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https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 07:00:58 +00:00
astyle
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parent
9e4cd947a1
commit
d0b9d8f8a8
1 changed files with 14 additions and 13 deletions
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@ -49,7 +49,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p
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gltfAccessor* accessor = _data->AccessorList()[prim->indices];
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gltfBufferView* bv = _data->BufferViewList()[accessor->bufferView];
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gltfData* data = bv->parent;
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// files import as y-up. Use this transform to change the model to z-up.
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idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3( );
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idMat4 axisTransform( rotation, vec3_origin );
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@ -301,7 +301,7 @@ void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4& trans, gl
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origin *= axisTransform;
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newEntity->epairs.Set( "origin", origin.ToString() );
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newEntity->epairs.Set( "rotation", node->rotation.ToMat3().Transpose().ToString());
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newEntity->epairs.Set( "rotation", node->rotation.ToMat3().Transpose().ToString() );
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}
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void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfData* _Data )
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@ -424,7 +424,7 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData
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gltfData::ResolveNodeMatrix( modelNode );
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idMat4 curTrans = trans * modelNode->matrix;
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gltfMesh *targetMesh = meshList[modelNode->mesh];
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gltfMesh* targetMesh = meshList[modelNode->mesh];
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for( auto prim : targetMesh->primitives )
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{
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@ -483,7 +483,7 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData
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}
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//constructs a renderModel from a gltfScene node found in the "models" scene of the given gltfFile.
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// override with gltf_ModelSceneName
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// override with gltf_ModelSceneName
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// warning : nodeName cannot have dots!
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//[fileName].[nodeName/nodeId].[gltf/glb]
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//If no nodeName/nodeId is given, all primitives active in default scene will be added as surfaces.
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@ -502,7 +502,7 @@ void idRenderModelGLTF::InitFromFile( const char* fileName )
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common->FatalError( "multiple GLTF file loading not supported" );
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}
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}
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else
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else
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{
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gltfParser->Load( gltfFileName );
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}
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@ -511,31 +511,32 @@ void idRenderModelGLTF::InitFromFile( const char* fileName )
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gltfData* data = gltfParser->currentAsset;
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bounds.Clear();
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int sceneId = data->DefaultScene();
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assert( sceneId >= 0 );
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if ( !meshName[0] )
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if( !meshName[0] )
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{
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auto & nodeList = data->NodeList();
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auto& nodeList = data->NodeList();
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for( auto& nodeID : data->SceneList()[sceneId]->nodes )
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{
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gltfNode *modelNode = nodeList[nodeID];
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assert ( modelNode );
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gltfNode* modelNode = nodeList[nodeID];
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assert( modelNode );
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ProcessNode( modelNode, mat4_identity, data );
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}
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}
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else
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{
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gltfNode *modelNode = data->GetNode( gltf_ModelSceneName.GetString(), meshName );
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if ( modelNode )
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gltfNode* modelNode = data->GetNode( gltf_ModelSceneName.GetString(), meshName );
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if( modelNode )
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{
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ProcessNode( modelNode, mat4_identity, data );
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}
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}
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if ( surfaces.Num( ) <= 0 ) {
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if( surfaces.Num( ) <= 0 )
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{
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common->Warning( "Couldn't load model: '%s'", name.c_str( ) );
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MakeDefaultModel( );
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return;
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