diff options
Diffstat (limited to 'editor/collada')
-rw-r--r-- | editor/collada/collada.cpp | 21 |
1 files changed, 10 insertions, 11 deletions
diff --git a/editor/collada/collada.cpp b/editor/collada/collada.cpp index d004e30fb8..e9040b9d3e 100644 --- a/editor/collada/collada.cpp +++ b/editor/collada/collada.cpp @@ -166,7 +166,8 @@ Transform Collada::Node::compute_transform(Collada &state) const { } } break; - default: {} + default: { + } } xform = xform * xform_step; @@ -2071,17 +2072,17 @@ void Collada::_parse_library(XMLParser &parser) { } else if (name == "geometry") { String id = parser.get_attribute_value("id"); - String name = parser.get_attribute_value_safe("name"); + String name2 = parser.get_attribute_value_safe("name"); while (parser.read() == OK) { if (parser.get_node_type() == XMLParser::NODE_ELEMENT) { if (parser.get_node_name() == "mesh") { - state.mesh_name_map[id] = (name != "") ? name : id; - _parse_mesh_geometry(parser, id, name); + state.mesh_name_map[id] = (name2 != "") ? name2 : id; + _parse_mesh_geometry(parser, id, name2); } else if (parser.get_node_name() == "spline") { - state.mesh_name_map[id] = (name != "") ? name : id; - _parse_curve_geometry(parser, id, name); + state.mesh_name_map[id] = (name2 != "") ? name2 : id; + _parse_curve_geometry(parser, id, name2); } else if (!parser.is_empty()) parser.skip_section(); } else if (parser.get_node_type() == XMLParser::NODE_ELEMENT_END && parser.get_node_name() == "geometry") @@ -2255,8 +2256,7 @@ void Collada::_merge_skeletons2(VisualScene *p_vscene) { Node *node = state.scene_map[name]; ERR_CONTINUE(node->type != Node::TYPE_JOINT); - if (node->type != Node::TYPE_JOINT) - continue; + NodeSkeleton *sk = NULL; while (node && !sk) { @@ -2356,9 +2356,8 @@ bool Collada::_optimize_skeletons(VisualScene *p_vscene, Node *p_node) { bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, List<Node *> *p_mgeom) { - // bind shape matrix escala los huesos y los hace gigantes, asi la matriz despues achica - // al modelo? - // solucion: aplicarle la bind shape matrix a los VERTICES, y si el objeto viene con escala, se la dejo me parece! + // Bind Shape Matrix scales the bones and makes them gigantic, so the matrix then shrinks the model? + // Solution: apply the Bind Shape Matrix to the VERTICES, and if the object comes scaled, it seems to be left alone! if (p_node->type == Node::TYPE_GEOMETRY) { |