 						XmlRead(SkeletonFile);
 
@@ -268,12 +268,9 @@ void OgreImporter::LoadSkeleton(std::string FileName, vector<Bone> &Bones, vecto
 							break;
 					}
 
-
 					NewTrack.Keyframes.push_back(NewKeyframe);
-					//XmlRead(SkeletonFile);
 				}
 
-
 				NewAnimation.Tracks.push_back(NewTrack);
 			}
 
@@ -295,7 +292,7 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
 
 	//Createt the assimp bone hierarchy
 	vector<aiNode*> RootBoneNodes;
-	BOOST_FOREACH(Bone theBone, Bones)
+	BOOST_FOREACH(const Bone &theBone, Bones)
 	{
 		if(-1==theBone.ParentId) //the bone is a root bone
 		{
@@ -304,7 +301,8 @@ void OgreImporter::CreateAssimpSkeleton(const std::vector<Bone> &Bones, const st
 		}
 	}
 	
-	if (RootBoneNodes.size()) {
+	if(RootBoneNodes.size() > 0)
+	{
 		m_CurrentScene->mRootNode->mNumChildren=RootBoneNodes.size();	
 		m_CurrentScene->mRootNode->mChildren=new aiNode*[RootBoneNodes.size()];
 		memcpy(m_CurrentScene->mRootNode->mChildren, &RootBoneNodes[0], sizeof(aiNode*)*RootBoneNodes.size());
@@ -359,7 +357,7 @@ void OgreImporter::PutAnimationsInScene(const std::vector<Bone> &Bones, const st
 					aiMatrix4x4 PoseToKey=
 									  aiMatrix4x4::Translation(Animations[i].Tracks[j].Keyframes[k].Position, t3)	//pos
 									* aiMatrix4x4(Animations[i].Tracks[j].Keyframes[k].Rotation.GetMatrix())		//rot
-									* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2);	//scale
+									* aiMatrix4x4::Scaling(Animations[i].Tracks[j].Keyframes[k].Scaling, t2);		//scale
 									
 
 					//calculate the complete transformation from world space to bone space

+ 3 - 3
doc/dox.h

@@ -1427,11 +1427,11 @@ IFC support is new and considered experimental. Please report any bugs you may e
 
 This section contains implementations notes for the OgreXML importer. 
 @subsection overview Overview
-Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that i use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
+Ogre importer is currently optimized for the Blender Ogre exporter, because thats the only one that I use. You can find the Blender Ogre exporter at: http://www.ogre3d.org/forums/viewtopic.php?f=8&t=45922
 
 @subsection what What will be loaded?
 
-Mesh: Faces, Positions, Normals and one Uv pair. The Materialname will be used to load the material.
+Mesh: Faces, Positions, Normals and all TexCoords. The Materialname will be used to load the material.
 
 Material: The right material in the file will be searched, the importer should work with materials who
 have 1 technique and 1 pass in this technique. From there, the texturename (for 1 color- and 1 normalmap) and the
@@ -1477,7 +1477,7 @@ Just look in OgreImporterMaterial.cpp
 - Load colors in custom materials
 - extend custom and normal material loading
 - fix bone hierarchy bug
-- tes everything elaboratly
+- test everything elaboratly
 - check for non existent animation keys (what happens if a one time not all bones have a key?)
 */