diff --git a/neo/renderer/Model_gltf.cpp b/neo/renderer/Model_gltf.cpp index 79776bf5..431b1eca 100644 --- a/neo/renderer/Model_gltf.cpp +++ b/neo/renderer/Model_gltf.cpp @@ -49,7 +49,7 @@ MapPolygonMesh* MapPolygonMesh::ConvertFromMeshGltf( const gltfMesh_Primitive* p gltfAccessor* accessor = _data->AccessorList()[prim->indices]; gltfBufferView* bv = _data->BufferViewList()[accessor->bufferView]; gltfData* data = bv->parent; - + // files import as y-up. Use this transform to change the model to z-up. idMat3 rotation = idAngles( 0.0f, 0.0f, 90.0f ).ToMat3( ); idMat4 axisTransform( rotation, vec3_origin ); @@ -301,7 +301,7 @@ void ProcessSceneNode( idMapEntity* newEntity, gltfNode* node, idMat4& trans, gl origin *= axisTransform; newEntity->epairs.Set( "origin", origin.ToString() ); - newEntity->epairs.Set( "rotation", node->rotation.ToMat3().Transpose().ToString()); + newEntity->epairs.Set( "rotation", node->rotation.ToMat3().Transpose().ToString() ); } void Map_AddMeshes( idMapEntity* _Entity, gltfNode* _Node, idMat4& _Trans, gltfData* _Data ) @@ -424,7 +424,7 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData gltfData::ResolveNodeMatrix( modelNode ); idMat4 curTrans = trans * modelNode->matrix; - gltfMesh *targetMesh = meshList[modelNode->mesh]; + gltfMesh* targetMesh = meshList[modelNode->mesh]; for( auto prim : targetMesh->primitives ) { @@ -483,7 +483,7 @@ void idRenderModelGLTF::ProcessNode( gltfNode* modelNode, idMat4 trans, gltfData } //constructs a renderModel from a gltfScene node found in the "models" scene of the given gltfFile. -// override with gltf_ModelSceneName +// override with gltf_ModelSceneName // warning : nodeName cannot have dots! //[fileName].[nodeName/nodeId].[gltf/glb] //If no nodeName/nodeId is given, all primitives active in default scene will be added as surfaces. @@ -502,7 +502,7 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) common->FatalError( "multiple GLTF file loading not supported" ); } } - else + else { gltfParser->Load( gltfFileName ); } @@ -511,31 +511,32 @@ void idRenderModelGLTF::InitFromFile( const char* fileName ) gltfData* data = gltfParser->currentAsset; bounds.Clear(); - + int sceneId = data->DefaultScene(); assert( sceneId >= 0 ); - if ( !meshName[0] ) + if( !meshName[0] ) { - auto & nodeList = data->NodeList(); + auto& nodeList = data->NodeList(); for( auto& nodeID : data->SceneList()[sceneId]->nodes ) { - gltfNode *modelNode = nodeList[nodeID]; - assert ( modelNode ); + gltfNode* modelNode = nodeList[nodeID]; + assert( modelNode ); ProcessNode( modelNode, mat4_identity, data ); } } else { - gltfNode *modelNode = data->GetNode( gltf_ModelSceneName.GetString(), meshName ); - if ( modelNode ) + gltfNode* modelNode = data->GetNode( gltf_ModelSceneName.GetString(), meshName ); + if( modelNode ) { ProcessNode( modelNode, mat4_identity, data ); } } - if ( surfaces.Num( ) <= 0 ) { + if( surfaces.Num( ) <= 0 ) + { common->Warning( "Couldn't load model: '%s'", name.c_str( ) ); MakeDefaultModel( ); return;