summaryrefslogtreecommitdiff
path: root/editor/collada
diff options
context:
space:
mode:
Diffstat (limited to 'editor/collada')
-rw-r--r--editor/collada/collada.cpp21
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) {