|
@@ -713,7 +713,10 @@ void glTFExporter::ExportMeshes()
|
|
|
}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
|
|
|
}
|
|
|
|
|
|
-
|
|
|
+/*
|
|
|
+ * Export the root node of the node hierarchy.
|
|
|
+ * Calls ExportNode for all children.
|
|
|
+ */
|
|
|
unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
|
|
|
{
|
|
|
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
|
|
@@ -735,7 +738,10 @@ unsigned int glTFExporter::ExportNodeHierarchy(const aiNode* n)
|
|
|
return node.GetIndex();
|
|
|
}
|
|
|
|
|
|
-
|
|
|
+/*
|
|
|
+ * Export node and recursively calls ExportNode for all children.
|
|
|
+ * Since these nodes are not the root node, we also export the parent Ref<Node>
|
|
|
+ */
|
|
|
unsigned int glTFExporter::ExportNode(const aiNode* n, Ref<Node>& parent)
|
|
|
{
|
|
|
Ref<Node> node = mAsset->nodes.Create(mAsset->FindUniqueID(n->mName.C_Str(), "node"));
|