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-rw-r--r--src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp413
1 files changed, 207 insertions, 206 deletions
diff --git a/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp b/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp
index 7e0d68a9f..ec7aa8985 100644
--- a/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp
+++ b/src/3rdparty/assimp/code/SkeletonMeshBuilder.cpp
@@ -2,11 +2,11 @@
Open Asset Import Library (assimp)
----------------------------------------------------------------------
-Copyright (c) 2006-2012, assimp team
+Copyright (c) 2006-2016, assimp team
All rights reserved.
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
@@ -23,245 +23,246 @@ contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file SkeletonMeshBuilder.cpp
- * @brief Implementation of a little class to construct a dummy mesh for a skeleton
+ * @brief Implementation of a little class to construct a dummy mesh for a skeleton
*/
-#include "AssimpPCH.h"
-#include "../include/assimp/scene.h"
+#include <assimp/scene.h>
#include "SkeletonMeshBuilder.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
-// The constructor processes the given scene and adds a mesh there.
+// The constructor processes the given scene and adds a mesh there.
SkeletonMeshBuilder::SkeletonMeshBuilder( aiScene* pScene, aiNode* root, bool bKnobsOnly)
{
- // nothing to do if there's mesh data already present at the scene
- if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
- return;
-
- if (!root)
- root = pScene->mRootNode;
-
- mKnobsOnly = bKnobsOnly;
-
- // build some faces around each node
- CreateGeometry( root );
-
- // create a mesh to hold all the generated faces
- pScene->mNumMeshes = 1;
- pScene->mMeshes = new aiMesh*[1];
- pScene->mMeshes[0] = CreateMesh();
- // and install it at the root node
- root->mNumMeshes = 1;
- root->mMeshes = new unsigned int[1];
- root->mMeshes[0] = 0;
-
- // create a dummy material for the mesh
- pScene->mNumMaterials = 1;
- pScene->mMaterials = new aiMaterial*[1];
- pScene->mMaterials[0] = CreateMaterial();
+ // nothing to do if there's mesh data already present at the scene
+ if( pScene->mNumMeshes > 0 || pScene->mRootNode == NULL)
+ return;
+
+ if (!root)
+ root = pScene->mRootNode;
+
+ mKnobsOnly = bKnobsOnly;
+
+ // build some faces around each node
+ CreateGeometry( root );
+
+ // create a mesh to hold all the generated faces
+ pScene->mNumMeshes = 1;
+ pScene->mMeshes = new aiMesh*[1];
+ pScene->mMeshes[0] = CreateMesh();
+ // and install it at the root node
+ root->mNumMeshes = 1;
+ root->mMeshes = new unsigned int[1];
+ root->mMeshes[0] = 0;
+
+ // create a dummy material for the mesh
+ if(pScene->mNumMaterials==0){
+ pScene->mNumMaterials = 1;
+ pScene->mMaterials = new aiMaterial*[1];
+ pScene->mMaterials[0] = CreateMaterial();
+ }
}
// ------------------------------------------------------------------------------------------------
-// Recursively builds a simple mesh representation for the given node
+// Recursively builds a simple mesh representation for the given node
void SkeletonMeshBuilder::CreateGeometry( const aiNode* pNode)
{
- // add a joint entry for the node.
- const unsigned int vertexStartIndex = mVertices.size();
-
- // now build the geometry.
- if( pNode->mNumChildren > 0 && !mKnobsOnly)
- {
- // If the node has children, we build little pointers to each of them
- for( unsigned int a = 0; a < pNode->mNumChildren; a++)
- {
- // find a suitable coordinate system
- const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
- aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
- float distanceToChild = childpos.Length();
- if( distanceToChild < 0.0001f)
- continue;
- aiVector3D up = aiVector3D( childpos).Normalize();
-
- aiVector3D orth( 1.0f, 0.0f, 0.0f);
- if( std::fabs( orth * up) > 0.99f)
- orth.Set( 0.0f, 1.0f, 0.0f);
-
- aiVector3D front = (up ^ orth).Normalize();
- aiVector3D side = (front ^ up).Normalize();
-
- unsigned int localVertexStart = mVertices.size();
- mVertices.push_back( -front * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( -side * distanceToChild * 0.1f);
- mVertices.push_back( -side * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( front * distanceToChild * 0.1f);
- mVertices.push_back( front * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( side * distanceToChild * 0.1f);
- mVertices.push_back( side * distanceToChild * 0.1f);
- mVertices.push_back( childpos);
- mVertices.push_back( -front * distanceToChild * 0.1f);
-
- mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
- mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
- mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
- mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
- }
- }
- else
- {
- // if the node has no children, it's an end node. Put a little knob there instead
- aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
- float sizeEstimate = ownpos.Length() * 0.18f;
-
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
-
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
- mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
- mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
-
- mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
- mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
- mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8));
- mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11));
- mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14));
- mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17));
- mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20));
- mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23));
- }
-
- unsigned int numVertices = mVertices.size() - vertexStartIndex;
- if( numVertices > 0)
- {
- // create a bone affecting all the newly created vertices
- aiBone* bone = new aiBone;
- mBones.push_back( bone);
- bone->mName = pNode->mName;
-
- // calculate the bone offset matrix by concatenating the inverse transformations of all parents
- bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
- for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
- bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
-
- // add all the vertices to the bone's influences
- bone->mNumWeights = numVertices;
- bone->mWeights = new aiVertexWeight[numVertices];
- for( unsigned int a = 0; a < numVertices; a++)
- bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
-
- // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
- // them to the array, but I'm tired now and I'm annoyed.
- aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
- for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
- mVertices[a] = boneToMeshTransform * mVertices[a];
- }
-
- // and finally recurse into the children list
- for( unsigned int a = 0; a < pNode->mNumChildren; a++)
- CreateGeometry( pNode->mChildren[a]);
+ // add a joint entry for the node.
+ const unsigned int vertexStartIndex = mVertices.size();
+
+ // now build the geometry.
+ if( pNode->mNumChildren > 0 && !mKnobsOnly)
+ {
+ // If the node has children, we build little pointers to each of them
+ for( unsigned int a = 0; a < pNode->mNumChildren; a++)
+ {
+ // find a suitable coordinate system
+ const aiMatrix4x4& childTransform = pNode->mChildren[a]->mTransformation;
+ aiVector3D childpos( childTransform.a4, childTransform.b4, childTransform.c4);
+ float distanceToChild = childpos.Length();
+ if( distanceToChild < 0.0001f)
+ continue;
+ aiVector3D up = aiVector3D( childpos).Normalize();
+
+ aiVector3D orth( 1.0f, 0.0f, 0.0f);
+ if( std::fabs( orth * up) > 0.99f)
+ orth.Set( 0.0f, 1.0f, 0.0f);
+
+ aiVector3D front = (up ^ orth).Normalize();
+ aiVector3D side = (front ^ up).Normalize();
+
+ unsigned int localVertexStart = mVertices.size();
+ mVertices.push_back( -front * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( -side * distanceToChild * 0.1f);
+ mVertices.push_back( -side * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( front * distanceToChild * 0.1f);
+ mVertices.push_back( front * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( side * distanceToChild * 0.1f);
+ mVertices.push_back( side * distanceToChild * 0.1f);
+ mVertices.push_back( childpos);
+ mVertices.push_back( -front * distanceToChild * 0.1f);
+
+ mFaces.push_back( Face( localVertexStart + 0, localVertexStart + 1, localVertexStart + 2));
+ mFaces.push_back( Face( localVertexStart + 3, localVertexStart + 4, localVertexStart + 5));
+ mFaces.push_back( Face( localVertexStart + 6, localVertexStart + 7, localVertexStart + 8));
+ mFaces.push_back( Face( localVertexStart + 9, localVertexStart + 10, localVertexStart + 11));
+ }
+ }
+ else
+ {
+ // if the node has no children, it's an end node. Put a little knob there instead
+ aiVector3D ownpos( pNode->mTransformation.a4, pNode->mTransformation.b4, pNode->mTransformation.c4);
+ float sizeEstimate = ownpos.Length() * 0.18f;
+
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, -sizeEstimate));
+
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( sizeEstimate, 0.0f, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, -sizeEstimate, 0.0f));
+ mVertices.push_back( aiVector3D( 0.0f, 0.0f, sizeEstimate));
+ mVertices.push_back( aiVector3D( -sizeEstimate, 0.0f, 0.0f));
+
+ mFaces.push_back( Face( vertexStartIndex + 0, vertexStartIndex + 1, vertexStartIndex + 2));
+ mFaces.push_back( Face( vertexStartIndex + 3, vertexStartIndex + 4, vertexStartIndex + 5));
+ mFaces.push_back( Face( vertexStartIndex + 6, vertexStartIndex + 7, vertexStartIndex + 8));
+ mFaces.push_back( Face( vertexStartIndex + 9, vertexStartIndex + 10, vertexStartIndex + 11));
+ mFaces.push_back( Face( vertexStartIndex + 12, vertexStartIndex + 13, vertexStartIndex + 14));
+ mFaces.push_back( Face( vertexStartIndex + 15, vertexStartIndex + 16, vertexStartIndex + 17));
+ mFaces.push_back( Face( vertexStartIndex + 18, vertexStartIndex + 19, vertexStartIndex + 20));
+ mFaces.push_back( Face( vertexStartIndex + 21, vertexStartIndex + 22, vertexStartIndex + 23));
+ }
+
+ unsigned int numVertices = mVertices.size() - vertexStartIndex;
+ if( numVertices > 0)
+ {
+ // create a bone affecting all the newly created vertices
+ aiBone* bone = new aiBone;
+ mBones.push_back( bone);
+ bone->mName = pNode->mName;
+
+ // calculate the bone offset matrix by concatenating the inverse transformations of all parents
+ bone->mOffsetMatrix = aiMatrix4x4( pNode->mTransformation).Inverse();
+ for( aiNode* parent = pNode->mParent; parent != NULL; parent = parent->mParent)
+ bone->mOffsetMatrix = aiMatrix4x4( parent->mTransformation).Inverse() * bone->mOffsetMatrix;
+
+ // add all the vertices to the bone's influences
+ bone->mNumWeights = numVertices;
+ bone->mWeights = new aiVertexWeight[numVertices];
+ for( unsigned int a = 0; a < numVertices; a++)
+ bone->mWeights[a] = aiVertexWeight( vertexStartIndex + a, 1.0f);
+
+ // HACK: (thom) transform all vertices to the bone's local space. Should be done before adding
+ // them to the array, but I'm tired now and I'm annoyed.
+ aiMatrix4x4 boneToMeshTransform = aiMatrix4x4( bone->mOffsetMatrix).Inverse();
+ for( unsigned int a = vertexStartIndex; a < mVertices.size(); a++)
+ mVertices[a] = boneToMeshTransform * mVertices[a];
+ }
+
+ // and finally recurse into the children list
+ for( unsigned int a = 0; a < pNode->mNumChildren; a++)
+ CreateGeometry( pNode->mChildren[a]);
}
// ------------------------------------------------------------------------------------------------
// Creates the mesh from the internally accumulated stuff and returns it.
aiMesh* SkeletonMeshBuilder::CreateMesh()
{
- aiMesh* mesh = new aiMesh();
-
- // add points
- mesh->mNumVertices = mVertices.size();
- mesh->mVertices = new aiVector3D[mesh->mNumVertices];
- std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
-
- mesh->mNormals = new aiVector3D[mesh->mNumVertices];
-
- // add faces
- mesh->mNumFaces = mFaces.size();
- mesh->mFaces = new aiFace[mesh->mNumFaces];
- for( unsigned int a = 0; a < mesh->mNumFaces; a++)
- {
- const Face& inface = mFaces[a];
- aiFace& outface = mesh->mFaces[a];
- outface.mNumIndices = 3;
- outface.mIndices = new unsigned int[3];
- outface.mIndices[0] = inface.mIndices[0];
- outface.mIndices[1] = inface.mIndices[1];
- outface.mIndices[2] = inface.mIndices[2];
-
- // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
- // the skeleton, so it's good if there's a visual difference to the rest of the geometry
- aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
- (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
-
- if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/
- nor = aiVector3D(1.f,0.f,0.f);
-
- for (unsigned int n = 0; n < 3; ++n)
- mesh->mNormals[inface.mIndices[n]] = nor;
- }
-
- // add the bones
- mesh->mNumBones = mBones.size();
- mesh->mBones = new aiBone*[mesh->mNumBones];
- std::copy( mBones.begin(), mBones.end(), mesh->mBones);
-
- // default
- mesh->mMaterialIndex = 0;
-
- return mesh;
+ aiMesh* mesh = new aiMesh();
+
+ // add points
+ mesh->mNumVertices = mVertices.size();
+ mesh->mVertices = new aiVector3D[mesh->mNumVertices];
+ std::copy( mVertices.begin(), mVertices.end(), mesh->mVertices);
+
+ mesh->mNormals = new aiVector3D[mesh->mNumVertices];
+
+ // add faces
+ mesh->mNumFaces = mFaces.size();
+ mesh->mFaces = new aiFace[mesh->mNumFaces];
+ for( unsigned int a = 0; a < mesh->mNumFaces; a++)
+ {
+ const Face& inface = mFaces[a];
+ aiFace& outface = mesh->mFaces[a];
+ outface.mNumIndices = 3;
+ outface.mIndices = new unsigned int[3];
+ outface.mIndices[0] = inface.mIndices[0];
+ outface.mIndices[1] = inface.mIndices[1];
+ outface.mIndices[2] = inface.mIndices[2];
+
+ // Compute per-face normals ... we don't want the bones to be smoothed ... they're built to visualize
+ // the skeleton, so it's good if there's a visual difference to the rest of the geometry
+ aiVector3D nor = ((mVertices[inface.mIndices[2]] - mVertices[inface.mIndices[0]]) ^
+ (mVertices[inface.mIndices[1]] - mVertices[inface.mIndices[0]]));
+
+ if (nor.Length() < 1e-5f) /* ensure that FindInvalidData won't remove us ...*/
+ nor = aiVector3D(1.f,0.f,0.f);
+
+ for (unsigned int n = 0; n < 3; ++n)
+ mesh->mNormals[inface.mIndices[n]] = nor;
+ }
+
+ // add the bones
+ mesh->mNumBones = mBones.size();
+ mesh->mBones = new aiBone*[mesh->mNumBones];
+ std::copy( mBones.begin(), mBones.end(), mesh->mBones);
+
+ // default
+ mesh->mMaterialIndex = 0;
+
+ return mesh;
}
// ------------------------------------------------------------------------------------------------
// Creates a dummy material and returns it.
aiMaterial* SkeletonMeshBuilder::CreateMaterial()
{
- aiMaterial* matHelper = new aiMaterial;
+ aiMaterial* matHelper = new aiMaterial;
- // Name
- aiString matName( std::string( "SkeletonMaterial"));
- matHelper->AddProperty( &matName, AI_MATKEY_NAME);
+ // Name
+ aiString matName( std::string( "SkeletonMaterial"));
+ matHelper->AddProperty( &matName, AI_MATKEY_NAME);
- // Prevent backface culling
- const int no_cull = 1;
- matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
+ // Prevent backface culling
+ const int no_cull = 1;
+ matHelper->AddProperty(&no_cull,1,AI_MATKEY_TWOSIDED);
- return matHelper;
+ return matHelper;
}